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AGDG - Anime? Not on my watch ! Edition

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 807
Thread images: 161

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Make progress edition.
Report people that shitpost or post offtopic stuff, don't reply to anime pictures (even if they ask for help), it's always bait.

>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

>INTERESTING INFORMATION
https://www.youtube.com/watch?v=tSfakMeW0lw
https://www.yoyogames.com/news/227
http://steamcommunity.com//sharedfiles/filedetails/?id=269177587

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

>PEOPLE AND PLACES
Progress club : http://www.reddit.com/r/agdg/
Steamgroup: http://steamcommunity.com/groups/vgamedevcrew
IRC: irc://irc.rizon.net/#AGDC
Skypechat: http://pastebin.com/idnpTCfU
Musicbros: https://soundcloud.com/groups/agdg-audiofriends

>JAMS
http://contest.rpgmakerweb.com/
http://www.ludumdare.com/compo/2014/06/02/mini-ld-52-the-retro-challenge/

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

>[DEMO]s RELEASED IN THE LAST WEEK
Galactic Conqueror [June 9]: https://www.dropbox.com/s/z14fg802gqitcpt/Galactic_Conqueror.zip
Charlotte's Dream [June 6]: http://asaragi.itch.io/charlottes-dream?secret=FfN6lhjF4A78h06yt4%2b1ypkHGKc%3d
Bleak dungeon [June 5]: http://dl.dropboxusercontent.com/u/40187671/bleakdungeon.zip
Comfling [June 5]: http://jamessimo.github.io/Commuter-Fling/comfling140514/
>>
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Posting an anime just for OP.
>>
first for micro vaporwave games
>>
first for /v/ attempts to remake splatoon, shitposters suggesting to use OpenGL/DirectX because muh performance
>>248325487
>>
>>70786580
>Anime vs Fuck Anime shitposting keeping details about our jam out of the OP
Great job, OP!
>>
thats not the IRC you fucking nigger
>>
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>>70786873
Thanks, you're so sweet bby I wish you were my gf
>>70786887
What's up with people forcing that game like crazy, the gameplay isn't revolution nary nor looks THAT interesting
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Why aren't you making a monster girl game, AGDG?
>>
>>70786972
Why not post the url I didn't read the last thread
>>
>>70787141
>didn't read the last thread
>still makes the OP
No, really, good fucking job, dude! You did it!
http://itch.io/jam/agdg-microgame-jam
>>
>>70786972
The anti-anime guy ALWAYS fucks up the OP. Just look at the lack of a fun acronym and everything. Just goes to show that anime haters are retards.
>>
>>70787024
that feel when the artist actually took time to draw this
what a fucking shitter
>>
>>70787424
>>70786873
Why do you think there's only one person who hates anime OPs? There's at least a few.
>>
>>70787424
It's Cristian/Stella and steam chat pals. Of course they are retarded, just look at the way they post here.
>>
>>70787230
Thanks, well I'm sorry I missed it but I'm the one that added the jam section back in the op
>>70787463
Don't worry it's probably traced
>>70787424
Rude, I do my best to provide quality OPs that often lead to a higher % of progress posted in the thread
>>
>>70787583
daco pls
>>
>messed around with XNA in the past
>fancy doing some more game dev now that I have free time in the summer, but XNA is dead
>thinking about learning Unity

Should I do it /agdg/? I feel like working on a 2D game, what is Unity 2D like?
>>
>>70787776
Unity used to be shit, now it's "not bad" and it's getting better and better with each major version.
I would start learning Unity, also if you are already familiar with C# you are pretty much good to go you only need to get familiar with the interface and entity system
>>
>>70787776
Unity is neat. With C#/XNA in your pocket you could try C++/SFML
>>
>>70788037
I'm fairly good at programming with C# because it was my first language, I know how to use classes etc. well but there are a lot of aspects I'm unfamiliar with (e.g. interfaces). Also I have used Unity once before, I went through a 3DBuzz tutorial to create some space shooter game so I'm familiar with the interface too, but I've never used Unity2D.
>>
>>70786580
>gay fisting guy OP
why do you keep posting this shitty image? why are you the worst OP?
>>
Reminder that 99% of Unity projects get dropped.
>>
Hey, I just started making a game yesterday, anyone interested in buying early access for just $20?
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>>70788418
are there trannies? yes
>>
>>70788521
No it's a survival shooter with sandbox elements and zombies.
>>
>>70788383
Reminder that 99% of ALL projects get dropped.
>>
>>70788634
Im interested. Is it an mmo? Is there full player and weapon customization? Will there be day 1 DLC?
>>
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Do you fags not have any decent OP pics? Here, take this one.

>>70788383
Yeah, but 99% of all hobby dev projects get dropped.

>>70788236
Thank you, that image is shit. It's even worse than the anime (which only rustles me because it's usually not gamedev-related).
>>
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>>70788887
OP pics have been exceptionally poor lately. I've been meaning to start a thread myself but there's always either the anime OP trying to force anime into the OP by posting the thread as early as possible or the anti-anime OP trying to one-up the anime OP by posting his threads even earlier.

Fuck these threads, man.
>>
Sooo, Any good resources for c++? I am working with cryengine and suddenly I realized my c++ skills suck. Help me get gud.
>>
>>70788887
>all those games are made by irrelevant newfags
Where is the old agdg bros that wasnt so pathetic?
>>
>>70788887
That OP image is fucking weird. It looks like someone's profile pic who's trying to pass himself as dark and edgy and "powerful". Ugh.

>>70789059
I don't like anime OP because it's not easily recognizable as AGDG and because it pretty much encourages shitposting.
>>
>>70786580
Autism
Neanic
Indehiscent
Matroclinic
Effete
>>
>>70788383
Because people keep telling them they dont need to know how to program to use unity or that c# is extremely easy, then they go out and maybe get a few very basic things working thinking it'll be a breeze, and of course fail after some months.

this isnt specific to unity though. its with just making games in general
>>
>>70789059
make new thread 500 posts early . always wins
>>
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>>70789140
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>>70789059
>or the anti-anime OP trying to one-up the anime OP by posting his threads even earlier.
based as fuck
>>70789112
http://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list
>>
>>70789316
>http://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list


Danke, Comrade.
>>
>>70789316
>anti-anime
>/v/ meme spouting retard

Yup, should have known.
>>
>>70789259
It's really sad that only 1 or 2 of those in that picture still post progress here. Half of them are dead, and the rest stay on tumblr.
>>
How insane would it be to have a unique splatmap texture for every object in a scene?

My artist talked about it today when we had a pipe dreaming session. He said his dream would be to be able to pick any surface in the game world and paint any texture onto it. I did some calculations and couldn't find a reason why it couldn't be done with the memory available.
>>
>>70789434
im not the op, i just found that sentence pretty funny
>>
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>>70789462
red=ded
yellow=posts only once a week/rarely
>>
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>>70789434
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>>70789430
what game are you workig on ?
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>>70789861
anime faggot getting mad
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>>70789830

Practicing for my own edification. Maybe a space game, maybe an RPG. I will be sure to use Anime.
>>
>>70789861
>retro pixel reaction image with pig disgusting antialiasing

YOU stop shitposting.
>>
>>70789759
For King and A Nation of Wind were actually finished, I believe. So not dead. You need a new color for the few finished games. Also, the 2D zelda guy second from right should be red and not yellow. Dev dropped the game and switched to Crystal Gun Girl.

...I just realized I spend way too much time here.
>>
>>70789949
>that feel when hate anime
>that feel when its not antialasing but a layer underneath with a rough drawing
>>
>>70789943
nice, any particular reason why you chose cryengine?
https://www.youtube.com/watch?v=nyfmd9ZMyIw
this cryengine game is pretty impressive but not sure if it's a good tech for us "indies"
>>
>>70790140

Because of its use in the industry at the moment. I could just as easily switch back to Unity but the amount of pigfuck ugly unity games out there kind of kills that for me. The new 2d interface with Unity has me interested though.

I wanted to work with a game engine that had some power to it, for the most part.
>>
If your game had to be a console exclusive, which one and why?

No PC
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>>70790832
PSVita
because no games
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>>70790140
I think most people dont care to use Cryengine because there's really no reason if you arent making some highly realistic game like Skyrim, which most people dont care to do. small indie teams usually never try to compete with AAA companies.

>>70790832
WiiU/3DS, because it has a far bigger audience and is actually meant for playing games.
>>
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>>70790976
>WiiU/3DS

Except you're not a first party game. Indies get shit on when it comes to Nintendo, in both company and fan support.
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>>70790832
Definitely 3DS or Vita. Game is supposed to play best on handheld if I get it right
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>>70790832
THE STEAMBOY
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>>70791180
very creative anon
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>>70791420
looks like a hipster version of the vita
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>tfw trying to think of gameplay mechanics that reward strategic play and patience without being boring
>>
>>70790976

At the moment, I see it as a good opportunity to have a fully stocked engine that I do not have to pay for extra usability(Fuck you, Unity) and with no cut into my end profit other than the 9 dollars a month access fee(Fuck you, Unreal)
>>
>>70791420
the fuck is this?
>>
>>70791420
is this real? lol
>>
>>70791535


You're retarded. Unreal gives you full source access now, which is worth it alone, given it used to cost like a million dollars. Unreal is indie friendly. Cryengine copied its subscription model because of that
>>
>>70791502
Valve's gone full retard. That thing is going to out-die the Vita.

>>70791550
Valve is making a handheld.

>The standard edition SteamBoy is slated for a 2015 release, with support for WiFi and 3G networks.
>>
>>70791634

Right, I was going to get into unreal but Cryengine offered a slightly better deal...Not taking my money after i made the game. Which Unreal does, unless they made a counter change to their model.
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>>70791808

You are not going to make a good "indie" game with cryengine.
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>>70791452
Still learning unity networking and I thought making a Battlenetwork clone with internet play would fit what I'm intending to do in the future.
>>
>>70791053
Never heard of them getting shit on.

Cavestory/meatboy/etc did just fine on wii.

>>70791535
>pay for extra usability

you dont have to pay for anything. just make it yourself, like any other programmer would do if they were using xna/custom engine.
>>
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good afternoon aggydig
are you hype to make the progress today?
>>
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>>70791180
hell yeah EXE remakes are dope. Have you seen: http://trestlegame.tumblr.com/ ?

