I'm too damn tired to come up with a clever name edition
Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg
Open Broadcaster Software: https://obsproject.com/
>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]:
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
reminder that working code is the most rewarding thing in the world
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.
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.
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]
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.
You motherfucker, you're fucking dead if you ever try that shit in /agdg/ ever again.
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?
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?
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.
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.
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.
~*Recap Monday Automated Recap Image Standard*~
Image must be 280x160
namechange: [previous name here]
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.
Thanks, I'll iterate on them. You guys are the best.
Nah. It's a card game. Lots of defense levels in it though. Also I'm not redtactics dev. Whatever happened to them?
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.
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.
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.
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.
>Neither me nor my friend can make the player sprite look good
>NES sprites that are good are few and far in between
name: Charlotte's Dream
tools: AS3 with Flixel
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
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
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
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.)
I'm so sorry. They do both have rocks, and digging.
Your subtlety is slipping again
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?
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?
I can't fool an honorable horriblesubs reader such as you'reself
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
Look at the left example and try applying that to the rest of the sets.
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).
expanding your editors pipeline?
Also, don't just randomly post a bunch of progress, or the other fuckers here will call you a viralfag.
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.
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
name: Hexagonal Game
tools: Java, LibGDX
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
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.
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.
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.
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.
The source of the sprites is referenced on my website. They are public domain.
You guys know how in real life, things that are farther away inexplicably look darker regardless of lighting?
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.
>things that are farther away inexplicably look darker
You're a shitposter from Sweden so it should be the reverse.
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.
You know how, in art, people exaggerate certain visual phenomenon, value structure, and color to emphasize focal points?
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
woooooowwww... shit, what? noooo... I need some sauce on that.
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?
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++.
sketching the town layout with placeholders.
This is not me.
Why are you using my name?
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
name: Unnamed Grimgram
tools: C++ & OpenGL (SFML + GLEW)
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.
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.
I always wondered if Cherry Tree High Comedy club will fit the rpg maker general instead of agdg.
BTW rpg maker general is fucking dead.
1 post every 40min - 2 hours.
What language are you using? I have no idea how this issue even arises?
Learning C would just be learning a specific portion of C++. Learning C IS learning C++.
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.
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.
name: Fox and a Burning Skeleton
progress: simple enemy ai
progress: map loading
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.
>looking for cute low-poly characters
>mostly anime or comics like
>deviantart drama everything
>"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.
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.
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
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
maybe it's time for you to go to reddit :P
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.
>function pointers instead of inheritance
and you are wondering which to learn first? It kind of sounds like you already know both.
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
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
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
>/b/ once had a thread about what the worst board is
This is a joke, right? You should probably go back there
>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
>only faggots don't like spaceships
Space sims are literally easy mode.
I honestly don't think I could dev anything else.
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.
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.
>/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"
>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
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
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.
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.
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
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.
Those boards don't count for obvious reasons. Those polls are usually constricted to non-containment boards.
In some space games, you can make movement controls so bad that they're their own novelty. It worked great in Descent!
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?
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
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
Not this again
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'.
>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.
>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.
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
lol how much digging did you do to find that one that was at least coherent?
That part about the indie games and politics. You are a smart man.
I was establishing that I am familiar with g++ and gcc, but I don't get the whole Emacs and text editor thing
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.
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.
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.
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.
Have you considered being able to kind of turn the view 90 degrees?
2D isometric is more trouble than it's worth. I'd highly suggest just using 3D and Unity or UE4 or something.
Why the style change? It was more comicbook like last time I saw it.
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.
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.
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.
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
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.
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
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?
You have no idea how hard it is getting ass/tits to look right.
placeholder models until artist pulls his head out of his ass
phone toilet game. Dungeon crawler. Procedurally generated terrain/dungeons/items/enemy stats/etc
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.
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.
>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.
You're right I wont, at least not until alpha. I already have enough assets done for an entire prototype.
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.
-piracy doesnt impact sales
-the product is essential 'free' once goal is met
-If goal isnt met, you get $0.
-the money you make afterwards will be very little by comparison to the initial release
Don't price things at $5.
Follow kickstarters model
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
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.
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.
>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.
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.
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.
I released my game already on the Google Play Store, the pc port is gonna be/is released via github download button
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.
>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.
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?
>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.
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.
>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?
>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.
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.
>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!
It's definitely not finished yet, this is /agdg/.
ok, but basically, the computer rather than the programmer is what defines the block in the end?
>amateur game developer general
steamfag raid again?
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
>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.
>archer dev stopped posting
He posted yesterday (or the day before that).
Pixel is literally my inspiration. Such a mysterious man and I bet he's plobably really cool.
Thanks anon. It probably won't be revolutionary but everyone has to start somewhere!
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.
>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.
>posting an anime face to accompany your post is now considered shitposting
Wow this place is like a pow camp
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.
Are you familiar with jokes?
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?)
>implying two people working together doesn't mean a twice as shitty-looking game
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.
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.
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?
It's alright. As much as I like sharing my development progress with 4chan, I have zero desire to become a recognized character here.
name: Commuter Fling!
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
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).
May as well get all the bullying out of the way at once if you're going to do it.
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.
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.
>I have zero desire to become a recognized character here.
100% with you.
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.
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.
>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.
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.
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.
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 FUUUUUUUUUUUUCKKKKKKKKKKKKKKKKKKim 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
Is something wrong, anon? You seem rather upset
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.
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.
Well shit, that sounds fun.
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.
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?
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.
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
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.
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
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.
Even I made progress
Are you really ok with being more nodev than me?
>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
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.
>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
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.
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.
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
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.
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.
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.
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.
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.
Having an actual artist is pretty fantastic
I'm actually motivated
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.
looking gr8 anon, totally worth that $700
>implying I paid anything
>implying I said this was more than a concept sketch
So how's your jam game going?
You ARE making one, right?
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
>>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
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
>why waste time oozing over concept art
Because concept art can still be pretty cool? I buy game artbooks all the time.
I'd rather go with the one that could potentially net you $10k, or at least some exposure.
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!
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
>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
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
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.
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.
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
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
The difference is that a painting is designed to be full of various intricacies and such that make it, as a standalone, something interesting to look at. It needs to be detailed, it needs to look fantastic.
A background needs to do none of those things other than look okay because it's not standing alone. It doesn't need to be the focal point. It doesn't need to stand alone. More than that, with stuff like painted tiles, you can re-use bits of stuff you've already made. Same thing goes for existing sprites.
Just look at braid. Braid's backgrounds are primarily just faded brushes