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Amateur AGDG General

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Thread replies: 890
Thread images: 172

File: she wants the P.png (288KB, 1468x1076px) Image search: [iqdb] [SauceNao] [Google]
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I'm too damn tired to come up with a clever name edition

>GENERAL INFORMATION
Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Recap: http://www.homph.com/recap/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg

>HANDY TOOLS
Open Broadcaster Software: https://obsproject.com/
WebMConverter: https://github.com/WebMBro/WebMConverter
LICEcap: http://www.cockos.com/licecap/

>PEOPLE AND PLACES
Music bros: https://soundcloud.com/groups/agdg-audiofriends

>[GREENLIGHT] PROJECTS PENDING
Spaceman Sparkles II - Astronaut Shine: http://steamcommunity.com/sharedfiles/filedetails/?id=259910298
Magic Meisters: http://steamcommunity.com/sharedfiles/filedetails/?id=257087593
Restricted RPS: https://steamcommunity.com/sharedfiles/filedetails/?id=128528523

>[DEMO]s RELEASED IN THE LAST WEEK
Sword & Scroll [May 31]:
https://dl.dropboxusercontent.com/u/34678494/SwordScrollAll090.zip
Firework Festival [May 28]: https://www.dropbox.com/s/01wxbs3t98a3h1o/Fireworks Festival.zip
Xenoraptor [May 27]: http://xenoraptor.net/download/
Card Tactics [May 27]: https://www.dropbox.com/s/dghkrjdowtev8x2/easta.jar
Wooble Booble [May 27]: https://dl.dropboxusercontent.com/u/277212764/wooble%20bubble/wooble%20bubble.html
>>
bears
>>
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/AGDG/ GETTING BTFO BY THE MASTER
>>
>>69692914
>riding a high horse
>>
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third for waifus
>>
>>69692146
Better.
>>
>>69692914
Oh my.
>>
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reminder that working code is the most rewarding thing in the world
>>
>>69692914
>I HAD TO GAMBLE 30 YEARS BEFORE I WON THE LOTTERY
>>
>>69693089
working clean non-spaghetti*
>>
>>69692914
What's Braid? Never heard of it.
>>
>>69692914
What an asshole
>>
>>69692914
FuriousGamer87 is the Steamchat leaker.
>renames pictures with just a few characters
That's what the Steamchat leaker does all the time. You've been found out FuriousGamer87. Your shitposting days are over.

Slow, please ban this man.
>>
>>69692724
Duly noted.

Do you think the problem is he doesn't ease into it smoothly enough, or the crouch at the very start of the swing itself needs to be in farther (i.e. exaggerate the whole thing)?

Both are simple fixes, just curious what looks off to your eye.

>>69692673
Would that be a challenge to code? I figure enemies will already have to have part-specific hitboxes for things like headshots so I imagine the damage detection stuff would all be there, but I don't know how hard dismemberment would be to program from an animation standpoint (do you have to swap out the normal model for the dismembered one on the fly and spawn a physics-affected limb?) and what kind of effect it would have on performance.

It might be the kind of thing I look at doing for larger enemies, probably not for grunts.

And anyway the attack you're seeing wouldn't dismember. It's meant to put the enemy into a ragdoll state and launch them like a projectile (which will cause secondary damage to other enemies).

[repost from dead thread]
>>
Finally we get to use this OP.
>>
>>69692914
https://www.youtube.com/watch?v=xSXofLK5hFQ
>>
>>69693164
Take your stem faggotry away from AGDG, If its not on 4ch its not AGDG
>>
>>69693198
I think it's the exaggeration; it's always better to exaggerate a little when you're animating to really sell the movement.
>>
>>69692914
Who gives a fuck how much "experience" he has when all he was able to make was Braid, a.k.a. a piece of total garbage?
>>
>>69692914
Taking 12 years to make something that average is...well...not something to brag about.

Braid's not a bad game, but the game should be easily made by anyone with around 2 years of game dev experience. He didn't even make the art, so his accomplishment is even less impressive.
>>
>>69693038
>Ripping off Castlevania sprites

Nice job
>>
>>69693507
>Ripping off
Those aren't rip-offs, those are the sprites themselves
>>
>>69693507
Sprites from Castlevania and those are tiles from Diablo II.

They're just placeholders anyway.
>>
itt: nodevs bich about videogames but cant make there own.
>>
>>69693106
but the spaghetti gives you something to refactor and work off of
You can't build a flying castle without starting on the ground
>>
>>69693507
Those... are the sprites. They're placeholders.
>>
>>69693760
Except I planned my component system far enough to where I need to write it once.
>>
>>69693703
>>69693774
>there just place holders

Im just messing with you nerds, I thought it was tradition?
>>
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>>69693846
You motherfucker, you're fucking dead if you ever try that shit in /agdg/ ever again.
>>
>>69693846
Being a cunt? Yeah, it's a tradition alright.
>>
>>69693929
lol
>>
>>69692914
Who is Blow even talking about? It sounds like he's ranting to all indie devs, but why does he feel the need to just randomly bring up his dev 'street cred'? Is he just perpetually butthurt or did somebody say something to him?

>>69693164

Anon, even I've named pictures btfo.jpg. That doesn't mean anything. Besides that, who cares? If you've got a steamchat issue and you want slow to ban someone from steamchat, why not bring it up in... oh, I don't know... steamchat?
>>
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Deeply dull progress is still progress.
Inspection windows generated for any entity by examining its constituent components and asking them for some text. If it finds a component giving world-position it draws an arrow pointing to that position.
If you click "inspect" near several entities it pops up a list of all their identifiers and you pick which one to inspect.
Also a bunch of behind the scenes stuff tidying up the entity system, model loading and stuff.

>>69692914
I know it's fun times to be angry at successful people, but I don't think his point was meant to be "fuk u scrubs git gud."
Rather he's highlighting how the perception of an indie success is often very far from the reality. No one had heard of him before Braid, so to the general public this guy just appeared with a game, released it and bought a Tesla Roadster. Which gives the impression that success comes rapidly. Similarly, Notch had been making shit games in Java for ages before Minecraft, but all that the world sees is this game and its creator appearing from nothing.

It's a message of hope for those that have been making games and are not multimillionaires: It usually takes time, and it taking a while for you doesn't mean that you suck and it doesn't mean that you can never get success.

It's also a message of patience. Lot of people throwing out their first GameMaker shit, expecting it to be the next Spelunky, then complaining on the internet about it getting no media attention.
>>
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Do these backgrounds look OK?
>>
>>69694360
NO

Darken them, make the foreground sprites pop out.
>>
>>69694360

red tactics got turned into a tower defense?
>>
>>69693840
Did you start your project with the component system?
>>
>>69694360
I think the bottom two could use more color variety; like maybe have some torches/candles/windows on the dungeon walls and have some bushes with flowers in the forest background
>>
>>69694291
Wow those look awesome. Are they going to make gameplay?
>>
>>69693378
>>69693505
Braid is only known because it came out at the right time. It was a time before the average normalfag knew that indie devs could make gimmicky platformers for Xbox. Braid would be rotting in greenlight hell if it was released in 2014.
>>
>>69694428
Yes. I made sure I had it added so I won't have to deal with implementing it in the middle of working with entities.
>>
>>69694117
He's talking about people who have put in 2-4 years of work on their overall experience as game developers, want their games to make money and then complain when they don't.
>>
>>69694360
Topright and bottomleft could use different colors. Something to differentiate from the foreground more. I think the other two are fine. Bottom right is the best.
>>
Do you guys think I could make a lot of money easily by making a ridiculous simulation game with awkward control and having Pewdiepie's fanbase as my target audience?
>>
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~*Recap Monday Automated Recap Image Standard*~
Image must be 280x160
---------------
name:
dev:
tools:
website:
progress:
------------------
namechange: [previous name here]
>>
>>69694714
People still care about his? With shitposters on it and fucking loli rape game? top kek.
>>
>>69694783
>top kek
Invalidated
>>
>>69694809
>Invalidated
Invalidated
(that's how dumb you are)
>>
>>69694606
I hate it when devs bitch that their shitty soulless games don't make any money.

>Postmortem: Zombie Jumpman didn't make money ;_; This is everyone's fault but mine!

Fuck those devs. They never want to own up to the likelihood that their game is boring and shit.
>>
>>69694534
Seems like it'd be kinda hard to create a complete component system if you don't have anything to use it with
>>
>>69694405
>>69694649
>>69694469

Thanks, I'll iterate on them. You guys are the best.

>>69694427
Nah. It's a card game. Lots of defense levels in it though. Also I'm not redtactics dev. Whatever happened to them?
>>
>>69694783
>shitposting while complaining about shitposters
People never particularly cared anyhow, it's just another dumb thing to do in AGDG between shitposting and posting progress.
>>
>>69694919
Not when you allow components to represent pretty much anything.
>>
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>>69693376
Good advice, taken to heart.

Feedback?
>>
>19:26 - hopoo entered chat.
>>
>>69694498
It's probably true that at that time being an "indie developer" (the name didn't really exist then) was more unusual and so drew more media attention.
But please keep in mind that the whole platformer-with-a-gimmick trend was started largely by people imitating Braid, so it's more than a little unfair to say that it would be lost in a sea of clones of itself. Like saying that if Doom came out after Hexen it wouldn't have been as popular.