I almost made a cross between FFT and EXE but I got lazy with it
>>
How should a C programmer get into indie game dev?
>>
>>70791875
or you could just stop being an uncreative piece of shit
>>
>>70791881
>Cave Story

Japanese dev and Pixel still didn't exactly make a lot of money from it. Plus it was a multiplat.

>Meat Boy

We all know Meat Boy's success was from Xbox + PC.

Nintendo's eShop is iTunes-tier for indie games. It's suicide for indies.
>>
>>70791975

XNA or Unity
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>>70791975
OpenGL
>>
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tfw you figure out how to fix a problem while on the toilet.

I swear it's always while I'm driving or shitting.
>>
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>>70791975
>>
>>70791952
Yeah but I haven't kept up with it recently

>>70792026
B-but muh nostalgia. The game means a lot to me.
>>
>>70791872

Oh sorry, I'll just make a wrist cutting simulator. That will be Indie enough for the "indie" game dev crowd, right? The sound track will be "How could this happen to me" by Simple Plan.
>>
I started writing my game in C++, however it takes really long to get anything remotely useful. That's fine if the project is going to be large and easily expandable, but I'd like to make some shorter, shittier games in order to get my design skills up.

I thought LOVE would be a good place to try this out. I want to make a platformer to try some stuff out. Should I use love.physics or code that stuff myself? I was using Box2d in my C++ project for platforming, but the LOVE docs say that love.physics is more complex than is needed for platforming.

Are they full of shit, or is there a simpler way to do simple stuff?
>>
>>70792262
>mfw 90% of my problems are solved by just laying down.

every time I solve a major problem I feel like I just got really lucky.

>>70791872
Pretty much his only chance of success are making simulators.
>>
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>>70786580
Why that of all things OP?
seriously it's the most retarded op pic i have ever seen and it has nothing in common with the thread or with gamedev?
>>
>>70792482
wutevr u want, breh
>>
>>70792482
There's a video for people like you.
https://www.youtube.com/watch?v=ZWdDMhyY8IE
>>
>>70792262
I do this all the time. Brain background tasks are awesome.

About to go get a late lunch, hopefully I'll figure out my current problem by the time I get back.
>>
>>70792710
it's always the same idiot that keeps making threads 200-300 posts too early. It would have taken another 8 hours to reach the max.

It's still at 750 posts. I dont even know where this guy came from posting that dumb picture
>>
>>70792117
I want to make a video game, preferably not an engine. And I do know basic opengl that is.
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>>70792945
>750 is the bump limit
>>
>>70792791
I don't really get what your point is. I've never made a full fledged game before, so it seems silly to pour a ton of time into writing a C++ engine for a game I don't really have the experience to make. Why not start small and then make sure the game I want to make is within my abilities?
>>
Hey guys,
I just turned off the lights in my room, I found it to be much nicer like this, in the dark, with only the monitors on.

This is bad for eyesight isn't it?
I like it, I can focus on screen
>>
>>70793021
why not both
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>>70793173
Take a break every hour or so and it's fine.
>>
>>70793173
my boss needs to use a lamp next to his computer to see whats on the screen even with bright indoor lighting and screen brightness all the way up. tread with caution
>>
>>70793159
with an attitude like that every game you make will be shit
>>
>>
>>70793412
>falls during the day
>daytime is cold enough to sustain the snow
>nightfall
>suddenly the snow melts away
what the hell googs
>>
how many buttons are too much for a platformer?
>>
>>70793561
game is about global warming, thats the ridiculous climate fluctuations and fracking quakes screen.
>>
>>70792554

Actually, that is not a bad idea. just make some basic simulator and imply that it is about the injustice that women face. That way half of the indie crowd will be forced to buy it immediately or face being more public shaming as enemies of women. Game of the year.
>>
>>70793673
as many as a controller can support, so 8-10
>>
>>70793159

Do this. A paper based on The Talent Code on gamasutra, describes the best way to learn is by setting yourself projects just beyond your understanding. If you aim too high when you're inexperienced, you'll be trying to shoot down a plane with a bow.

make old ass game remakes like tetris, pong, pac-man. Most people who become exceptionally talented at things do it like this
>>
>>70793736
>game is about global warming

So it's a fantasy game then?
>>
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>>70793027
yea and we used to ride it out until 900 posts and we were on page 9 at the least
but i guess it's FUCKING SUMMER
so some faggot kid out of school is making the threads now
>>
>>70793927
I agree, which is why I wanted to make smaller games in something easy to set up, like LOVE. I didn't want to have to worry about things like extensibility, or memory management, or any number of other things. I want to make something short and sweet as a learning experience.

To answer my own question, I think I'm just going to use love.physics, since I already understand Box2D which it is based on.
>>
>>70794249
I remember when the bump limit was 1000. Sometimes we got to 2000 posts, but mostly it was very close to that.
>>
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OK, which one of you is this
>>
>>70794251

C++ with SFML or SDL. Alternatively, Marmalade or other simpler game SDKs if you want to get into mobile and shit.

Learn OOP, since making games with C++ is all about it. The absolute best books would be C++ primer (5th edition), and Accelerated C++.

Alternatively, buy the Primer and sign up to GameInstitute (google it, basically they wrote their own degree programme that covers everything from basic c++ through to 3D graphics and DirectX, AI, and an assload of useful maths. Easily comparable to any university course for game programming)
>>
>>70794249
>blaming summer

We have faggotry all year round. A change in weather does not bring new faggotry, just old excuses.
>>
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every day in AGDG
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>>70794597
we haven't had this problem all year until now
>>
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>>70786580
Yep I agree with >>70792710 and >>70794249
using the same OP over and over is kinda annoying, here is more OC for you OP
>>
>>70794543
I wish I was a qt grill
>>
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>>70794606
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>>70794697
there's so much good stuff out there to use as op's
why someone would resort to such a shitty op even once is beyond me let alone every fucking thread
something tells me that they photoshop'd it themself in art class or some shit so they get off on having it in the op
>>
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>>70794790
Don't you know? We're all qt femdevs here at agdg. All the waifu games are just people making self inserts!
>>
>>70794918
I don't care, whatever annoys known shitposters and is still relevant in a way to agdg is fine by me.
>>
>>70795008
nice shitpost
>>
>>70794918
>>70789259
>>70788887
Someone should make an updated version of one of these
>>
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>>70795008
how is it even fucking relevant?
it's some faggot looking kid with stupid rock hands

you're just pissing off all of agdg with it
>>
>>70794545
My current "engine" is using C++ with SFML, Box2D, and now I'm thinking about adding in EntityX. EntityX is a bit young, but I hate writing code that someone else has already written. I'm going to test out the library and see if writing my own ECS would be better.

I'm already pretty good at OOP (I write Enterprise Java at work ;_;) and I've ready Accelerated C++. However I'd really like to read something on modern C++ and best practices along with C++11 stuff.
>>
>>70795116
Wait isn't that OP a stonelegs joke?
>>
>>70789482
how about virtual splatting?
you apply the idtech 5 papers but you only use an 8 bit virtual texture. if you wanted you could use 32 bits and have four times as much space, but that seems pointless.
>>
>>70795236
Seems like a stretch. I couldn't tell.
>>
>>70795180

Read "Effective C++" by Scott Meyers. if you don't, people might think you're a noo. I once saw an advert for a job at the company that make the Total War games, and they also directly advised to read that book.

You might also consider Professional C++ (2nd edition, if a more up to date one isn't already out), but Effective C++ is considered a seminal piece of work
>>
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>>70795236
i thought it was there due to "progress time"
when people post their progress
>>
>>70795246
in the end you use it for blood
fuck off shitposter
>>
>>70795335
I skimmed that, and now with a little more C++ experience under my belt, I think I'll give it another shot.
>>
>>70795363
>in the end you use it for blood
wut
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why is agdg dying
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>>70795575
no1 post gam

no care
>>
>>70795575
Anime and steamchat invoked the subtle saboteur then rip agdg
>>
>>70795575
Because faggots like the OP are gonna make it so that nobody knows we're even doing a fucking jam. Again.
>>
>>70795490
YOURE JUST A NODEV FROM A BASKET! I DRINK UP YOUR NOGAMES!
>>
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>>70795575
>>
>>70795859
That's why you make a thread earlier than the shitters do and link it appropriately
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>>70795575
Not enough anime
>>
>>70796102
>shitters make threads way early
>"naw dude just make a thread earlier than they do"
>get complained at for doing that
ok
>>
>>70796102
>makes thread before bump limit
>wanting someone to make it earlier
>>
>>70796102
>>70796252
Making thread early is exactly what they want, then they make another thread and stir shit up with threadwars
I'd rather have one shit OP picture than a threadwar
>>
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How come no indie celebrities ever come here?

Imagine what we could learn from Jon Blow if he came to AGDG.
>>
>>70795180

There's also that Herb Sutter book about coding guidelines and what have you that kind of replicates Meyer's more generic recommendations and few more from other sources.
>>
>>70796383
>implying they're worth listening to
They're just IDEAS GUYs or artfags with no idea of how to actually make a game. None of them are actual programmers with any understanding of how computers work. The closest they get is some shitty webdev.
>>
>>70796383
Because we don't want them
>>
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>>70796485
But he's a programmer.
>>
>>70796353
But it's not one shit OP picture. It's all of them now. Plus we have an upcoming jam, and because of these faggot OPs, nobody will know. Seriously, fuck this
>>
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>>70796383
>implying I'm not carmack v2
>>
>>70796383
They did back when agdg wasn't shit:
- phil fish
- notch
- hopoo
- david rosen
- rabbi orteil
I'm forgetting one
>>
>>70791875
>MMBN

mah nigga. I support you 100%. BN is still one of my favorite games(/series) of all time, and my favorite for handheld.
>>
>>70796605
>Phil Fish
>Notch
Bullshit.
>>
>>70796567
untalanted fuck makes a game ive never heard about
>>
>>70796792
>never heard of braid

12 year old pls go
>>
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>make game
>give it a 4 word title
>abbreviate it to PTHC
>everyone will be searching for it on google

Why haven't you done this yet, AGDG?
>>
>>70796605

Notch did post on /v/ occasionally when Minecraft was still an infiniminer ripoff, but I think that's it. I doubt he cares about gamedev anymore.
>>
>>70797030
Sounds like a job for sim loli
>>
>>70797075
He said on stream that he still browse the minecraft general once in a while, and they often get leaked stuff so...
>>
>>70796917
>platform game
yeah piece of shit
>>
>>70797275
I don't see YOU doing any better, dweeb
>>
>>70797030
is that a human or a goblin
>>
>>70796383
You never know who is posting anonymously ;)
>>
>>70797334
blowjob please leave
>>
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reminder that games with 3d waifus are the best games
>>
>>70791180
Is there unity support on 3DS? I know Wii U has it.
>>
>>70797367
It's both. A Goldblum.
>>
>>70797209
>makes billions
>still browse 4chan
truly one of us
>>
>>70797030
>abbreviate it to PTHC
thats a hard acronym to make a title for though...
Pennies Taste Horribly Cumlike
>>
>>70797512
>implying anyone here can into waifu creation
>>
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>>70797512
>3D waifus
>liking 3DPD
>>
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reminder that a game like this is easier to program than a platformer
>>
>>70797418
Are you implying that Pixel is the subtle saboteur?
>>
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Does anyone have a simple 2D platformer in C++ that I can steal source code from?
>>
>>70797628
Patrick: The Hero Creator
>>
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>>70797713
Gee, I wonder who is behind this post.
>>
>>70797704
>making a game
>posting progress
>shitposting anyway
People like you are the reason these threads go to shit, you know.
>>
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>>70796776
Phil Fish posted once or twice when AGDG become a topic of discussion on TIG (his usual haunt)
Notch posted in the really really early days (before Berserker Quest and Cave Explorer). Back then it was vidyadev, not AGDG.
>>
>>70797704
and it's just as shit as a platformer
>>
>>70797704
I don't see how? Seem about the same to me.
>>
>>70797713
You can find source code for that everywhere on the internet though.
>>
>>70797209
>>70797619
>once in a while
He probably clicks on 4chan links from the Minecraft subreddit. He's been full Reddit for years.
>>
>>70797704
are you enjoying being googum 2.0?
what I'm saying is stop being a faggot and just like make game
>>
I realized I could easily fake particle interactions by reading the velocity buffer in the particle update shader. This lets the particles slow down when they hit a ship and a quick stream of particles will draw other particles along with it. It's not even terribly heavyweight, just one texture lookup per particle.
>>
>>70797157
If he weren't in prison, sure.
>>
>>70798268
That's nice and all but weren't you trying to optimise this?
>>
>>70797880
I'm pretty sure fish posted more than once or twice as anon..
I recognize some posting patterns from tigshitters here also
>>
>>70798367
Yes I was, but I got carried away a bit. I'm sure it'll run just fine even on older hardware!
>>
>>70798268
>not even terribly heavyweight, just one texture lookup per particle
...
>>
Should I post my game on TIG?
Having some fanboys might boost my motivation.
>>
>>70798450
>one lookup per particle
>per particle
>>
>>70798537
Post it here, you butt.
>>
>>70797869
>>70798223
>discussion about game dev related subjects
>shitposting
people like you who complain that everything is shitposting instead of posting progress are the true shitposters

>>70797912
its a little easier at first because theres less setup needed to get something workable showing, i.e. you just draw whatever and get basic collision detection (resolution not entirely necessary), while with a platformer you need to get proper resolution sorted out because of gravity

after that there are two main things that i think are easier to work with on a top-down perspective: ai and level design. making good levels for a platformer is actually harder than it seems, while for a top down game it comes more naturally for whatever reason. similarly, making interesting enemies for a platformer is harder than it is for top down too for whatever reason
>>
>>70798537
>TIG
They're so much shit, though. Like, they're not even worth the time. Make an IndieDB page instead.
>>
>>70798545
it really depends on how often the cache misses.
depending on the order he updates the particles it shouldn't be too bad.
>>
>being sick

This is a perfect time to do just a little bit of progress because I'm doing basically nothing anyway.

>Do my usual nodev activities at a slower pace
>>
>>70798498
>>70798545
I'm sure all the people who have Titans will appreciate having it as an option in the menu. Besides, in a few years, everyone will be able to run it just fine.
>>
>>70798658
I do, and I appreciate the feedback I get here.
I just need a hugbox for a while so I don't kill myself.
>>
>>70798537
Depends what is your game
>>
I just realized, what the fuck happened to Hopoo? I was really looking forward to that skeleton game of his, and all of a sudden he just stopped posting...
>>
>>70798819
Marmo pls
>>
>>70798819
Hugboxing is shit for motivation.

What you gotta do is browse Kickstarter/Greenlight until you get mad. So mad that you'll swear to beat to shit out of those nerds with your game.
>>
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>>70798890
he got hounded out by shitposters.
>>
>>70798890
http://hopooo.tumblr.com/

He's updating all the time, though. He just doesn't post here as much anymore (probably because it's a complete shithole).
>>
>>70798706
It should miss pretty often, although particles from one emitter are next to each other in the particle data texture, meaning they might overlap on the screen occasionally. But mostly it's just going to be a random point somewhere on the screen.
>>
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>>70798890
>>
>>70799036
>tumblr

HUGBOX
U
G
B
O
X
>>
>>70798537
I think it's worth it. I think a ton of gaming 'journalists' browse tigsource. A lot of games from agdg, that have devlogs on tigsource, have been in PC Gamer, RPS, indie statik, ect. I'd do it if my game wasn't objectively shit.
>>
>>70799150
>tumblr
>as big of a hugbox as steam chat
at least on tumblr, people can still call you out on doing or saying dumb shit
in steam chat, negativity gets you fucking banned
>>
>>70799150
do you want a hug, anon?
>>
>>70799018
But... Risk of Rain is $10

What the fuck is he talking about?
>>
>>70799339
No, I'm on AGDG where the fabled Hug God was murdered in its sleep and its killers dance around its corpse, smearing blood and shit all over the walls.
>>
>>70799323
>negativity gets you fucking banned
>Strato, Eonhite and Purity still not banned
>>
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>>70799340
backing his game costs more than the game itself
>>
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Progress.

Took a break from the attack anims to get started on the reload. It looks pretty bland and bad but I can't really figure out why.

For the record the final version of this will have the magazine itself go invisible at the end of the "chuck" while simultaneously spawning a duplicate mesh that will then get physics'd before disappearing, then the magazine will become visible again when the hand is underneath the shoulder pad.

The advantage to doing the reload this way, rather than just animating the throw in its entirety and having the magazine mesh snap back, is that turning or moving while reloading won't cause the movement of the magazine to track the player's body unrealistically.
>>
>>70799036
He hasn't updated that in nearly two weeks. I'm pretty sure he's posted in here since then. Gamedev is a slow process, you don't always have anything worth showing.

If you post every time you make a slight bit of progress, people will bitch at you or ignore you. If you don't post progress frequently, people will bitch at you and complain about the lack of progress. You really can't win around here.
>>
Does anybody know a good Love2D video tutorial series? I want to see what it can.

Alternative question: What are some game frameworks that are fun to fool around with?
>>
>>70799340
he did something slightly silly by making the early access 25$ but the actual release 10$. He did it because he realized that 25$ was too much but he didn't want to screw his kickstarter backers over by offering the same deal for a lower price to people who came later.

one samefag in AGDG created a fake shitstorm about it because he thought destroying the community was amusing.
>>
>>70799725
It's not silly, a lot of game kickstarters offer beta access at a higher price tier. It's better and easier than physical rewards that might end up costing more than you expect. The AGDG autism-squad didn't have anything to bitch about for a while, so a few of them started a shitstorm over it.
>>
>>70799679
That's really nice man.
>>
>>70799679
Why is he reloading from his armpit?
Go look up reloads from something like BF4, or if you want maximum tacticool, Project Reality. Have the guy hit a mag release button, he doesn't need to look where he throws the old one away.
>>
>>70799863
>>70799725
>one samefag in AGDG created a fake shitstorm about it because he thought destroying the community was amusing.

I'm pretty sure that all of the community breaking shitposting in AGDG is from the same three or four people. I wish moot would add IDs to /vg/
>>
>0-2 More powerups
>3-5 Menus
>6-8 Design more enemies
>9 Let AGDG decide
>>
>>70800420
ok
>>
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Post your editor/ide screenshots
>>
>>70799679
I think this is your best animation so far
>>
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Even: dev
Odd: nodev
>>
>>70800480
What is even going on with that art style.

Your floor texture isn't tiling right.

Looks neat.
>>
>>70800576
O-ok...
>>
>>70800247
Thank you, but it isn't. But it really helps me to see it rendered; there's an unintentional clipping with the hand plate and the shoulder pad, the fingers need to move more during the magazine slap-in (flatten on the way up, curl around the impact). The gun's upward momentum from the slap-in is rigid and awkward. The torso curves from "neutral" to the sideways stance of the aim too smoothly, like he starts aiming before he's even aiming. Making the face track the hand motions (like he's looking at what he's doing) is also off, he should be snapping his head around more with less smooth interpolation (seriously, who watches a thing move like their head's on a turntable tracking it?)

But it's getting there.