>>69694705
Probably not a lot. Since Surgeon and especially Goat Simulator, you'd be competing with surprisingly high budget titles (which is to say, titles with any budget at all.) Games like the recent Air Control try to do the whole so-bad-it's-funny thing, but veer too far into just being shit.
Also you will actually go to actual hell.
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>>69695026
Steam is not /agdg/
>>
>>69694996
It's not shitpostig because you disagree with me, the new recap is shit and I wouldn't want my game in a picture with loli rape game, wow so shitposting right...
Fucking retard
>>
>>69694783
I agree. Who of sound mind wants their game plastered all over the internet alongside detailed descriptions of lolidev making his child abuse simulator more realistic, with gems like 'fapped to lots of lolis'?

It's no wonder there are way less games are on the recap these days.
>>
>>69695012
Yeah, that looks better! Him easing into it like that's a nice touch too
>>
>>69695238
There's also a nice little 25-frame loopable at the end (which thankfully isn't super noticeable) so the charge-up can be held indefinitely.
>>
>>69694920
>Also I'm not redtactics dev. Whatever happened to them?

All AGDG srpg devs are hunted by assassins hired by 2d waifuplatformer devs with their autism bucks.
>>
>>69695238
>>69695319
Though I wonder if the crouch is too much. A charge attack doesn't always get released from the final state, hopefully the crouch in isn't so exaggerated that the swing looks shitty if it isn't fully wound up.

Maybe it'll be fast enough that you won't notice. Otherwise I'll need to implement some sort of dynamic tweening for the step-in of the swing.
>>
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>Neither me nor my friend can make the player sprite look good
>NES sprites that are good are few and far in between
great
>>
>>69694291
This is like Lego Rock Raider r-right?
>>
>>69695480
Just stop, you are not an artist so just deal with the programmer art or ditch your "friend" and get a real artist
Remember that shit games with good art sell!
>>
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>>69694714
name: Charlotte's Dream
dev: CharlotteDev
tools: AS3 with Flixel
website: onetenthoddity.tumblr.com
progress: Powerups disappear after a while/make UI flash upon pickup
progress: Designed/animated a new enemy
progress: Changed the way the booty bump works
progress: Finally fixed all the collision code
progress: Screwed around with music
>>
>>69695480
But those are pretty good, anon. I like right one a little more. The hat on the left is a cool touch, though.
>>
>>69695547
Your conclusion seems to be going all over the place
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>>69695586
>same picture
Look like the loli pedos couldn't make any progress, gee I wonder why (it's because you were shitposting fulltime here)
>>
>>69695328
Waifu Platformer Assassin Tactics when?
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>>69695658
>Look like the loli pedos couldn't make any progress

After he posts five lines of progress.
>>
>>69695480
The one on the left looks good except it needs a chin.

Give him a chin and move the nose and eyes down a smidge and it'd look good.
>>
>>69695547
>hot a what baabhabhiat
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>>69695658
Please don't bully. Besides, are those even lolis? They have boobs.
>>
>>69695008
gj m8, you knew what you wanted to do and you did it
Most of the time I'm just running with an idea until it works or I realize it's fucking retarded
you're probably a more efficient programmer than I
>>
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>>69695658
I'm too lazy to stick the manta ray in a mockup and none of my other progress was really visual.
This is some hardcore laziness too cause it'd take like 30 seconds at best
>>
>>69694479
Thanks! Strict no-gameplay policy. We're in the business of spending forever making engines, not games. (There will be game stuff eventually, the things you see there are the people in a kind of building/management game.)

>>69695515
I'm so sorry. They do both have rocks, and digging.
>>
>>69695747
what you mean?
>>
>>69695658
Your subtlety is slipping again
>>
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Holy shit, I am still working on the fucking pc port of this fucker. Oooooooohhhhh fuck, this is so painful. I'm literally retyping most of it since the LibGDX components vary enough from android and I felt like trying to clean up the spaghetti code as I came across it in the refactoring. This is so fucking painful.
But, progress? Is it really progress if I'm taking steps backwards in the eyes of the end user?
>>
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>>69694405
Tried darkening the top two and couldn't find the right ballance to make sprites "pop". I darkened the bottom two and added torches. Are they OK?
>>
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>>69695994
I can't fool an honorable horriblesubs reader such as you'reself
>>
>>69696095
These look good, my only issue is the bring colors in the top right take away attention from the rest of the game.
>>
>>69696089
Unfucking up code is always progress.
>>
Oberyn RIP
>>
>>69696260
what game is that, what happened to the dev
>>
>>69696260
>watching game of plebs

Please stop posting.
>>
>>69696095
Same complaint as >>69696234, you should desaturate/darken the background sprites in the top right since they're competing with the important ones
>>
>>69696326
>what game is that
Game of Thrones
>>
>>69696245
That's good. I still really fucking hate remaking this shit.

I haven't posted here in a pretty long time, but still gonna do the recap mondays because that shit is actually pretty encouraging. No hate pls?
>>
Googam's dark past unearthed
>>
>>69696345
>>69696234

Fixed that now. Thanks for your help.
>>
>still no demo from starfoxbro dev
>still no demo from lolivaniadev
>still no demo from charlotte
I'm totally in despair.
>>
>tfw your game reaches that critical mass where you find yourself playing it for fun
diaspora_oratorio.mp3
>>
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>>69696095
Look at the left example and try applying that to the rest of the sets.
>>
>>69696395
Your farther than me, man. Spent most of this weekend expanding my editors pipeline to work with some new asset types. Almost ready to show some stuff (things render it's just super dull currently).
>>
even: refactor
odd: nodev harder
>>
>>69696643
but that looks like shit
>>
>>69696641
are you making this game alone? how come star citizen is made by 50 people and they don't have as much progress as you do
>>
>>69696696
Get to it.
>>
>>69696641
Please, let me play this. Why do you do this to me?
>>
>>69696718
You're shit, faggot.
>>
>>69696740
Star shitizen is made by 50 idea guys
>>
>>69696643
Hmmm I'll give it a shot. I think it might work more in the spooky forrest. Cheers.
>>
>>69696662
expanding your editors pipeline?
Also, don't just randomly post a bunch of progress, or the other fuckers here will call you a viralfag.

>>69696696
don't clean up too much spaghetti code at once or you might wuss out halfway through. Unless you really know your shit, the design principles (in my opinion) are only there to explain why the fuck certain things were so damn hard to program.
>>
>>69696643
This anon is right, and was nice enough to make an example that I think more of us could use. Don't listen to:
>>69696718
>>
>>69696641
dat random cube
>>
>>69696718
Fuck you, are you a nodev from the steam group going trying to start a flamewar again? lelelelelelel fucking developers
>>
>>69696805
> you will never have an idea guy on Peter Molyneux's or Chris Robert's level making promises you can never hope to keep.

Sometimes I don't even know why I try.
>>
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>>69696783
>>69696913
>>69696942
stop samefagging, your advice is just bad

making the background 10x darker doesn't make anything "pop", it just pollutes the palette and makes everything look more complicated than it should
>>
>>69696853
I can't achieve what I want without refactoring
Most of it isn't even spaghetti, it's just in the wrong place
>>
>>69697087
THE NODEV IS REAL
>>
>>69697008
>You will never have Peter Molyneux on your team.
The saddest thing an indie dev has to face.
>>
>>69696641
>you like your own game enough to have fun playing it

Literally my dream
>>
hey you guys better behave or i'll start saying how its harder to be an artist than a programmer again
>>
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>>69694714
name: Hexagonal Game
dev: ViralDev
tools: Java, LibGDX
website: https://github.com/abbott221/WebsiteAndApp/
progress: taking a stab at pc port
progress: converting from android components to LibGDX components
progress: refactoring as well
progress: kind of rewriting this whole fucker
>>
>>69697145
>i put a shitty filter on an image someone else made
>HURR IM DEV UR NOT
>>
>>69697202
you stolen these spriite????
>>
>>69697257
What fucking filter? Are you literally retarded?

Do you understand what depth is?
>>
>>69696853
Yea adding new object import options (I.e. Rigid bodies from Maya). Creates them as proper RB shapes in the physics library I'm using (Bullet).

Considering /agdg/ was 90% shit posts this weekend - I'm not too worried about being called out as some viral, but point noted anyway.
>>
>>69696260
i really hope that isnt true, if it is im going to find you and im going to kill you. i know who you are
>>
what is that word for not drawing things that are being blocked wholly by another object
>>
>>69697379
Culling?
>>
>>69697379
occlusion culling
>>
>>69697308
gitgud
>>
>>69697431
>>69697438
thank
>>
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>>69696740
There's a lot of reasons. Here's just a few.

>Not making the models
>Not having to force an engine to do something it was never designed for
>Not having to wonder if this will work on 100k computers
>Not having to mesh this with a server backend
>Not having to worry about netcode
>Not taking 3 months to build and implement ships
>Not needing cutting edge graphics
>Not having to incorporate a first person walking mode
>Not needed to make ships vehicles you can enter/exit

The list goes on and on. Star Citizen is stupidly and their work is extremely heavily front-loaded towards getting all their lunacy running in the first place.

>>69696930
It's comforting.
>>
>>69697129
ignore that shit. refactoring can be good in small doses, but if it's the main thing you do, progress will be very slow. I had at least 10,000 lines prior to my refactor.

>>69697087
only the last referenced post was mine. But, I'm not up for encouraging the edgy flamewars that this thread is so prone to today.

>>69697261
The source of the sprites is referenced on my website. They are public domain.
>>
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>>69697308
You guys know how in real life, things that are farther away inexplicably look darker regardless of lighting?

...No?
>>
>>69697573
if you sell your game without your own sprite you will get removed of google appstore thats what i read bro.
>>
>>69697129
Refactor one little piece at a time. What I tend to do is start my day refactoring a small piece of a larger puzzle and then continue working on something else. I try to avoid refactoring whole components and mechanics all at once if I can avoid it. There's too much that can go wrong when you do that.
>>
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>>69697607
>things that are farther away inexplicably look darker

You're a shitposter from Sweden so it should be the reverse.
>>
>>69697607
You're hopeless AGDG, no wonder nodevs are fucking everywhere these days.
>>
>>69697692
>>69697712
>I HAVE NO COUNTER TO THIS ON-TOPIC POST SO I'LL GET MAD AND WHINE ABOUT NOTHING
>>
The romance elements of Bioware games are by far the most popular and the focus of most of the fandom, correct?

Well, what if I made a game that was just that?

Basically a fully VA'd 3D dating simulator in a fantasy/scifi environment. Just Mass Effect with all the pretense of RPG elements being removed and just giving the fans what they really want: superficially interesting characters that they can talk to a dozen times and then have an awkward sex scene with.
>>
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>>69697607
You know how, in art, people exaggerate certain visual phenomenon, value structure, and color to emphasize focal points?

...No?
>>
will these threads ever be good again
or are they dead like oberyn
>>
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>>69697328
ooooohhh, you have 3D models, yeah buddy, I haven't tried 3D action yet lol I'm doing a turn-based strategy game as a summer project.
I got called out as a viral for posting pic related with some links, and looking back at it, I guess when you really really prepare your presentation and have that officially releasing feel to it (I did also mention that it was published to the google play store the night before), it looks a lot like viralfagging

>>69697652
woooooowwww... shit, what? noooo... I need some sauce on that.
>>
>>69697835
I believe you just described a VN.
>>
>>69697835
>Well, what if I made a game that was just that?

visual novel dating sims have existed for millennia
>>
>>69697835
You mean like people have been doing for years before Bioware was even a thing?
>>
>>69697652
I'm not "selling" it btw. It's free. And the public domain license said that he didn't mind not getting credit although it would be nice.
>>
>>69697835
Then you would be Japan.

Do you want to be Japan, anon?
>>
>>69698020
>>69697914
ok just not want your game to be deleted i would modify it if you have source vector files but its just me
>>
>need to debug
>valgrind is too slow
>gdb is vague
Fuck
>>
How do I revert Unity Pro to regular Unity?

My trial ran out and the whole thing just closes when I try to open it.
>>
So I create a class for my bullet. The class is created when you fire and can only be fired again until the class is deleted (exploding on an enemy or deleted when offscreen)
Using an arraylist how the fuck do I manage to create multiple classes allowing me to fire more than once?
>>
>>69697967
> didn't read ASOIAF wiki
>>
>>69698094
>source vector files
what? the sprites are png files that were downloaded and unmodified
>>
>>69698097
The hell are you coding with? Eclipse has a good wrapper around GDB that looks like visual studios debugger.
>>
>>69698134
>being spoiled by a WIKI of all things
what the actual fuck?
>>
>>69698195
>Eclipse
>>
>>69698134
>didn't read the fucking book instead
>>
>>69697859
Too bad your suggested changes look like shit.
>>
>>69698114
I recall my Unity just turning back into vanilla when my trial ran out. I don't think I did anything special.
>>
>>69698121
Google "factory design pattern". Sounds exactly like what you want.
>>
I know this will tickle people's autism bone but I wanted to know from the perspective of /agdg/ whether or not it is "worth" the time investment to learn C before C++ if one is assuredly going to eventually learn C++.

http://strawpoll.me/1804458
>>
sketching the town layout with placeholders.

>>69697261
This is not me.
Why are you using my name?
>>
>>69697863
>>69697967
>>69698134
>>69698205
>>69698225
Can go guys please go back to Reddit or wherever?
>>
>>69698216
Eclipse is the shit, man. Or are you one of those .NET or Emacs developers?
>>
>>69698342
Oh boy
>>
>>69698342
>Captura de pantalla
We got the real deal
>>
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W-Woah ! What game am I supposed to do with her?
>>
I just got an image from a poster in the agdg thread the title was "Captura de pantalla 2014-(...).png" I deleted it, blocked them on steam

Did I do the right thing?
>>
>>69698386
>using an IDE
>not vim and command line

Also the error involved marking a pointer null and not checking if it is null after the function call
>>
>>69698389
I won't be using the rtp in the end anon.
and I won't be using default rpg maker stuff.
>>
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>>69698342
This guy tho, he is something else
>>
>>69697675
>>69697573
Maybe refactor is the wrong word
I hardcoded some shit so I could test other shit, now I gotta make it generic
>progress will be slow
my progress will always be slow, I don't really mind
>>
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>>69694714
name: Unnamed Grimgram
dev: Anon
tools: C++ & OpenGL (SFML + GLEW)
website: http://uforzyx.tumblr.com/
progress: Bear
>>
>>69698334
C++ is a superset of C. Once your learn C++ if you need to learn C it's pretty simple since you'll just have to keep a few of C's restrictions in mind but the rest is the same. Also I can't tell you the last time I coded in a C only environment.
>>
>>69698425
muh dick, that's like three of my fetishes in one grill.
>>
>>69698342
>Captura de pantalla
Always gets me.

On a side note, if you switched to RpgMaker you'd better try the RpgMaker general. Doubt that agdg will tolerate your progress.
>>
Bench revisited. UV unwrapped and shitty placeholder texture applied. I kind of like the cartoonish look to it but I think I'm going to try a lower res texture instead of having this smudged shit that I have going on.
>>
>>69698635
I always wondered if Cherry Tree High Comedy club will fit the rpg maker general instead of agdg.
https://www.youtube.com/watch?v=08pItQiNBv4

BTW rpg maker general is fucking dead.
1 post every 40min - 2 hours.
>>
>>69698121
What language are you using? I have no idea how this issue even arises?

>>69698334
this.
>>69698562
Learning C would just be learning a specific portion of C++. Learning C IS learning C++.

>>69698431
Confirmed for Church of Emacs extremist. I have learned C and C++ for a robotics course I took, and when it comes to large multi-file projects that involve a fuckton of code, text editors don't cut it for me.
>>
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Can someone give an example of a 2D game that uses a 3D world? Like, one where going upstairs is actually graphically placed over the downstairs- no map transition only fading away the top level and roof when on the bottom level, and fading away just the roof when on the top level. I don't want something where they have the two levels 'side-by-side', where the top level starts at the tile above the bottom level.
The only examples I can really think of are roguelikes, but even Stonesense has it to where you 'split' the world. I want everything between the player and the theoretical 'camera' to be cut, while any walls or structures behind him are visable.
>>
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>>69694714
name: Fox and a Burning Skeleton
dev: soi
tools: Love/lua
website: soidev.tumblr.com
progress: timers
progress: simple enemy ai
progress: autotiling
progress: map loading
>>
>>69698895
Zomboid...?
>>
>>69698275
That's not happening with me.

Please, AGDG.

Want to dev but can't.
Need to dev but can't.
>>
>>69698925
Excellent example, thanks!
>>
>>69698812
It is, but I'd rather someone learn good OOP straight out the gate. Once you know OOP and C++ then going to C is just changing classes to structs, function pointers instead of inheritance, and defining all local variables at the top of functions.
>>
>>69698995
Reinstall? Shouldn't wipe any save scenes or stuff.
>>
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>looking for cute low-poly characters
>mostly anime or comics like
>deviantart drama everything
>not free
>"OMG U ENTITLED BITCH"

>looking for Sci/Fi models
>awesome as fuck
>badass as fuck
>community bro as fuck
>"That one? Sure, go ahead and use it, make something fun !"

Welp. Time to switch genre and make me some space games.
>>
>>69698995
http://forum.unity3d.com/threads/148391-Unity-4-Pro-Beta-Can-t-open-Unity-4-Says-I-m-not-licensed/page4?p=1047860&viewfull=1#post1047860
According to Unity support forums:

WinXP/Vista: C:/Documents and Settings/All Users/Application Data/Pace Anti-Piracy/License Files
Win7: C:/ProgramData/PACE Anti-Piracy/License Files
Mac: HD/Library/Application Support/PACE Anti-Piracy/License Files

Delete that shit to reset your license.
>>
>>69699291

that's because weebs are the worst people
>>
>>69698925
is that the game where the dev claimed that some burglar broke into his apartment and stole only his laptop which contained the only copy of the game that he never backed up and also the burglar didnt steal or destroy anything else or commit any propert damage while breaking in somehow and he didn't call the cops just because and then he threatened to commit suicide when people accused him of trying to take his donations and run without seeming like scumbag
>>
>>69698543
progress is always slow, but I'm just checking you aren't fighting an uphill battle that involves rewriting the whole thing every week...
>refactor is the wrong word
but I guess you got the idea
>>
>>69699372
ye
>>
>>69697565
What are you going to call your game? spacecube?