I also need to make the active reload animation both radder AND shorter, so I may need to extend some of the timing on this to make that plausible.
>>
>>70800576
#rekt
get to it kiddo
>>
>>70800576
Get to work
>>
>>70800480
??? ?? ?????, ?????
>>
>>70800308
>Why is he reloading from his armpit?
Shoulder, and because where else would he possibly have kept his spare magazine?
>Have the guy hit a mag release button, he doesn't need to look where he throws the old one away.
Such a button doesn't exist on the mesh, but a valid point, simulating tha type of action makes sense. And also a good note on the throw, why would he turn his head to watch the discarded mag?
>>
>>70800480
My engine doesn't have any sort of edit or saving functionality yet
>>
0: dev
everything else: nodev
>>
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>>70800614
Actually it's tiles rather good
T-thanks!
>>
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>mfw that /v/ermin childfucker is making progress and you are not
Get to work
>>
>>70800898
>Such a button doesn't exist on the mesh
Add one to the normal map. You've got a normal map for that right, or am I misremembering from when you modelled the weapon?
>>
>>70801015
Whoever is working on that will stop when he realizes that doing fluid dynamics is pretty hard work.
>>
>>70800856
????? ? ????????, ??????? ? ????? ? ?????? ??????? ? ??????????? ???????? ? ???????
>>
>>70801015
It's gonna die after a week
>>70801127
No need for fluid dynamics
>>
>>70801195
How come no need for it?
>>
>>70801296
What for? He can just texture paint the ground as seen in the gif.
>>
>>70801165
>>
>>70801363
Well, that doesn't look juicy at all...
>>
>>70801010
the logo is way too low resolution

the scene looks gorgeous
>>
>>70801478
It's a prototype, why would they need juice? They don't want to copy the game 1 by 1.
>>
>>70801010
Looks very neat.
>>
>>70801626
You need juice on prototypes to see if it plays well or not. If you're working on a prototype and you don't do the meat of the game properly then you can never assess how interesting that gameplay is
>>
>>70801804
Dude, the gameplay is already there. They're copying Splatoons.
>>
>>70801891
If they're copying Splatoons then they'll need fluid dynamics, which leads us back to my initial point.
>>
>>70801068
I do, and I could, I suppose. Though depending on the size of such a button it might wind up a completely irrelevant detail, especially considering the normal map does VERY little for this game (with toon shading, a detail has to exist between two discrete levels of shading for the normalled geometry to be visible, which means the detail is only visible when partially exposed to extremely harsh lighting).

Where on an M16 is the magazine eject button or whatever?
>>
>>70802036
Jesus christ, is it that hard to understand? I said they're copying Splatoons, but not 1 by 1. They don't need fluid dynamics to copy the gameplay.
>>
>>70801015
Seriously? You're literally copying that fucking ink wii game that was just shown at E3?

God damn these people are pathetic. And the sad thing is I know they spent more than 1 hour on it, so its not a joke.

If the game involves shooting ink and being able to move through it, I hope you plan on getting sued.

>>70802036
They dont need realistic fluid dynamics to replicate that game.
>>
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Well... I'm still making the demo, currently implementing tons and tons of sounds. So not much to see.

I did finally buy a domain and make a placeholder website yesterday. Not much, but it's something: http://cowardlycreations.com/

Also, if anyone is worrying about Steam Greenlight, contacting the press or has any other questions I'll be happy to answer them.
>>
>>70802148
>>70802156
Well, yes. But it's gonna suck if it doesn't look juicy... And a good way to get fluids to look juicy is by simulating them dynamically, which is what all games that feature fluids as a gameplay mechanic do.

But I get it, it's just a prototype and that guy will never finish it and no one will play it because he's doing it just to learn or whatever
>>
>>70802156
>If the game involves shooting ink and being able to move through it, I hope you plan on getting sued.
Just FYI you can't copyright game mechanics. Copyright demands uniqueness, not novelty. As long as the assets and code are original creations, the game can be as much of a shameless rip off as it pleases and still be perfectly legal.

Not that it matters because nobody is actually going to make the game, just talk about it.
>>
>>70801626
Looks good, I dig that you used pixelated light sprite. I hate when the light is smooth in pixel-art games
>>
>all this jelly spilling

looks like you guys are trying to make a splatoon of your own in here :^)
>>
>>70802535
Thanks man, that's really very nice.
>>
>>70802535
Damn, I mean to >>70802358
>>
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>>70802137
Right here. Google AR15 mag release for reference pics and examples, but it doesn't have to be anything fancy. The detail in the normal just to the left of the red circle would be about as much as you need.
>>
Do you remember that sound in Dark Souls when you enter a new location and location name pop-ops on the screen?
I want to make similiar location introduction.
Here is the sound (slightly toned down in unity) - http://vocaroo.com/i/s0jg8X2aP2iG
>>
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Trying to figure out how to make something like this that is volumetric, or at least that looks like it has volume enough that it looks like you're walking through it. I was thinking about taking it off in layers and putting sprites at different angles through one another, but I don't think that would create the effect I want.

I think I need particles. Any tips on how to get effects I want with particles?
>>
Hello there /agdg/, i require advice from a musicbro.

I am looking into trying to make some simple music for a project of mine. I have no real music making experience.
I am looking for a 'simple' program to allow me to get my toes wet for music making.
I have played around with Anvil Studio before and i do like how simple and easy it is to work with. But the fact I'm stuck with generic midi sounds is a huge turnoff.
I have also looked into FL studio, but all the buttons, menus, switches and options make my brain want to implode.
Im looking for a program that has the 'easy to use, hard to master' feel to it. As in, anyone could use it, but if someone wanted, it could be used for more advanced compositions.
Alternatively, anything simple to use would be fine.
Another small requirement is being able to use sounds that i can put into it myself and set as instruments.
Also, im not looking into making technoish songs, so 'repeater' programs wont work for what im wanting.

I feel as though i have a good ear for BGM. Where it can be used, the theme of the sounds and how to replicate it. but when i look online for music makers, people seem to list overly complicated programs that are hard to wrap my mind around.

So...yeah, anyone have any advice for 'babbys first music program'?
Bonus points if its a program on a android, so i can work on it on the go, but not necessary whatsoever.
>>
>>70802882
I like it. Maybe a bit more percussive when you plan for the title to pop in?
>>
>>70803495
Persevere with fruity loops.
>>
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>>70802831
Interesting.

I take it that the button is meant to be reached with the trigger finger, NOT the hand that would take hold of the magazine, like so..? That seems extremely impractical but actually REACHING said button with the hand holding the magazine would be challenging, it seems...

Welp, if I'm wrong I've at least got some trigger discipline animated in.
>>
>>70802831
>>70803664
Also that isn't detail in the normal to the left of the red circle, it's actual geometry.

This is because at that point the sword and gun-sheath have a seam, and those latches will actually shape the silhouette if the sword is in the player's hand while the sheath is still on his back.
>>
>>70803178
don't use particles or billboards. it'll look like shit, since a nebula is defined by its shape and not by its motion.

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html

what you want is some kind of volume rendering technique. since a nebula is basically static, you can compute all of the fluid simulation stuff at load time or even build time. there's no need to do it every frame, which cuts out 90% of the processing cost.
>>
>>70803664
Pretty much. Consider that it looks like either the gun is huge, or the hand is tiny, so that's why it may look impractical.
>>
>>70803520
I plan to play additional sounds unique to each location entered, for example, for Cabinet Noir location I play this sound effect and together with first it sounds pretty cool for me - http://vocaroo.com/i/s0SEkVUwu7oC
>>
>>70803947

Oh wow, a thick read, but a cool looking effect. Thanks. I gotta remember to check GPU gems whenever I have a special effect I'm thinking about doing, I constantly find myself coming back to it
>>
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Stupid unity question.

I have a game object that is network instantiated in. Its made from a prefab and I want to flip its rotation so its facing the other way and so the animations play out right.

How do I find the object that gets instantiated. There is nothing returned by the Network.Instantiate method for me to easily get the game object.

What do?
>>
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>>70803963
The gun IS huge.

So maybe I should place the button here, on the actual receiver (?) component, rather than next to the trigger mechanism.
>>
>>70803495
Just learn how to use FL Studio. It's very cheap for DAW with such great possibilities.
>>
>>70804302
Wherever seems practical.
>>
I'd just like to interject for a moment. What you're referring to as Game, is in fact, ENGINE/Game, or as I've recently taken to calling it, ENGINE plus Game. Game is not an operating system unto itself, but rather another free component of a fully functioning ENGINE system made useful by the engine corelibs, shell utilities and vital system components comprising a full interactive system as defined by maths.

Many computer users run a modified version of the ENGINE system every day, without realizing it. Through a peculiar turn of events, the version of ENGINE which is widely used today is often called Game, and many of its users are not aware that it is basically the ENGINE system, developed by the Fuck 2D Project.

There really is a Game, and these people are using it, but it is just a part of the system they use. Game is the logic: the layer in the system that twiddles with the machine's resources to maintain the shitgame that you play. The logic is an essential part of an interactive system, but useless by itself; it can only function in the context of a complete interactive system. Game is normally used in combination with the ENGINE interactive system: the whole system is basically ENGINE with Game added, or ENGINE/Game. All the so-called Game varieties are really variations of ENGINE/Game.
>>
>>70804358
Well practical is going to be slightly discoloring a sideways U shape right there on the texture map for the gun, not bothering with the normal map at all, and using the "trigger discipline" position to semi-kinda indicate that something is being done to the feeder (?) there to release the magazine.

Not that literally ANYONE will notice, but subtle touches might make the gun feel nice.
>>
>>70804503
I get what you're saying but at the same time it makes absolutely no sense.
>>
>>70804228
Try http://docs.unity3d.com/ScriptReference/NetworkView-viewID.html
>>
>>70804521
Someone will notice, even subconsciously. Details like that make things feel authentic.
>>
>>70803495
>i assure you FL studio is just as complicated as the code in your game
>>
>>70797030
Part-Time Hitman Clyde
>>
Anyone know what the best way to use spritesheets for loading sprites to the screen in Java is?

Any decent resources on it?
>>
Post thy dev music, knaves

https://www.youtube.com/watch?v=rdWGSjOmmUg
>>
>>70804865
https://www.youtube.com/watch?v=BjgCcudJnbs
>>
>>70804865

https://www.youtube.com/watch?v=hpsbj0OoeNo
>>
>>70804865
https://www.youtube.com/watch?v=7fpI2PPRAM4

this song is how I feel every time I make progress and nobody cares.
>>
>>70797628
Prisoners:The Honduran Conflict.
Standard FPS type shit.
Pass The Heat-ray Controller!
Play as aliens cooking cattle and shit.
Panic, Terrans Have Come!
Humans are invading.
Pentagon:The Hidden Command
Some strategy game, maybe a Shadow President type thing?