Also, are you a fan of fs2.
>>
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>>69699343
maybe it's time for you to go to reddit :P
>>
>>69699343
This shit is unbelievable. I've been looking so much for cute low-poly™ that I've been completely blinded to all the HD detailed FREE Sci/Fi models available.

There's literally everything, from spaceships to fucking battle stations. I can't believe it.
>>
>>69699104
>function pointers instead of inheritance
and you are wondering which to learn first? It kind of sounds like you already know both.

>>69699291
lol yeah, I'm finding it much easier to find free alien and monster sprites than the shit is like more friendly to casual gamers that would play that Flappy Bird stuff, but veer away from anything to geeky looking
>and I wondered why people call me a viralfag
I guess I need to take a look in the mirror
>>
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Changed crafting system

Right now things cost both bone pieces and some rarer materials (don't know what its called yet, something like faith/bravery/spirit/whatever). Higher level summons need more faith to create, and higher level enemies drop more faith. You choose what you want to summon with the mouse wheel.

This fixes the problem that no matter how high level the enemy is, it just wouldn't make sense for it to drop more than a full skeleton of bones
>>
>>69699765
dont you fucking tell me what would and wouldn't make sense
>>
>>69699343
oh fuck this. /b/ once had a thread about what the worst board is. They kinda split between /v/ and /a/, but after sharing some horror stories /a/ seemed to be the consensus.
>>
>>69699468
what even happened after that

did he just "remember" that he had a back up and resumed work on the game and tried to sweep the whole thing under the rug

did he just leave the world of devving fivever

or did he admit he was full of shit
>>
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>>69699291
Do it. Space games are the best.
>>
>>69699758
I'm not the person who made the straw poll request. I was giving my opinion on which to learn first.
>>
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>>69699863
>/b/ once had a thread about what the worst board is
This is a joke, right? You should probably go back there
>>
>>69699765
>faith/bravery/spirit/whatever

just do 'souls' if you're going to rip everything off
>>
>>69699970
What am I ripping off with that
>>
>>69699626
>gameplay based entirely on physics and mechanics
>no character models
>no soft body animations
>no complex collision detection
>no pathfinding through terrain and buildings
>low poly environments mean no framerate issues
>models everywhere
>only faggots don't like spaceships
Space sims are literally easy mode. I honestly don't think I could dev anything else.
>>
>>69699765
so you just summon and run around huh? looks boring
>>
>>69700136
>>69699970
BULLY ALERT
>>
>>69699863
At least /v/ tries to be a community, just with a lot of tards running around. /a/ is just everyone shitting on everyone because they can't shit on people in real life.

>>69699372
Isn't it also the game that officially stopped development recently because the game 'wasn't selling as well as they'd projected' and ran off with over a hundred thousand?
There's a massive uphill battle for indies- the ones that actually wanna make a game aren't aggressive enough to actually get popular. It's like politics- if you're the kind of person who can claw your way to the top, you're the kind of person who shouldn't be there.
>>
>>69699880
Dude. Try modeling the ship in Event Horizon.
>>
>>69700106
Camera is a lot of work in space games, same with good movement controls.
>>
>>69700169
>/a/ is just everyone shitting on everyone because they can't shit on people in real life.

confirmed never been to /a/, probably also spouts bogeyman memes he picked up on /v/ like "spoonfeeding"
>>
>>69700161
>giving an honest opinion is bullying
the pixel art is fine but i dont think i will buy it, i bought ror because the gameplay was fun AND the art was cool too
>>69700267
not him but it's not a meme, /a/ is the most cancerous no fun allowed board ever, i wonder how many died of heart attack during the naruto shit
>>
>>69699945
Oh, k. Well you sound like you know your shit about this. Your opinion was to learn C++ first because of OOP, right?
I actually kind of get that. I had a roommate this year that just couldn't wrap his fucking head around structs, thank god he's not going into Computer Science.

>>69699957
Yeah, it was very ironic. But if the worst board is defined by shitposting, /s4s/ would've won. It was more defined by how abrasive the community was.
>>
>>69698812
>large multi-file projects
Makefiles
Or are you too much of a casual to not use GNU utilities
>>
>>69699873
He kept deving and pretended that he started from scratch.
>>
>>69700361
Everyone knows the worst boards are /b/, /soc/, and /pol/. Anyone who thinks otherwise is either a deluded idiot or a disgusting normalfag, in which case those three boards are the best fit for them and they should stay in them
>>
>>69700267
Sorry, I forgot about waifus. But, because lolis and waifus aren't content, if you go to any thread about an actual anime it's all people shitting on each other. The whole board is painful. It could turn all but the most hardcore of panty-loving anime fan away from anime forever.

>>69700464
Those boards don't count for obvious reasons. Those polls are usually constricted to non-containment boards.

>>69700215
In some space games, you can make movement controls so bad that they're their own novelty. It worked great in Descent!
>>
>>69700464
Nah to me all boards are shit except /tg/, /ic/, /gd/ and /jp/
The worst are probably /b/, /pol/, /a/ and /v/
>>
>>69700464
> /soc/

Literally a community fueled by narcissism.
>>
>>69700575
>/pol/ is bad

libtard detected.
>>
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Btw, what happened to that project after the drama?
I figured that someone would be using his cars by now so where's the game? Or do I have to fucking make it?
>>
>>69700792
>touching used goods
>>
>>69700784
It's not even about politics.
Their retarded delusions are bad enough, but they're just some of the most cancerous people ever. They constantly shit up/derail threads and throw their memes everywhere. Everyone hates /pol/ except the faggots who go on /pol/.
I'd take furries and ponyfuckers over /pol/ any day of the week
>>
>>69700784
Nah /pol/ is bad because of /x/ shitposting leaking, but I bet you don't know shit about the board history and think it's just "nazis" posting there, typical /b/iece of shit
>>69700792
Not this again
>>
>>69700361
>/s4s/

I've never been, so out of curiosity I poked my head in. It's a lot like AGDG, pic related. Tell me that doesn't read like an AGDG 'conversation'.
>>
>>69700374
>lol are you GNU here?
I'm running on Ubuntu, but my neckbeard isn't long enough to warrant a full 10 hour installation of gentoo yet
On multi-file projects, I wasn't talking about the compilation process, I haven't seen any auto-completion stuff in the text editors I tried out, only fancy linter customization. I have enough methods made that it really really helps to type "." and have a list of them pop up.

>>69700464
>not including /v/ or /a/
>not including /s4s/
I know I'm fueling a flamewar here, but you only pointed out the shitposting boards. And at that, you didn't even point out the board that was created to be the new retard bin.
>>
>>69700169
what
did people SERIOUSLY continue giving them money after they blatantly tried to duck out once
why

>>69700429
worse than anything i imagined
>>
>>69701085
>warrant a full 10 hour installation of gentoo yet
GNU / Linux has GNU utilities you retard, meaning Ubuntu has it.
>>
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>>69701085
It's because /a/ and /v/ aren't nearly as bad as /b/, /pol/, and /soc/. I honestly don't get why people shit on /a/ so much; sure they're elitist faggots but at least they're on topic most of the time. And it's nice having a board completely free of normalfags. And I wouldn't really consider /s4s/ a bad board because it's inoffensive; it doesn't really leak and it doesn't attract obnoxious people. The most you get is people saying top kek here and there when people are laughing at you.
But yeah, we should probably stop this. This isn't progress at all. Not like anyone's posting much today but this sure isn't helping. Post more progress
>>
>>69697186
Why even release something you don't like?
>>
>>69700938
>Tell me that doesn't read like an AGDG 'conversation'.

2013-2014 AGDG conversation, yes

2011-2012 AGDG, once upon a time, wasn't shit and full of waifu shitposters.
>>
>>69700938
lol how much digging did you do to find that one that was at least coherent?

>>69700169
That part about the indie games and politics. You are a smart man.

>>69701219
I was establishing that I am familiar with g++ and gcc, but I don't get the whole Emacs and text editor thing
>>
>>69701547
Le oldfag xD

quit autistic, AGDG as always been shit.
>>
>>69701651

Go look at the archive, you illiterate shitposter.
>>
>>69701581
Front page, anon. It was like the third or so thread.

>>69701547
It's a shame.
>>
I live
>>
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If someone's trying to try a 2D 'block' style game, they're pretty much forced to go isometric, right? The top-down camera from a non-isometric view simply can't show proper depth.
I found this image, and it looks like it does a really good job, but without the minor shadow and knowledge we can acquire from the edge of the screen being cut off, it would be very difficult to tell differences in height for side-by-side blocks, and impossible if there was a cliff where you'd need to see behind it.
I'm a bit at a loss. I'm just trying to wrap my head around how I want to do this weeks tinker project but I'm having trouble. I feel like isometric graphics wouldn't work well with what I'm trying to do.
I know some games, like RMXP, settle this by having a 'cliff' tile specifically to show that you're at the edge and if you keep going back (up?) you'll hit the edge of that particular structure. It's not a very good system.
>>
>>69701651
>Le oldfag xD
Thanks for proving his point.
>>
>>69701749
who are you and why should we care?
>>
>>69701676
I'm not him, but I can confirm that it was always shit here. We were just shitty in a different way.
>>
>>69701749

Are you going to leak your mangina everywhere again?
>>
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>>69701787
scrub alort
>>
>>69701787
>being this new
I mean, you shouldn't care, but still.
>>
>>69701756
I keep seeing this picture but is that an actual game?