It wouldn't be THAT hard.
>>
>>70804865
http://www.youtube.com/watch?v=R2WwTSot3Iw
>>
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>>70804865
http://youtu.be/gK3w7Le-oes?t=23s

in
in
2deep
in
in
2deep
>>
>>70797628
Poultry: The Headless Curse
a survival horror zombie game in which the living dead rise from the supermarket freezers to get revenge on the people who wanted to cook them for dinner.
>>
so i'm making my first platformer, and i'm busy programming everything and having fun, but i have a problem

the way i do my one way platforms is that they have no collision when the player is below them, and only gain their collision mask once the player is 1 pixel above.

however, if i jump through a platform and spam the jump key, if i jump right the second the player gets above the platform, he somehow gets stuck in there 1 pixel deep and the game freezes.

i've been looking over my code and i think the problem is that i check wether or not my player can jump by if he's touching a surface.

here's my vertical collision code:

//vertical collision
if place_meeting(x,y+vsp,par_wall)
{
while(!place_meeting(x,y+sign(vsp),par_wall)) y+=sign(vsp);
if (sign(vsp) == 1) grounded = 1;
vsp = 0;
}
else
{
grounded = 0;
}
y += vsp;
>>
>>70806141
10/10 would play
>>
>>70806141
that's already a movie
>>
File: scruubb.png (165KB, 1194x856px) Image search: [Google]
scruubb.png
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Is there any free graphic tools with scrubby zoom feature like in Photoshop? I can't into Gimp or Paint.net because of lack of scrubby zoom
>>
>>70806436
Just use photoshop?

Last I checked this wasn't /g/.
>>
>>70806335
http://www.youtube.com/watch?v=IysShLIaosk

the power of "googlerizing"
>>
>>70806141
Chickens. Nurses. Rain.
A man walks through the fog.
>>
>>70806141
the boss is your ex wife
>>
>>70806631
>40 lines of code
What's up with people taking years to make 2d platformers, seriously? Overgrowth could have been released in 2 years if it wasn't refactored every month by that autist, but 2d platformers?
>>
>>70806631
yeah i know how google works
that's the first video i watched, doesn't help me because his method of jumping and checking for jumping doesn't work the same as mine
>>
>>70806436
what is scrubby zoom?
>>
>>70806831
Zooming for scrubs.
>>
>>70806335
move the grounded = blah after your vertical collision/apply vsp code and change it to

grounded = place_meeting(x,y-1,par_wall);
>>
>>70806831
What is google?
>>
>>70806335
>the way i do my one way platforms is that they have no collision when the player is below them, and only gain their collision mask once the player is 1 pixel above.
>only gain their collision mask once the player is 1 pixel above.
Shit like this is bound to end in disaster.

Take a step back and rethink how you want to design your code.
>>
>>70806793
my platformer has like 400 lines of code right now, granted it has actual animation tho. am i doing it wrong?
>>
>>70806831
The best type of zoom if you use tablet. You just hold mouse button (or pen on tablet) and move cursor left to zoom out and right to zoom in
>>
>>70806957
yeah now that i think about it, this seems pretty dumb. i-i'm sorry...
>>
>>70806981
If you are using game maker then yes you are doing something wrong
>>
>>70806921
sorry wrong sign:

grounded = place_meeting(x,y+1,par_wall);

to be clearer now the code would be

//vertical collision
if place_meeting(x,y+vsp,par_wall)
{
while(!place_meeting(x,y+sign(vsp),par_wall)) y+=sign(vsp);
vsp = 0;
}
y += vsp;

grounded = place_meeting(x,y+1,par_wall);
>>
File: 3d_2.png (21KB, 654x525px) Image search: [Google]
3d_2.png
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>>
>>70807128
W-what if I making 2,5D game?
>>
>>70807128
This is bait/shitposting, only reply if you're an idiot.
>>
>>70807106
it ain't that bad. RoR was made in game maker too
>>
>>70807205
Then you're not making a 3D game, are you?
>>
>>70807375
And Hotline Miami
>>
File: retard.png (377KB, 555x482px) Image search: [Google]
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because you're too stupid to realize that <insert_genre_here> can be as complex as you want, hence taking quality time.

>OMG Y SHOOT'n GAYMES TAKE SO LONG 2 MAKE?? ALL U DO IS SHOOT DA ENEMIES.EAZY XDD
>>
>>70807451
Oh come on, it is, like, just 0,5Ds I miss
>>
>>70807115
i'll try this thanks m80
>>
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topkel.gif
823KB, 489x261px
>>70807128
>>
>>70807754
>gif
Anon what are you doingggg
>>
>>70807658
What's with her face, she has eaten soap bar or something?
>>
are there any tools for extracting or using old 8bit sound bytes from gameboy ect
>>
>>70807951
Yes.
>>
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>>70786580
get a better OP picture holy shit
>>
>>70807115
whelp, it's still happening
>>
File: crad2.gif (431KB, 512x448px) Image search: [Google]
crad2.gif
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making juice instead of progress
>>
>>70804865
album just dropped the other day, still on heavy rotation https://www.youtube.com/watch?v=x7-tjn-h3Ck
>>
Okay guys. How do I make a 3D structure for generic objects?
>>
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enemy_check.gif
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You can check enemies during combat.

The stat bars at the bottom aren't final, but their heights will vary according to the stat.
>>
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6.png
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>>
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KILL EM.png
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>anime OPs
absolute shit

>anti-anime OP
just as shit

post a fucking AGDG OP the old dropbox has a whole folder of them
>>
>>70808575
This is bait/shitposting, only reply if you're an idiot.
>>
>>70808284
pastebin the whole code
>>
>>70808514
I love you. I fucking love jrpgs.
And when the skulls are on the background, they looks like the imps got an afro
>>
>>70808617
>>70808165
Why are you giving him satisfaction, you know he is doing it just to stir shit and annoy anime fags?
I'm pretty sure he is the subtle saboteur, you know something is wrong when fucking googum is complaining..
>>
>>70808514
Wisp gonna get Br the Fr Shco!
>>
Anons, mind if I take shelter here from shitposters in Splatoon thread?
And a question: how would you guys handle the calculation of the area of a specific color on a flat surface? Would low level c++ bitmap handler + c# code a good idea?
The other guy suggested octree but I want to hear different methods
>>
>>70808857
Octree is literally made for that..
>>
does AGDG like to make math-based programming art?

this is something i really want to explore as i learn more and more about programming.

heres some shit i did from a book
https://www.youtube.com/watch?v=bu61I5DEvxo
>>
>>70809290
it's too contextual unless you are making some 2deep4u abstract game or something
>>
>>70808295
juice is honestly more important than gameplay sometimes
>>
>>70808857
Downsample to 1 pixel. Read the value. That's your "average" combined color of the texture. Subtract your base color to get the unbiased result. Do the same with only a single color to get the amount of on or the other, or store the "which color" in two different channels: blue = 1 color, orange = red color, another = green. The channel can map to any output color you want:

For cyan as a red channel:
val = red;
out.r = val * cyan.r;
out.g = val * cyan.g;
out.b = val * cyan.b;

You'd probably just texture bomb / decal texture the colors onto a low res world texture map, then generate the nice wet look in shaders.
>>
>>70809367
I dont know, you ever been to an art museum or art event? (my town has this big art exposition all over the streets once a year)

art is fun to look at, but not interactive. I dont want to make a game, i just want to make a thing that is pretty and fun to interact with

like Electoplankton or some shit, but without gameplay

https://www.youtube.com/watch?v=0SmV3BrPPNo

really what i need to do is get into shaders.
>>
I am embarrassed to be a C# developer.

>>>/v/248393309
>>
>>70809410
another way is they could keep track of an object whereever something is splattered, storing its area. Then check it against other objects and their areas.

basically it'd be like collision checking. If they overlap, subtract their areas or whatever

your idea probably more efficient
>>
>>70809624
hey, im the other guy in that thread with the GUI
>>
>>70807375
>>70807519
I just started learning to use Game Maker yesterday for a volunteer position I have Monday.

It's quite frankly terrible to work with and I don't see how people manage to do so.
>>
>>70809290
>make math-based programming art?
You mean procedural textures and shit, yeah, that's the quick and dirty way to discover something cool looking. Have a bunch of input properties then proc-gen, reseed until you see something and go, "Oh, snap that looks like an alien ship" or "Dam, that's one wicked looking knife-tree" or "this on looks like a sexy sea slug."

Demoscene's full of proc-gen stuff if you're looking for more examples.
>>
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>>70808472
B-bump
>>
>>70810090
Are you talking about programming or modelling? C++? C#?
>>
>>70809909
that a website? Ill check it out

im not looking for single frames. I want a draw loop and update loop so that someone could interact with it

here's really the only thing im proud of that i made. Its a music visualizer
https://www.youtube.com/watch?v=nuHmMh3vXhU


just curious if anyone else in here is into that shit, since its not really a game
>>
>>70810090
>>70808472
what are you putting in there? Just object instances or full mesh data?
>>
>>70810139
Programming, C#.
>>
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>>70809624
>baby's first trojañés
Man that reminds me of when the internet was shit and you could be a piece of shit script kiddie in peace
>the pleasure of making your shit UD
>the pleasure of sending your shit over MSN to scrublords and watch it spread
>the pleasure of shutting down computers and playing shit pranks and watching their reaction live
That was fun I miss that era
>>70810090
Stop being a piece of shit and check cgpeers tutorials
>>
Just gonna post this little concept thing I'm making in my spare time
>>
>>70810207
Don't fucking use a struct you moron. Use a class.
Beyond that I have no idea what your requirements are. What do you want it to do? Hold a point as data? A model?
>>
>>70810207
like, a box generic or some shit?
give it a position, width, height, depth, and generate corners and sides
>>
>>70808717
http://pastebin.com/vJkEafrk

thanks for wanting to help man

that's the vertical collision, horiz collisions and the stuff in the one way platform

if you have a better way of doing this i'll gladly hear it too
>>
>>70810206
Instances of objects

>>70810254
I really like the pick-up mechanism you have.

>>70810296
Where was a struct mentioned? I'm just looking for a basic data structure.
>>
My jrpg battle with combo-markers, there are yet no enemy attacks, just player's combos. Gonna add some more juice
>>
>>70810254
>>
>>70810254
looks like System Shock. I like it
>>
File: consider the following.png (149KB, 803x1140px) Image search: [Google]
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Have you guys noticed how when it's the anime OP there is literally no progress and when it's the progress OP there is tons of progress and new devs?
>>
>>70810197
>that a website
Oh, you. The scene is where siggraph came from. It's why you have chiptunes and sick graphics in your game cracks.

http://awards.scene.org/

I must warn you though, the demoscene is dead.
and has been since the 90's when Carmack got all his ideas from the scene. Fucker didn't even know what projection matrices were and didn't get z-buffers till quake, that's why doom has worst overdraw ever (draws back to front like a moron).