Also, -block- games aren't restricted to isometrics, minecraft or cubeworld being prime example.
That being said, you -must- have some sort of shadows or at least clear indicators for heights. I don't really know how you would put it without shadow, but the RMX cliff example is a good one.
>>
>>69701883
>scrub alort
If that's the name of your game I've never heard of it.

I'll just assume that you're someone like googum who needs two years to make a rock paper scissor game and is still nowhere near finishing.
>>
>>69701452
some people, particularly those on /b/, would take an inability to stay on topic and normalfaggotry over that elitism. But from that part about normalfags and staying on-topic, I can understand your opinion as well.

>>69701756
Have you considered being able to kind of turn the view 90 degrees?
>>
>>69701756
2D isometric is more trouble than it's worth. I'd highly suggest just using 3D and Unity or UE4 or something.

>>69701749
Why the style change? It was more comicbook like last time I saw it.
>>
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welp
>>
>>69702180
welcome to agdg, I hope you enjoy your stay
>>
>>69702321
Disgusting

nice work for your first body though
>>
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>>69701749
>>69701883

why are you such a sexy motherfucker.
>>
>>69702321
Delko, what's your current stand for >>69700792 assuming that I'm making a game just for fun and thus non commercial purpose?
>>
>>69702372

Not him but why is it disgusting?

I'd rather learn from other people's mistakes
>>
>>69702010
It's from this guy, but I can't find the game he made. I keep seeing it just referenced as 'tiles', so maybe the game was never finished.
lostgarden.com

>>69702189
I have, and with how I'm currently building my 7D it would actually work, but I'm scared it will have some sort of gameplay implication I'm not realizing yet. Things like always-facing trees (which would look the same from the front and side, but if you're rotating and they stay the exact same it's disorienting). I'll probably just throw it together and see how it looks in the game.

>>69702285
I believe it! It can look pretty good, but it's probably a nightmare to work with. I can't even control isometric games, so programming one to look right would be a pain.
>>
>>69702457
Haha is that fucking Len Kagamine

Wtf lololol
>>
>>69702486
>lostgarden.com
Huho. He probably never finished it them. This guy has been making tons of assets for tons of games but always end up dropping the stuff without even starting.
>>
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>>69694714
name: Aerannis
dev: f
tools: Lua/Love
website: fffbbb.tumblr.com
progress: started work on yet another goddamn boss
progress: finished drawing and animating it
progress: finished a mission
progress: distortion element during drug realm bosses
>>
>>69702578
>This guy has been making tons of assets for tons of games but always end up dropping the stuff without even starting.

Sounds like he'd fit in here nicely.
>>
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>>69702459
If you get to a point where its actually a fun playable game I'll literally start making new assets for you. But honestly racing games are a lot harder then they look, so good luck.
>>
>>69702457
Quality UNITY3d mmorpg
>>
>>69702486
I think if you keep the maps small and simple or load only a square chunk of the large map at a time, it'll work pretty well.
Towers like this: http://opengameart.org/content/hexagon-tiles-buildings
or a more sloping and mountain filled landscape could be an issue
>>
>>69702647
Not making any promises but since I still think that it's a shame for those to not being used.
I remember your old screens, you were trying to make the gameplay like the Rad Racer game on the NES, right? Or something more advanced?
>>
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>>69702372
You have no idea how hard it is getting ass/tits to look right.
>>
>>69702610
Woah that Subania game looks like a complete rip off of Hero Core

nice job
>>
>>69702814
Don't believe his lies, he won't do shit
>>
>>69702562
placeholder models until artist pulls his head out of his ass

>>69702656
phone toilet game. Dungeon crawler. Procedurally generated terrain/dungeons/items/enemy stats/etc
>>
>>69702814
>you were trying to make the gameplay

>Delko
>gameplay

lel
>>
>>69702854
I was a few months into Subbania before I discovered Hero Core.

Hero Core is a fantastic game.
>>
>>69702814
Just a fun racing game with semi-real handling. Like you actually had to downshift and slow down into corners, but not gran tourism bullshit wall crashing real. There'd be drifting and shit too.

But hey, youre the one making it do what you want. Keep in mind like 5 people have tried this before you and they all gave up.
>>
>>69702808
This will be an experiment in procedural generation (bringing my ascii roguelikes to a more modern look) so keeping the maps either small or simple will be impossible.
Although I love those tiles! I'll have to tinker with mockups using them tonight to see how they fit together.
>>
>>69703010

>Subbania
no offense but that's a rather strange name

if I were you I'd name it like a high-testosterone film title

>Privilege Point
>The Last Maneecan
>Gone Home 2
>Trigger Hard
>>
>>69703163
>tfw i had a shitty prototype named trigger hard
>>
>>69703276
Post it
>>
>>69703058
>Keep in mind like 5 people have tried this before you and they all gave up.
Yup, I remember that too.
I was just fleshing out some ideas I got from the Micromachines - HotWheels games talk some of us had here and I thought that your models would actually fit perfectly in a chilling game like that.

While going through your assets one more time I noticed that everything is pretty much here for such a game already, at least when it comes to the graphics. I'll probably try this shit, sounds interesting.
>>
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>>69702875
You're right I wont, at least not until alpha. I already have enough assets done for an entire prototype.
>>
>>69703276

I uh...

I just re-watched Die Hard yesterday and it popped into my mind.

Am I you?
>>
How do you guys plan to combat piracy if you plan to sell assets/your game?

I was thinking about doing crowd funding. Similar to Kickstarter, You set a goal of 10k~20k, and don't release the full product until that goal is met. Once you reach the goal, it doesn't even matter if its pirated because the developer has already made their share.

This doesn't have to be a fixed rate either. The dev can allow for future 'donations' for any major upgrades/fixes that are planned.

Pros
-piracy doesnt impact sales
-the product is essential 'free' once goal is met

Cons
-If goal isnt met, you get $0.
-the money you make afterwards will be very little by comparison to the initial release

tl;dr
Don't price things at $5.
Follow kickstarters model

Thoughts?
>>
>>69703163
It was a game about nazis in a submarine and I wanted a title reminiscent of old monster movies.

although gone homo 0.1 would've been a suitable title since it's all about learning that the captain likes it up the bum
>>
>>69703276
>trigger hard
was it a SJW blog reading simulator?
>>
>>69703352
>if you plan to sell assets/your game?

This is AGDG, not PGDG.
>>
>>69703352
I plan to not give a fuck about piracy. That's probably the best way to deal with it tbh
>>
>>69703150
I keep hearing that "procedural generation" term and have no fucking idea what it means? Are you referring to the terrain not being planned out by the developer like in minecraft or that hardcoding will be involved?

Are you gonna tinker with the hexagonal blocks that I linked or those square ones? I feel the hexagonal ones would be really fucking interesting if they were rotated around... Oh fuck, now is NOT the time for me to get a new game idea.
>>
>>69703352
>10-20k

Good luck, your game has to look pretty good to get 20k funding these days. I like the idea, though. As someone that may have pirated a lot as a teenager, I find it amusing that developers are using crowdfunding as a way of DRM these days.

>X Customers must pay in advance or you fags won't even have a game to pirate.

It's brilliant.
>>
>>69703438
Then just make your game free in that case.

>>69703437
Im pretty sure most people here are aiming to release their games on steam, meaning this is very relevant.
>>
>>69703352
The best way to deal with piracy is hilarious anti-piracy measures.
Like making the entire game way harder and then deleting your save right before the final boss
>>
>>69703562
I prefer Serious Sam 3 DRM.
>>
>>69703548
>Im pretty sure most people here are aiming to release their games on steam

Who died and made you king? Take it to PGDG.
>>
>>69703352
>How do you guys plan to combat piracy
If a AAA game studio can't do it then neither can I.

I'll make a game as good as possible and then release it, or put it on some ad-support platform.
>>
>>69703492
Procedural generation is largely a buzzword that means 'Random but not random'.
Yea, Minecraft is a good example. Some of the mods for terrains show that very complex and interesting terrain can be built with it. My ascii demos experimented with things like terrain, city generation, metallurgy, and material-based blocks and crafting. I want to bring these into snippets of graphical code to see what they'd look like as a 'game'.
I'm planning on tinkering with all of them, now. Just get a basic system built for all of them to see what I can do and what I like.
Khas Awesome Lighting Script has taught me that because a lot of people draw their shadows, dynamic lighting in 2D is harder than it should be.
>>
>>69703352
>worrying about piracy
>my game is so great that everyone will want to pirate it !!!!
Who the hell do you think you are exactly?
>>
>>69703724

It's more like
>my game is so shit nobody will think it's worth paying for
>how do I make money without actually making a good product first
>>
>>69703625
AAA studios don't do anything out of the norm because they don't like taking risks or trying new methods. They also make too much money for piracy to be an issue.

This is where indie devs have an edge.
To try something different and be innovative.
>>
>>69703774
Gamedev Tycoon had a pretty funny one
>>
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>>69703548
I released my game already on the Google Play Store, the pc port is gonna be/is released via github download button
https://github.com/abbott221/WebsiteAndApp/

>>69703643
I really think that minecraft stuff was as random as it could get. I heard the terrain was generated with fractals, and the developers couldn't really just pick a seed and say "I KNOW that at the coordinate 1834, 5623, 142 there will be a block of cobblestone"
I'm definitely feeling that buzzword part of it, I just want to understand it more. It's more buzzword than term than the word "cloud computing" to me.
>>
>>69703774
>To try something different and be innovative.
Feel free to apply ultra draconian DRM to your indie title and watch it be broken in 20 minutes and or having your validation servers ddosed into oblivion.

Most indie devs just release a game that's worth buying and thus people buy it.
>>
>>69703562
>not releasing a fake torrent that has an embedded bitcoin miner attached so you're making money off pirates
>>
why do all of your games look like shit? just poking my head in.
>>
>>69704073
What do you expect from amateurs?
>>
>>69704073
Because we're mostly programmers and artists charge seven hundred dollars ($700.00) per sprite.
>>
>>69703912
I'm being totally honest here, that game looks pretty bland and boring.

Idk why you would port it when it looks like its not even finished.

I mean wheres the bloom? Wheres the cash shop? Wheres the appeal?
>>
>>69704073
My game doesn't look like anything
>>
>>69703912
>minecraft stuff was as random as it could get.
Nah, it follows pretty solid rules. If it was true random you'd get a white noise of cobblestones and totally impassable terrain.

The game can of course use non-rigid block placing which guarantees that identical seeds still don't have identical terrain but some variations in block minerals. and whatnot even if the surface is the same.

> I just want to understand it more.
You define an algorithm that generates playable content but with enough variation to increase replayability and diversity. that's really all there is to it. You could also be lazy and procedurally generate fixed content because you can't bother with map design.
>>
>>69703912
Random terrain would be unplayable. Remember, if it was 'random' then EVERY space would have an equal chance of having a block. That wouldn't make anything that looks like land- it would just be a cloud with no definable edges.
Procedural generation used random generation, but constricts it to make something playable.
The terrain generation with fractals is a new development where they've added fractals for smooth calculation of biome generation, it's not used so much in the actual heightmapping of it.
And with procedural generation, they DO know that (given a seed) the coordinate at 1834, 5623, 142 will be cobblestone. That's the point- given the same seed the same block will be the same every time! That's what makes it so valuable- they pump this single number (the seed) through a system that generates the world. Every block is a product of that seed being weighed against an algorithm (perlin noise then blotting then other shit) and giving every individual tile and what it should be.

Procedural generation has a lot of power. A lot of tards want to tap into that power without really understanding it.
Personally I just wanna tinker around and see if I can build something fun. I really like some of the shit I've been able to do so far, even if most of it doesn't have real game application.
>>
>>69704073
you fucking nodev fuccboi

I swear on me mum
>>
>>69703961
>just release a game that's worth buying

you mean every single indie dev does this, because its not like they can do anything about it.

>they make games worth buying
As opposed to purposely making shitty games? What's wrong with you?
>>
>>69704073
>why do all of your games look like shit?

The good developers either left or only come here sparingly anymore

AGDG went from one of the best generals on /vg/ to practically the worst. I don't feel like popping my head into /ksg/ or /scg/ to confirm the ranking.
>>
>>69704073
can you list what games here that look like shit to you? it would help me improve.
>>
Guys how much money is Pixel worth?

I mean he made some cash from the cave story HD right?
>>
>>69704326
>The good developers left
Even Leto isn't posting progress here anymore.
>>
>>69704450
yes she does.

its just like once or twice a week. That's how it is for most people.

I only post my progress in steamchat now. It doesnt help me or my game by posting it here anymore.
>>
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>>69704326
>The good developers either left or only come here sparingly anymore

Now's my time to shine!

I promise you /agdg/ I will become one of the best to make you all proud!
>>
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>>69704450
No stop what are you doing
>>
>>69704345
all of them.

every one.
>>
>>69704542

>I'll become the best by shitposting animu images!

You've already lost, goodbye.
>>
>>69704167
It's definitely not finished yet, this is /agdg/.

>>69704251
>>69704252
ok, but basically, the computer rather than the programmer is what defines the block in the end?

>>69704073
>amateur game developer general
>amateur
steamfag raid again?
>>
>>69704624
Oh I see why everyone left.

It's ok I'll stick to my guns!
>>
>>69704542
>>69704548
why purity and eonhite posting is so obvious
>>
>>69701749
where you been at nigga?
>>
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>>69704542
Can't wait to see your revolutionary game, anon!
>>
Xeno dev stopped posting 5 times a day
>the guy making the retro 3d game in GM(solaris something) stopped posting completely
>the furries has abandoned ship
>archer dev stopped posting
>shovel knight stopped posting
>cleft knight stopped posting
>even that shitty fencing fighting game dev stopped posting
>sugardev rarely posts
>chickendev rarely posts
>marty barely posts/doesnt ever say anything aside from just posting a gif
>>
>>69704732
i don't even know who those tripfags are.

I'm a pretty new poster to /agdg/
>>
>>69704073
Because nobody on here wants to work together.
>>
>>69704417
considering he released his game for free and hasnt made anything since, probably not much.

of course he gets royalties from any remakes, but I doubt its above 50k a year.
>>
>>69704875

so keep your /a/ habits in /a/

people lurk for progress images, the more anime shitposting you do, the more garbage there is to filter through to get to the content progress.
>>
>>69704794
Cleftknight still posts, he's just making another game. And chickendev's been posting a lot the past few days.
And wasn't watersauce banned?
>>
>>69704794
>marty barely posts/doesnt ever say anything aside from just posting a gif
He never said much to begin with. I've been here since 2012 and that much hasn't changed.
>>69704794
>archer dev stopped posting
He posted yesterday (or the day before that).
>>
>>69704794
Most of them are busy tumblr liking their progress ; which isn't a bad thing considering that all the feeback you get here is shitpost, bullying and angry bracket devs.
>>
What's the point of a game engine? Can someone give me a couple valid points or reasons?
>>
>>69704920
Pixel is literally my inspiration. Such a mysterious man and I bet he's plobably really cool.

>>69704782
Thanks anon. It probably won't be revolutionary but everyone has to start somewhere!

:D
>>
>>69704994
The point of a game engine is to make a game.
>>
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>>69704927
But this is /a/gdg, that's why our OP is an anime girl half the time
>>
>>69704994
to speed up game development.
>>
>>69704972
I'm considering a tumblr now. I post my progress occasionally on Facebook, and it sometimes gets a few likes.
Would followers just kinda show up or how does it work?
>>
>>69704927
It's pretty easy to make the thread insufferable for everyone (just look at artist vs programmer, guess who started that shit :^)) when people are posting obnoxious shit, doesn't have to be only anime
Don't bother telling them to stop postin x, just do your part.
>>
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>>69705062
>that's why our OP is an anime girl half the time

And AGDG has been shit ever since that became common.

Go figure. Here's something from when AGDG was good. You wouldn't recognise it.
>>
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>>69704927
>posting an anime face to accompany your post is now considered shitposting

Wow this place is like a pow camp
>>
>>69705094
>how does it work?
Don't know. I just saw when checking some of them that each time a guy is posting progress, all the agdg devs come and "___ liked this".
>>
>>69705094
If you're from aggydaggy you'll probably get a bunch of fellow aggydaggers following you. And you usually a get a random followers or two when you post stuff.
>>69705140
Are you familiar with jokes?
>>
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>>69704794
>tfw not mentioned
>>
>>69704994
LibGDX provides multiplatform support; develop for android and pc agnosticly of the one you aren't testing on

otherwise, it seems really helpful for 3D and physics stuff (OpenGL?)
>>
>>69704794
Should we compile a list of all the shit devs we have too?
>>
>>69704902
>implying two people working together doesn't mean a twice as shitty-looking game

>>69705094
You'll get AGDG followers and the occasional random person, but not much else. Tumblr really is the worst place to viral; I don't know why people suggest it as a serious alternative. As a devblog, though, it's pretty good.
>>
How to make comfy game like Harvest Moon?
>>
>>69705240

Go for it.
>>
>>69705212
>>69705214
that sounds much better than posting here
>>
>>69705094
You post something and we like it. Some people reblog things that they find exceptionally interesting, which means people who follow that person see what you posted.

It's probably the easiest way to get attention without actively marketing.
>>
>>69705094
You follow a bunch of devs, and they'll usually follow you back. Sometimes they'll post your progress in their tumblr, which in turn encourages their followers to follow you.

so you have this huge chain effect. Bonus points if your post on DeviantArt and Tigsource for max followers.

But ask yourself.
Do you REALLY need that many people following your project at this stage of development?
>>
>>69694498

And if Half Life was released now it wouldn't see the time of day.

Fuck you people are stupid as shit.