Good luck.
>>
>>70809845
are you using the drag and drop shit, because don't do that. otherwise yeah you're pretty confined in your coding but it's a nice way to learn i guess. i'm making a game now and i wouldn't have if i didn't have game maker, + i'm learning a little about coding too.
>>
>>70810197
>that a website?
No, it's quite literally a scene. You should look up some demos on youtube, there's some seriously cool shit out there. As a bonus they usually have rocking soundtracks too.
https://www.youtube.com/watch?v=P0OfkJc711A
https://www.youtube.com/watch?v=syMfE4HKTIw
https://www.youtube.com/watch?v=usjGXkqt5q4
https://www.youtube.com/watch?v=U88ylmYoHcM
>>
>>70810606
man, i dont blame him

FUCK matrices

thanks brah
>>
>>70810442
I noticed that the gun is just a plane mesh with a texture only at the end of the second webm. Really nice!
>>
>>70810576
we should make an op with cute girls to confirm this theory
>>
>Making inventory.

>Almost done.

>To-do list keeps growing right as I think I'm about to finish it.

Shit.
>>
>>70810918
the todo lists only end when the project is done
>>
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>>70810576
But when we had the waifu jam there was a bunch of progress and minimal shitposting.
Clearly we must make an anime OP next thread to test this theory
>>
>>70810394
>Instances of objects
octree.
>>
>>70810918
welcome to scope creep, pray you never work in a group
>>
>>70810394
Thanks, dude. Took me a while to work out, but I'm rather satisfied in how it turned out.

>>70810761
I know nothing of modeling, unfortunately but I'm happy with how the placeholders look, I'm kind of torn whether to keep this 'style' or learn proper skills and make it look like the game that inspired me the most, which is System Shock with its low-poly style.

>>70810493
Thanks for noticing
>>
>>70811004
>minimal shitposting.
Only because I allowed it remember this, cute anime grile.
>>
>>70810576
>correlations
thats because recently anime OPs result in some cuntsock shitposting the thread relentlessly.
>>
File: 221232.gif (2MB, 500x300px) Image search: [Google]
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>>70789759
Hey, I'm not ded
>>
ALL IS LOST
THERE IS NO HOPE
ILL JUST GO DIE IN MY BED
>>
>>70811429
hopoo's game is shit compared to yours, release when
>>
>>70789759

We need a new one of these. We have several devs who drop in and post progress, even if they don't participate in most of the shitpo- general discussion.
>>
File: axaxa.png (62KB, 768x432px) Image search: [Google]
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How do you guys make webm?
>>
>>70811618
never
I'm still working on the demo
>>
File: why.png (105KB, 225x350px) Image search: [Google]
why.png
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I/O is 2 slow
I need a better hard drive
>>
>>70811185
I want to mix in elements from Thief, Deus Ex and classic Clancy games as well
>>
>>70812058
xMedia Recode
>>
>>70812058
https://github.com/WebMBro/WebMConverter/releases
>>
>>70809624
Reminds me of those programmer with diploma pictures
>>
>>70812456
>splinter cell
my nigga
>>
Good night, AGDG, you're all good guys even if sometimes edgy.
>>
>>70812389
>poor performance
>blames hardware

Step up your code C-kun
>>
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>>70812568
Oooh yeeeaaah
>>
File: ReloadB.webm (341KB, 1440x810px)
ReloadB.webm
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>>70804632
>>70804632
With your advice in mind.

An improvement, I hope?
>>
>>70812456
This looks neat.
>>
>>70812675
does he need to pull it out if the cartridge drops?
>>
you are game a SHIT
a SHIT
>>
File: OP as Fuck.gif (3MB, 500x300px)
OP as Fuck.gif
3MB, 500x300px
>Remote bombs
>Bomberman Explosions
>>
>>70812648
Sorry I can't read/write 4gb of shorts fast enough
pls forgive
>>
>>70812698
>>70812571
Coding in the light meter was good fun, now I have to find time to get in some AI and NV goggles.

I'm tempted to do EMP grenades first, though. Much easier.
>>
>>70812757
Your theory being that he could simply eject the empty magazine and then insert a new one without actually catching it as it's ejected and the throwing it away?

Maybe. I think this is more visually interesting though.
>>
>>70812909
>4gb of shorts
>4gb
>of
>shorts
What the FUCK are you doing?????
>>
>>70813249
maths
>>
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>>70812796
>>
>>70813249

they're comfy and easy to wear!
>>
>>70812909
>read/write 4gb of shorts
what sort of game would even require this
jesus fuck
>>
>>70813307
if you never receive real feedback (which always hurts) you'll never level up
>>
>>70812389
That's the fucking point of RAM.
>>
>>70811429
>Thanks Obama
>>
I'm trying to make a game in python guys, are there any helpful tutorials anywhere for Tkinter? Should I be using something else? I've never made a GUI in my life except for one piece of shit in Java, I'm pretty new to the whole thing. The interface is going to be fairly simple, so much so that I would use Ren'py, but I've never worked with that before and I can't modify the interface to my liking until I learn GUIs anyway so it's a moot point.

Tl;dr how do I into GUI in python?
>>
>>70813342
It would be bad practice to base assumptions on a small sample size
I actually wrote 8gb
>>
>>70813576

I don't get enough negative feedback. I post here for the non-hugbox, but all I get is "looks good anon".

More people should criticize. That's what we're here for.
>>
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>>70813576
Tell that to these guys.

Hugboxing through life seems pretty nice.
>>
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Portin the waifu jam game to android,now Im updating the graphics
>>
>>70813735
A lot of that is going to be from people who don't know any better, but like what you've posted.

And you are always your own harshest critic, or at least you should be.
>>
>>70813735
there's a growing amount of people here who don't understand this and will SWJ all over this thread, it's pretty weird. The worst part is that sometimes I wanna say who I am because I'm talking from experience on a certain issue, but then if I identify myself people will think I'm a dick because of harsh feedback.
>>
>>70813854

sprites aren't progress
>>
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>>70813735
WHAT GAME U GOT BITCH
>>
File: lasers.webm (2MB, 1016x574px)
lasers.webm
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This room has lasers now.
>>
>>70813854
the blue eyes on left don't fit your colors I think
>>
>>70813602
It's better to have the data available then to calculate each time you want to do something
>>
>>70813854
those are adorable anon but they don't read well from far away
>>
>>70813962

this one

>>70808514

i need more hate
>>
>>70808514
Your game a shit.
>>
>>70814194
I hate turn based games so your game is automatically something I don't care about.
>>
>>70814194
>>70808514
Animate the sprites with idle animations. Attack/damage frames if you're man enough.

Don't be a lazy JRPG dev and make only static monsters. NO EXCUSE
>>
>>70813735
Ask for specific feedback. I find I get more criticism that way.
>>
>>70814194
I still think the slime looks like a dripping penis straining through boxer shorts, complete with tiny balls on the bottom left.
>>
File: trail.webm (2MB, 403x379px)
trail.webm
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Replacing Unity's retarded trail renderer.
>>
>>70814493
Why is Unity's trail renderer retarded?
>>
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>>70813706

P-pls respond.
>>
>>70814629
The answer is: you should just do whatever. There's no amount of advice that will make starting any easier, so just start doing things and figure out what works and what doesn't on your own. Starting anything new is the hardest part, so you just have to dive in and have no fears.
>>
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>>70813948
its was already ported anon,just need to add better graphics and its done
>>70814045
>>70814134
oh ok,thank you anons,will try to fix it
>>
>>70814336

I'm not the artist, but this is something we might include in a future game. This is kind of a nostalgia game, most of our favorite game boy jrpgs and classic dungeon crawlers used static sprites. We're thinking about including alternate poses and damaged/conditioned sprites.

>>70814348

This usually works. I just feel like there should be things that I can't see but jump out at other people.

>>70814253
>>70814221
>>70814439

<3
>>
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fail.webm
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>>70814607
Because it's always facing the screen instead of being generated in 3D.
>>
>>70814898
>>70814336

Two-frame animations might be a possibility.
>>
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>>70814869
>D-pad and huge buttons on the screen
>>
>>70814493
>>70814979
fix your webms
>>
>>70814019
but can you fuck that animu girl
>>
>>70814979
Two related questions.

1) are you socketing the trail directly to the sword mesh?
2) is the sword's hurtbox always exactly the length of the sword?

I feel like a lot of action games have a dynamic hurtbox that extends outward at key points during attacks and the trail might work better socketed to IT (so that when the sword's damage range stretches, the trail effect does as well, simulating the increased range without actually stretching the weapon mesh).
>>
>>70814629
Tcl is bloated for gamedev.

Just make a UI menu, get the mouse pos. and do box tests yourself. On click, loop through the boxes, find one clicked, call your button's action() function. You probably don't need a very rich UI for a game unless you're heavy into min-max or content creation.

You can use the TCL OOP layer, it's fine, I did that once with Perl and its GL bindings, and it worked for my database vis system (for day-jobu), but the whole UI scene graph system is crazy huge baggage for games that have maybe 10 menu screens max and less that 100 buttons or sliders (which is a button that can move on mouse drag / arrows within another bigger invisible button, see it's easy). The text field is the thing to watch-out for. If you have a text edit field, three things to remember:

0. Don't have a text edit field.
1. Find an alternative, text a shit.
2. Don't write that shit yourself, use a UI lib.

pygame much?
http://pygame.org/project-PyGame+%2B+TKinter+Demo-1360-.html
>>
>>70814979
wow, you're an idiot, aren't you?
make the trail smaller, and it will look right from every angle.

The trail renderer isn't meant for large trails anyway, but for smaller effects.
>>
>>70815361
Or he could do what he did and render the trail in 3D since the fanning looks nicer than tiny parallel ribbon trails.
>>
>>70815294
>are you socketing the trail directly to the sword mesh?
No, it's two transforms from anywhere within the scene. See those cubes?
>is the sword's hurtbox always exactly the length of the sword?
Nope, a close attack works by spawning a hitbox at some point of the animation. (so that if you cancel too early you won't actually deal any damage)
Anything else would be overkill and you wouldn't actually see the difference. This isn't a fighting game, I don't need pixel precision.

>>70815361
Yes, I'm an idiot for making a feature that I need. Fuck me.
>>
>>70815546
well, at least you have access to the hard GL.


That would actually be a pretty nifty way to do trails, if I needed something that was longer.

Unity's trail renderer works for most trail applications.

>>70815728
You're an idiot for expecting a certain specific behaviour from anything you didn't build.
>>
>>70812650
Is there a place I can find more of these? They just pop up occasionally with no source.
>>
>>70815797
>You're an idiot for expecting a certain specific behaviour from anything you didn't build.
Your stupidity is blowing my mind. He's not complaining that Unity can't do it, he's writing something that can do it since Unity's "solution" is incredibly limited.
>>
>>70816278
I'm not calling him out for being stupid on that.
I'm calling him stupid for expecting every solution to be specifically the same solution that he himself would make.

That's one mistake that a lot of people make when it comes to coding, they think the things that others make will magically solve all of their problems.
>>
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>>70816235
i dont where they come from, but i love them. you'd think it would be all over /g/

diploma guy needs more
>>
>>70816383
He's not expecting anything. I don't understand why you think he's acting entitled.
>>
>>70816465
It's not entitlement, its just expecting behaviour, and its a big mistake that lots of even experienced programmers make.


If you've coded for 4+ years and ever worked with someone else's codebase, you'd understand.
>>
>>70814869
Good god, at least add an alpha slider for those buttons.
>>
File: Face.png (629B, 64x64px) Image search: [Google]
Face.png
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Are there any pixel art tutorials on how to make your sprites more anime?
>>
>>70816640
>expecting behaviour
If I'm using a 3D engine I'd expect effects to work in 3D, and a trail like that is a pretty common 3D effect.
>>
Tweaked the particle interactions a bit more. Decreased the amount of curl noise they get when they collide with something and changed the way their velocity changes when they collide with something, now they quickly reach the velocity of the velocity buffer texel when they hit something.

The higher a particles velocity, the more alpha value it will have when it's drawn onto the velocity buffer, meaning that the buffer will give more weight to fast particles inside a single texel when the resolution is downscaled, which means that faster particles have more 'inertia' in collisions.

I did some timings on the new particle update shader compared to the one that doesn't calculate collisions, and it seems that the collisions are pretty much free, there was no visible change in framerate and the GL performance query gives similiar times for both shaders. It seems the performance problems are due to the numerous fullscreen blits that we have to do per frame instead of any actual shader work. We'll have to think of a better system of rendering if we want to increase the performance, most of the frame time is spent blitting instead of running the shaders, so optimizing the shaders won't do too much good.
>>
>>70816740
Take a look at some RPGmaker screenshots
>>
>>70815251
N-no.
>>
>>70816402

Whoa that looks like some of my pro coding
>>
>>70816951
is this game playable yet? It looks so fucking good
>>
File: Birdo.jpg (158KB, 1024x1024px) Image search: [Google]
Birdo.jpg
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>>70794543

It's a me, Birdo
>>
>>70816740
More simplicity would help. Anime people also have more sparkly eyes and smaller mouths. He also has cheekbones and Anime youth and females don't have those.
>>
>>70817209
What about the nose?
>>
File: purpleimp.gif (9KB, 285x222px) Image search: [Google]
purpleimp.gif
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>>70815065
i made a mock up for you . its very lazy and possible
>>
>>70816951
This looks juicy as fuck, god damn.

Don't know about that viewport movement smoothing or blur though.
>>
>>70817369
>>70815065
sorry stupid pre roll shit
>>
>>70817178
Not really playable. It runs at 25 fps on my high-end computer and there's not too much gameplay yet since we haven't implemented the ship construction system yet. After that is done, we should be able to start working on actual gameplay instead of engine stuff. The graphics side needs a lot of optimization too if we want people who don't have master race gaming PCs to be able to play the game too, and there are some planned CPU side optimizations as well. We should get it into a shape where it can be run smoothly on a somewhat modern PC just fine, but 2-core CPUs won't really be feasible.
>>
>>70817246
Mostly fine.
>>
>>70817369

Someone put actual work into giving someone feedback? Is this still agdg?
>>
File: purpleimp.gif (23KB, 285x222px) Image search: [Google]
purpleimp.gif
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>>70817462
and i forgot file .maybe i need to sleep
>>
Why can't I have a qt3.14 who will blow me while I dev? Something on my dick would be great right now.
>>
>>70817382
The camera smoothing especially needs some work since the main window thread that handles the camera acceleration based on mouse movement can run on any pace it wants to. On my computer it runs fine, but on the engine dev's PC the camera moves extremely slowly because the window thread updates less often. The formulas need some updating, after which the update frequency shouldn't make a difference. We'll also make the camera movement blur and smoothing optional in the options once we get around to implementing them.
>>
File: SPROINK.jpg (1MB, 5000x5000px) Image search: [Google]
SPROINK.jpg
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What do you think is more important, precision or file size
>>
>>70817729
Neither. A middle ground is always better when it comes to games.
>>
Sugardev is going to be interviewed on twitch!

twitch / cgunited
>>
>>70816951
so good man mmfpphph such graphics mm juicy so fuckin juicy JUICE IT TO DEATH MMPHHHH
>>
File: ANIME FACE.png (612B, 64x64px) Image search: [Google]
ANIME FACE.png
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>>70817570
Does this look more anime?
>>
>>70817889
It's not gonna be an actual part of the game, just a stepping stone towards game
>>
>>70818090
That's a lot more Animu, yeah
>>
MY LIFE IS OVER
BYE
IT WAS NICE KNOWING YOU
MY MOM WAS RIGHT
IM NOTHING
>>
>>70818090
nose
>>
>>70818375
Are you cute? Will you be my qt3.14 housemaid?
>>
I NEVER THOUGHT I WILL WATCH ANIME
BUT NOW I DO
I NEVER THOUGHT I WILL INSERT STUFF IN MY BUTT
BUT NOW I DO
I NEVER THOUGHT I WILL BE FURRY
BUT NOW I AM
I NEVER THOUGHT I WILL BE POOR
BUT NOW I AM
>>
I've never owned an Android product but I just downloaded this BlueStacks thing. Does this mean I can make android games and test them on that?
>>
>>>/v/248395279
>>
>>70818514
>Are you cute?
People always told me I looked like a girl.
And now I do look like a girl.
Like a pale mongolian girl.
W-where you from?
>>
File: epik.png (575B, 64x62px) Image search: [Google]
epik.png
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>>70818090
>>
>>70818680
Iceland, but I live in Georgia. I am going to need pics of your qt3.14 face.
>>
>>70818681
I wish I had your amazing talent at picking colors.

Do you work in the anime industry?
>>
>>70817473
You got a tumblr I can follow? I'm interested as well.
>>
>>70814869
what are you using to make this?
>>
still waiting for my laptop to be fixed so working on some pixel robots. On my phone.

heres the rework of my last one, not sure if I like the legs on this one
>>
>>70818891
Ew. Legs look weird. I liked the earlier iteration's legs better.
>>
>>70818891
Can you put it on a background that's not the same color as the robot itself?

For visibility.
>>
>>70818891
I love the top half, but the legs are terrible. Go for something similar to the Portal turrets -- simple bug elegant.
>>
>>70818891

compaired to this one
>>
>>70819005
That one looks like a heavy robot, while the new one looks lighter. Legs on that one fit, but putting them on the new iteration would also look weird.

Try making the legs a different color. They look like they are made from wood as it stands.
>>
>>70819005
I like these legs way more.
>>
>>70818375
rip anon
>>
>>70818798
Nah, we have a TIGsource thread that I update rarely and no one responds to, but mostly I just post here. Here's the thread if you're interested:
http://forums.tigsource.com/index.php?topic=38782.0
>>
anyone here? eonhite?
>>
>>70819393
Define "anyone".
>>
>>70788221
Unity 2d is fairly similar to unity 3d. Just go to the asset store and get the "sample assets beta" (things that will come with Unity 5) and go look at the 2d demo scene in the editor. I like it quite a bit.
>>
>>70819113
>>70819092
>>70819000
>>70818961

its quite difficult to design, he has twinstick control so I'd prefer a 'waist' like the new one, and something about the legs on the old one just doesnt fit right but they look way better than the new one.

back to the sketchpad.
>>
>>70819005
the issue was not the legs but where they were coming from. you need some more contrast on the robots "hips" to show that the lower body is separate from the upper body .

but what do i know. i failed art
>>
>>70819393
I'm here but not that faggot
>>
>>70818742
>Moving from Iceland to Georgia
Why would you even leave the best country on Earth?
>>
>>70819478

when I get my laptop back it'll be way easier to chop and change the stuff I like.

pixel art on phone is comfy but fickle.
>>
File: ActiveReload.webm (304KB, 1440x810px)
ActiveReload.webm
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Active reload branch.

85% as long, 850% as rad.
>>
>>70819786
The economy went to shit. It's still shit.

>>70819823
What the fuck
>>
File: idunno.png (15KB, 510x572px) Image search: [Google]
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>>70819792
this probably isnt the style youre going for but here anyway. i noticed the backround color made things easier to see . might help
>>
>>70819860
>Biological + Mechanical parts

Nigger pls.
>>
>>70819823
looks good except for that counterclockwise gun spin. it looks very unnatural and out of place/kinda silly
>>
>>70789259
this needs to be a thing.
>>
>>70819786
Funny, that's not how you spell "Switzerland".
>>
>>70819860

love it. where do I paypal your $700?
>>
>>70819857
How would you make a reload animation look cuhrayzee?

I basically ripped off the spinning shotgun reload from Gears.
>>
>>70820035
>ripped off
now youre one of us anon
>>
>>70819823
Almost all the animations I've seen you make are silly as fuck. The sword flip, the rolls, the attacks, and now this.

I still have no idea what you're trying to do. I've seen no game, just this one character. It might be time to give up.
>>
>>70820109
My whole game is a ripoff of other games, I've known that since before day one.
>>
File: done.webm (2MB, 526x438px)
done.webm
2MB, 526x438px
I guess I can call this done.
Please stop replying to bait.
>>
Everything in my game is 100% original.
>>
>>70820139
Silly is good. This one character is 80% of the game. Think if Tony Hawk's Pro Skater had been about killing stuff; the game is entirely about the two-dozen wacky looking things you can do. It's impractical by design.

I won't give up on it unless I play a working prototype and don't have fun with it.