>inb4 old post
>>
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>>69705227
It's alright. As much as I like sharing my development progress with 4chan, I have zero desire to become a recognized character here.
>>
>>69705287

shit it up with korean MMO combat and half-assed farming and make rune factory
>>
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>>69694714
name: Commuter Fling!
dev: ThatBritInChina
tools: HTML5/JS/CocoonJS
website: N/A
progress: Converted all new into Vectors
progress: Prototype running on iPad2
progress: New sound engine (howler.js)
progress: New animated background
progress: New Intro Screen
>>
>>69705385
>I have zero desire to become a recognized character here.
This
>>
>>69705287
What I find comfy:

A game where you just fuck around, you can listen to some music or talk radio irl and it doesn't even matter, and you can have a few drinks without impairing your ability to play very much. Bonus points if you are building something (like Harvest Moon, Euro Truck Simulator, ect).

>>69705240
May as well get all the bullying out of the way at once if you're going to do it.
>>
>>69704929
>watersauce banned

Why did they get banned? Was he the one making that isometric wizard game in GM?
>>
>>69694498
So? If the last supper was painted today, it wouldn't get a single newspaper headline.
>>
>>69705287
Comfy? Comfy? What does comfy means for a videogame, do you mean enjoyable? stop using buzzwords you piece of shit
"i want to be hip and in so I use /v/ buzzwords"
seriously neo-/agdg/ is absolute garbage.
>>
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What happened?
>>
>>69705227
Don't sweat it.

I only mentioned people that have their names thrown around constantly, either from negative reputation or etc. It doesn't mean they are good devs or have good games.

>>69705385
>I have zero desire to become a recognized character here.

100% with you.
>>
>>69704994
To make current and future game projects easier and faster to develop/manage.

Basically an engine is the foundation of the whole game, with functions like physics, AI, game states, etc. already prepared to be used and reused by the devs. Modern engines are so complex that it's far too expensive and time consuming for the majority of developers to try and create their own in-house stuff. Commercial engines also make it easier to track the industry's technological progress.
>>
>>69705284
I don't really care for the viral part, I posted on Facebook today, realized how horrifically boring it looked, and deleted the post. I mainly want a place where I can go on about my progress every day or so without feeling obligated to participate in the ongoing shitstorm.
Here, people say that some just come in for the recap mondays, and I think I kind of do that because that shit's really motivating and summarizes everything from the last week without the shitstorm.
I just need a sufficient number of followers to have a little feedback and know someone is interested out there.
>>
>>69705357
>johnathon blow is so mad he responds to a ancient post

Jon, your example doesn't hold because indie games have had exactly zero tech and graphic jumps since 2008, while FPS has (visually) come a long way since Half Life.
>>
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>>69705235

LibGDX is pretty much as easy as it gets for 2D game development (Yes, even easier than Unity - whose 2D workflow is a complete afterthought).

But for 3D I'm finding it a little...bare. It'll handle model batching, and comes with a nice simple shader for lighting, but other than that it's pretty much pure OpenGL and DIY solutions.

WebM related - a simple rim lighting/pixel grafix scene made in LibGDX. It was fun to make but honestly I could've had the same result in Unity or Unreal in like half an hour.
>>
>>69705484
A-anon your scarey.

You would know what 'comfy' means if you played Harvest Moon, fucking newfag pleb
>>
>>69705284
If multiple people on here learned and worked together on a single project instead of doing several individual projects I think everyone would get more done. Good to get experience with a team anyway.
>>
>>69705628

That would be good advice - if everyone here were working on the same project individually.

But they're not. They're working on different projects individually, and who wants to give up their idea to follow someone else?
>>
dude, whoever said rip oberyn before, thanks a lot
the way that scene is structure makes it sure that you know he's fucking not gonna die, so here im thinking "fuck, those anons were just messing with me, he's totally gonna live, YES, JUSTICE, YEEEEEEEESSSSSS" and then FUUUUUUUUUUUUCKKKKKKKKKKKKKKKKKK im gonna be honest, i rarely cry and i never ever screamed watching anything, but this was too much. congratulations to everyone involved in mkaing that scene happen
>>
>>69694498
spelunky came out recently and it did just fine
>>
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>>69705484
Is something wrong, anon? You seem rather upset
>>
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i've made no progress.
>>
>>69705628
I would love to dev with fellow anons, I'm just scared that they will all be much more advanced as me.

I just want like 2 other people to dev with that are still on their first games.
>>
>>69705496
About what everyone expected, I think. For a time AGDG was small enough that we could post about game development unhindered by the occasional 4chan flavored joke, but as it grew in popularity the jokes slowly over took progress, leaving us with another general full of people desperate to make le funnay meme, and too few willing to wade through it all for the sake of a civil discussion about video game development.

But that's fine. There are better places to talk about video game development. 4chan is the only place we will ever get the 4chan atmosphere. AGDG fans will either accept what it's become or leave.
>>
>>69705326
Well shit, that sounds fun.

>>69705332
Why wouldn't I want people following me? I want a little feedback and I'm currently really going fishing and getting out to try to get any at all... which sounds a lot like trying to get feedback is a lot like trying to get laid right now.
>>
>>69705713
hair doesnt move like that
>>
>>69705749

>4chan atmosphere
>crab mentality
>tall poppy syndrome

more like reddit mentality
>>
>>69705628
>worked together
Always gets me. I mean, think about it for a moment.

We're in a place where all kind of amateur devs, coders and artists gathers ; and yet not a single one of them wants to work with another. Isn't that hilarious?
>>
>>69705697
Bookfag here, I'm glad you enjoyed it. It aint over yet either
>>
>>69705628
See >>69705694. No one would ever agree on a single project here, as an indie dev: they want to work on their own idea, and there's nothing wrong with that. I wouldn't expect you to drop everything and work on my shit unless you were getting paid. That, and the nature of the internet makes collaborative efforts extremely difficult. If you're looking for people to work with, AGDG is probably not the place to find them.
>>
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>>69694714

name: Sim Loli
tools: C++ / SFML
progress: Cleaned up some of the house sprites + got random paint colours for houses (and apartments)
progress: fixed some crash bugs for certain colour combinations in the palette swap code
progress: added in parks into residential neighborhoods
progress: random path generation inside the parks partially implemented
>>
>>69705713
Aw come one LoliVania, I gave you a crouch animation !

I've made no progress either
>>
>>69705806
Take it up with Konami 10 years ago
>>
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So, I need help. I'm starting to learn to texture, but it's fucking awful. The problem is that I don't know how to UV unwrap properly. I know I have to mark seams, but I can't figure out where, and all the tutorials I've found just tell me to "mark seams", but not where.

This is as far as I've gotten and the result is awful, the faces are stretched and it took me a good hour to get this to a workable state.
>>
>>69705749
I posted like 5 webms today am I cool yet?

I don't get why you guys are all bent out of shape. It's just late, there was tons of progress posted earlier this morning.
>>
>>69705823
Because a lot of people here are amateurs, meaning they aren't good/efficient at programming, art, or music.

I imagine they wouldnt feel comfortable working with someone knowing their skills are mediocre
>>
>>69705628
Here is the thing...

You don't need more than one or two programmers for most of the games I see in here (and other indie communities). Too many hands in the kitchen, you know what I mean?

Decent artists are few and far between. Most of them are either busy or unwilling to work for less than $100/hour, which few indie devs can afford.

Besides that, people are unreliable which puts people off online collaboration. So no matter what we do, it's going to be like this. It's pretty easy to find a reasonable and good musicbro, but good luck finding a decent artist or programmer that will want to work with you.
>>
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Even I made progress
Are you really ok with being more nodev than me?
>>
>>69705960
>It's just late

Timezones, nigga.

There is always someone awake, even when it's noontime over the two major longitudinal oceans.
>>
>>69705823
see
>>69705717


I think a lot of people on here are just like me.
>>
>>69706015
>It's pretty easy to find a reasonable and good musicbro, but good luck finding a decent artist or programmer that will want to work with you

because artist and programmers are the key players here. they ultimately represent the entire game.

music is something you do last, which most people here will never reach
>>
>>69706038
There was a lot more progress this morning/afternoon though.
Does this mean non-American devs are a bunch of nodevs?
>>
>>69706015
Well that's why if there were teams you could aim for a slightly more involved project and then split up the duties. It's good to get used to because in the development of an actual, full game, you would likely not be responsible for every inch of its design, just a specific aspect of it.
>>
>>69705717
>I'm just scared that they will all be much more advanced as me.

And I'm scared they'd be much more unskilled than me.I don't like hurting peoples feelings, but I also don't need dead weights

I did try to work with someone once. It was another programmer..but he was so useless that I had to end up ignoring/blocking him. Couldnt do anything on his own without my help
>>
>>69706189
Apart from NEET devs, I think most EU posters start posting six hours from now at the earliest.
>>
>>69706396
My point exactly lol, I wouldn't want to be that guy.

It would be nice if we had a way to connect with our own skill levels posted or something.
>>
>>69706401

It's 6pm ish right now in Australia/New Zealand though
>>
>>69706575
>It's Aussie time
Well that explains everything
>>
>>69706575
No it isn't, its 3:50 in Sydney
>>
>>69705938
Anon...
That game was made 20 years ago.
>>
>>69706575
I'd be more worried about the local wildlife than the quality of posting in AGDG if I were Australian.
>>
>>69706526
It's called a portfolio.

Teams are the best way to improve at any aspect in game development. Period. No one get's to debate this seriously.

The catch is teams rarely work out. You get personalities clashing, lazy fuckers, assholes, depressed guys, and all sorts of dumb shit thrown into the mix. Determining skill and experience doesn't have to be one of those hurdles though. That's why you build a portfolio and keep it updated. You have proof of what you're capable of, and you have an easy way to show other's that you're serious about game development.

The rest of that shit? You learn to put up with it, one shitty team at a time. You learn to overcome all sorts of annoying cunts so that you can improve, and make some dosh. Maybe even eventually make your own game.

The guys that start off doing everything on their own? They'll learn 10x slower. They'll struggle 10x harder. And they'll have a much smaller chance of ever seeing their game succeed.
>>
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>>69706667
Wow how did I screw that one up.
Now I feel old
>>
>made significant progress
>knocked out core code
>everything's going smooth
>I guess its time to get more art done..
>hate the art
>tedious and boring
>dont want to color shit in
>still cant decide on artstyle
>almost want to quit dev'ing

i hate doing art.
>>
How do you folks handle version control?
Always git?
>>
>>69706831
it's ok qt I 4giv u
>>
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Ok dev buddies, how should I go about making my test characters feet keep moving when he attacks while running?

The guy basically just switches sprites when hes in the attack state, should I split him into two objects, and have one parented to the other or somthing? I feel like this wold be the best solution but It seems kinda time consuming.

Sorry if this is confusing to read I'm pretty tired

all sprites are place holders, this game is just so I can learn FSM and other things
>>
>>69706990
time consuming would be to do a ton more sprites of running+attacking
>>
>>69706816
I second this.

I've only done one RL game project and it was a shitty prototype and even though I didn't really learn anything about making games I learned a ton about working with other people.
>>
>>69706973
I want to try github, but I don't feel comfortable having my entire project online, even if I made my git private.

Is there no software for offline version control? I might just make a program that periodically backups up my project folder every hour.
>>
>>69706990

if attacking && running
use attack&running sprites

It sounds like a pretty simple problem to me anon, yeah it'll take more art to solve but that's the price you pay for attention to detail.
>>
>>69705580

All of what you said is wrong.
>>
>>69707075
You could use git for offline projects too, that's how I do it for private projects. It also helps if you are working in different places because all you have to do is pull from your repository back at home.
>>
>>69707075

GitHub is not git, anon.

Git can be used on a local network, or offline, or however you please.
>>
>>69707059
>>69707165
I'm getting conflicting opinions here.

I think Imma sleep on it.

Night dev pals, I'll probably lurk for another 2 hours in bed
>>
>>69706575
it's only 4pm idiot
>>
>>69707285

The stupid way would be to slice your sprites in half progmatically and shit up your code when you could simply cut them in half using your favorite image editor and create running + attacking hybrid sprites in like 10 minutes.
>>
>>69707267
or on bitbucket :3
>>
>>69701749
>>69701883

>>69704752
wait what
i thought you were googum
i thought that was a game that googum was making
i thought xenon was the name of the game and googum was making it
>>
why are people posting anime outside of the anime board?

please keep it dev and keep it vidya
>>
Having an actual artist is pretty fantastic
I'm actually motivated
>>
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>>69707554
>>
>>69707554
That looks awful. I hope that's not from your artist.
>>
>>69707508
anime is literally game dev
>>
>>69707554
>actual artist
>shitty concept sketches

Come back when you have someone who can make real assets.
>>
>>69707667
no, it's "literally" not.
>>
>>69707554
concept art doesnt mean anything though

Anyone can make cool concept art. Doing game art is harder, because everything needs to be in the same scale, same style, same pallet, same perspective, so on.

again, concept art means NOTHING.
>>
>>69707554
looking gr8 anon, totally worth that $700
>>
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>>69707745
>>69707780
>>69707804
>implying I paid anything
>implying I said this was more than a concept sketch
>>
>>69707554
Looks like warcraft shit. Fire him and find a better one
>>
So how's your jam game going? You ARE making one, right?
>>
>>69707409
AGDG pls, you think im half the posters and making half the games. do you even know what my art looks like anymore? or what my games play like anymore? you've conflated me with everything to the point where you have no idea of my identity anymore. i must be the true anonymous or you must be a newfag not even old enough to know xenon
>>
>>69707757
If you weren't a filthy nodev you'd understand
>>
>>69707914
I thought the current jam was RPG games
>>
>>69707889
>>implying I said this was more than a concept sketch

i know that. im saying why waste time oozing over concept art when the actual game art is going to be completely different...especially if its just another 8~16bit sprite
>>
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>>69707914
>>
>>69707554
I think it looks fine, though I think your artist needs a more confident hand when sketching. Interesting character designs, though.
>>
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I finally got around to hiring an artist. He charges 40 dollars an hour. All in all it came out to 400 dollars for the base sprite and an additional 500 for animations.
btw see pic

>tfw I can finally get to finishing game
aww yeah
>>
>>69707978
I think the RPG maker guys are hosting a gamejam, but our agdg jam was to make a game based on a random name generator
>>
>>69707982
It's actually going to be digitally painted, including battle sprites
>>
>>69708093
So we can expect your game to be done in 5 years?
>>
>>69707982
>why waste time oozing over concept art
Because concept art can still be pretty cool? I buy game artbooks all the time.

>>69708081
I'd rather go with the one that could potentially net you $10k, or at least some exposure.
>>
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>>69708145
>hand drawn
>not 7 years
>>
>>69708158
>not going for both
>>
>>69708145
End of the month
"digitally painted" doesn't equal "a shitload of time" unless it's being painted with a realist style.
>>
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>>69708213
I know this is probably bait but thanks fore the laughs
>>
Aren't off topic posts not allowed? Why do people keep avatarfagging and posting anime? Post progress instead, pls
>>
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>>69708158
Your game needs to look good first before people buy the game artbooks.

Hey guys this is the cover of my game. The actual in-game sprites are like >>69708074 though, but the concepts are really cool even if its useless to the game!
>>
>>69708282
Just report them.

Half probably belong to Purity. He's a shitty person that hasn't shown anything of value.
>>
>>69708251
Do you actually believe that games that aren't pixelshit take years to draw for
Maybe if the game was a AAA game but it's not
>>
>>69708391
The mods don't do anything. Worse, people avatar fag and still find a way to make it seem ontopic to janitors who don't actively follow the thread. Or rather, they're just really shit at their jobs
>>
>>69708310
>Your game needs to look good first before people buy the game artbooks.
Dude, your in-game art can be the worst kind of aux-8bitt pixel drivel, but people will eat it up like candy if it has great concept art. Concept art is probably one of the most important selling points of a Kickstarter campaign, in fact.
>>
>Anime avatarfag shitting on someone who's actually developing
This is tragic
>>
>>69708193
>>69708145

Why does everyone think hand drawn takes so long? A good artist can knock them out just as fast as a pixel artist can.
>>
SO MUCH GOLD

>Dinosaur Kabuki Studio
>In Your Face Beautician Madness
>Hindu Square Dancing Shack
>Satan's Skydiving Journey
>Dracula's Shaving Challenge
>Canadian Badminton Summoner
>Mickey's Chainsaw Conflict
>The Incredible Elevator in the Sky
>Hideous Jetpack Disaster
>Fisher Price Basketball Scandal
>>
>>69708508
Hand drawn animation definitely tends to take a longer time, especially if your sprites are hi-res and you're doing the roughs, clean-up, and color by yourself. Might not take five years if your scope is reasonably (that dev doing the game with the guy with the spear made a lot of progress in a short amount of time), but definitely longer than pixel art/animation.
>>
>>69708193
>people automatically equate hand drawn with shit drawn by AAA animation studios.

Stop that.
>>
>>69708558
Oh, meant to ask: Which one of these randomly generated game titles should I make?
>>
>>69708405
>>69708508
Are you people serious? Do you understand how long digital painting actually takes if you want it to look good? You'd probably spend a week exclusively on a single background if you're going to polish it up. And animated characters would take even longer, unless you animate with something like Spriter. But even then if you don't want it to look completely shitty you have to touch it up a lot.
>>
>>69708648
>You'd probably spend a week exclusively on a single background if you're going to polish it up
There's a difference between "painting" and "digital painted art for a videogame".
>>
>>69708637
Dinosaur, Elevator, Jetpack and Satan look good.
>>
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>>69708725
2D Skeletal?
>>
>>69708725
Cool golem.
>>
>>69708704
What's the difference? If you want nice looking hand painted art in your game, you're doing the same thing
>>
>>69708434
Report the shit anyway.
>>
I don't know what kind of game I want to make. I want it to be 2d, though, just because I prefer 2d games.
>>
>>69708846
Then I'm afraid I'll be the one getting banned. 4chan has fostered this attitude that people who complain about the shit are worse than the shitposters themselves and the moderation does it the worst
>>
>>69708927
ive been dev'ing my game for 4months and i still dont know what the fuck i want to do

it sucks. im just going to rely on extreme juice to mask the fact its the same as other 2d games
>>
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