For what it's worth, I have this
>>70812675
It's plausible and normal and pretty boring. I wanted the active alt to be more outlandish.
>>
>>70820313
>Those fps drops

Are you aiming for cinematic experience?
>>
>>70820313
all those graphics for a terrible shallow piece of shit
good job
>>
File: use-your-words.gif (12KB, 637x574px) Image search: [Google]
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>>70808514
You need to play around with that UI.

I remember you saying that maybe icons would be too small for the item stats, and confusing, but there's plenty of space there, you're just using it weird. Text is running horizontally, so do the data that way too and you'll have more room.

I keep giving you a hard time about the abbreviations because I could fit so much more data on that screen. I did a sloppy redo on your GUI for that one status screen. pic related.

Protip: Save your UI stuff, go into image editor, break them into individual components, then arrange them in the image editor. Then go back into the code and make it look nice. It can be a pain in the ass to move things around a bunch in code offsets, esp. since you could crank it out faster via sloppy mockup in paint.

I don't know what the stats are, so I just had to guess.
>>
>>70820313
Nice animations but why is it so fucking aliased

its like I'm looking at it through some kind of filter
>>
>>70820325
hey me 2
nice job anon
>>
>>70820313
Tried eliminating the trail during all non-attack motions? It looks weird to me having the swishing going on when she sticks the sword back on her back.

Unless it's supposed to be an energy sword or something that just glows 100% of the time.
>>
>>70820823
It seems there's no anti aliasing and the shadow map resolution is pretty low. I don't know why though, there's no reason to have 2004-tier shadows with modern hardware.
>>
>>70821039
Possibly only did a quick bake of the shadow map rather than a high res one? Don't know how Unity does it but that's how UDK does it.
>>
File: 1401035200979.gif (14KB, 416x416px) Image search: [Google]
1401035200979.gif
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Attention fellow devs. The Ballmer peak is real. What are you drinking tonight?
>>
>>70819860
> Bling Bot tries to be moar huuuman
hawai as fuck
>>
File: replaced.webm (3MB, 635x361px)
replaced.webm
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>>70820943
Already done that before you made that post.
>>
>>70821130
It's realtime. Look at the moving plant shadows.
>>
>>70819857
>The economy went to shit.
That happened worldwide
>It's still shit.
Wut? I thought it was the European country that got over it quickest as they told banks to fuck off and protected the citizens.
>>
>>70821335
>That happened worldwide
It was much worse in Iceland. Google "icesave" for more information.

>Wut? I thought it was the European country that got over it quickest as they told banks to fuck off and protected the citizens.
There wasn't a total crash, which it would have been if the government hadn't stepped in, but the currency was devaluated to less than half its previous value. It's still at that level, and wages and commodity prices have yet to catch up.
>>
>>70821335

when you do that kind of shit you piss off the private lending sector which is the lifeline to almost all private industries. I don't think Iceland can expect much of any corporate or industrial tax revenue this year or the next.
>>
>>70821335
>>70821465
>>70821529
nerds
>>
>>70821269
That color-scheme flipping gives hope for some really interesting gameplay

That endlessly-repeating 3-hit combo dashes that hope a bit
>>
File: sashadash.gif (160KB, 581x347px) Image search: [Google]
sashadash.gif
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yo agdg, I gots a question. Is making a purposefully OP character in a fighter a bad thing?
>>70821194
apple juice
in a sippy cup
>>
>>70820313
why are the shadows SOO dark?
sunlight is coming through the window
you don't have light bouncing in your engine?
if you do, tweak some values, holy shit
>>
>>70821841
>Standing still
"I hate life"
>Moving
"I guess life is pretty okay"
>Dashing
"Aww yeah bitches"

What's with the mood swings?
>>
>>70821269
Can you increase the spawn rate of the trail?

It's really rectangular during the first hit and rounds out by the third, the discontinuity is kinda jarring.
>>
>>70821194
Chilled Dr. Pepper
>>
>>70813307
lol
>>
Thinking of making a programming site and making a pilot to submit to a public access channel to go along with it. But aside from that,

Any good XML parser for ANSI C? I want to use the tiled level editor.
>>
File: 1395553173292.jpg (57KB, 400x500px) Image search: [Google]
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>>70822546
>using C
>not making your own
>>
File: 2lamo.gif (4KB, 84x132px) Image search: [Google]
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>>70813735
jesus christ stop shit posting and get back to work you lesser scrotum of a cockroach from new jersey
>>
>>70821194
>The Ballmer peak
my girlfriend doesn't let me drink :(
>>
>>70822546
for once someone posts anime that isnt drawn by a japanese 6 year old autist with no sense of form or perception

good job faggot
>>
>>70822691
>Being bossed around by the weaker sex
Nigger, let her know that you do whatever the fuck you please or you are dumping her. That's no way to live your life. Freedom is better than sex.
>>
>>70822775
lol no, I'd rather not drink ever again than be without her
>>
File: choochoocrit.png (682KB, 1564x886px) Image search: [Google]
choochoocrit.png
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Need some critique on this choo choo train.
>>
>>70822708

the artists name is Sutei and Fuuka is his waifu

>>70822602

explain urself nigger
>>
File: woof.png (9KB, 239x177px) Image search: [Google]
woof.png
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>>70821974
she's a german shep who can travel through time and has helped hitler in WW2

its to be expected.
>>
File: 1393549330587.gif (171KB, 104x113px) Image search: [Google]
1393549330587.gif
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>Work for 2 hours on code you can't test in practice because it will only work as a whole
>Start it
>It has no apparent bugs and is behaving as expected
I am so fucking hyped. I just started a new game and I'm already halfway done with the functional part.
>>
>>70822868
that feel when my walking animation isnt working anymore even though i didnt touch it
>>
>>70822837
Looks really stylish, but the front "plow" looking thing looks wrong. Is it meant to be wooden? They've always been metal from what I've seen.

>>70822807
It's principle, not not drinking. I never drink around my qt3.14gf because it makes her uncomfortable, but I will do so alone. If she can't handle it, she's not worth it.
>>
>>70822947
I can drink if I want, but she gets sad because I pay less attention to her when I'm drunk
>>
File: feast_your_eyes.webm (220KB, 982x559px)
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>>70822868
3D cube tetris here I come!
>>
that feel when your roommate is a loud annoying fuck and you cant get anything done because they are a apiece of shit in a one one room studio
>>
>>70822853
What is your favorite sonic character?
>>
Working hard guys? Maybe order a pizza and a coke and catch a break man, and tell me about your projects
>>
>>70823105
Roofies
>>
>>70822843
C is perfection, don't treat her like a slut
>>
>>70822868
>just started a new game and I'm already halfway done with the functional part
>just started
>halfway done

Pong?

>>70823105
>that feel when no roommates and have apartment to myself. dev nude 90% of the time
>>
>>70819823
you should make it look like he slams it hard enough to spin like that.
that'll keep the silliness but make it look a little smoother
>>
>>70823219
polish is 90% of a game dude, once you think your game is finished, you haven't even started
he is finished with half of that 10%
>>
>>70823219
Tetris.

See
>>70823093

I have stuff like cube completion checking done, but I'm still working on "world" rotation and plane rotation.
>>
>>70823105
I used to be an annoying roommate. w hat is going on? I can tell you how to fix it
>>
>>70823123
jet the hawk
>>
>>70823165
I dont deserve pizza, treats or any of that stuff until I've made my shit work correctly.
>>
>>70823105
are you afraid to tell him to shut the fuck up?
>>
>QUESTION:
Explain to me how one would make a multiplayer html5 game, but keep the game logic "server-side"?

Nightmare-mode, I want to host ~100 clients on a single google-app engine instance.
>>
>>70814194
>>70808514
What the fuck are the fucks doing?
They didn't fucking notice you or something?
Make them face you, they wanna hit you, not just keep walking like retards
>>
>>70814019
HUEHUEHUEHUEHUEH
>>
>>70823165
please go back to your kickstarter. no one will fund your game. stop fishing for ideas
>>
>>70823241
That's actually ENTIRELY what I'm going for, since you're recommending it I've obviously done a pretty crap job of conveying that motion.

So, faster upward movement of the magazine, more follow-through of the left hand, it seems? I'll give it a shot.
>>
>>70823826
fuck you

I just feel like I've hit a block mentally
>>
>>70823875
get into book keeping faggot
>>
>>70823105
>Not being awake and doing work during the hours your roommates sleep
>>
>>70823689
Just run the logic server side.
That's easy. Just do it.
>>
>>70823875
whats your game/why cant you progress?

is it a programming mental block or visual?

I get programming blocks often(cant figure out how to solve something), but I just keep constantly trying alternative methods until it werks.

I think I spent 1 week trying to get a mechanic working one time. The end result was so worth it
>>
See
>>70823093

How should I structure the controls? Right now I have mouse for looking around done, but I need the XYZ rotation around the piece itself, plus XYZ rotation for each side on the blue cube. How is Shift + WASD for the "world" rotation, and regular WASD for the piece rotation?
>>
File: hue.jpg (291KB, 1010x563px) Image search: [Google]
hue.jpg
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>>70823801
I was going to have HUEHUE in the dialogue whenever you pick up a BR piece but decided not to.
>>
File: AT LAST FRIENDS.png (31KB, 1015x395px) Image search: [Google]
AT LAST FRIENDS.png
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FUCKING FINALLY.

Most of you won't notice.
Most of you won't understand.
Most of you won't even care.

But I've finally fucking finished my component logic ! Now things are getting interesting.
>>
>>70813307
cute girls being verbally abused is my fetish
>>
>brother has just come home at 4am and gone to bed, for some reason the whole house now smells like Vaseline

I hate the little cunt so fucking much
>>
File: supreme.jpg (46KB, 429x554px) Image search: [Google]
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>>70824371
nice blogpost
>>
>>70824324
how about you just explain what this does

'component logic' is pretty generic and vague
>>
>>70824467
It's impacting my gamedev and my progress. Send help.
>>
>>70823093
What's a line? Full cube?
>>
>>70824232
Mouse to rotate cube,WASD to move tetris blocks, and right-click to rotate tetris block.
>>
>>70824371
>not liking the smell of vaseline
nigga what
>>
File: MagazineSlap.webm (173KB, 1440x810px)
MagazineSlap.webm
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>>70823241
>>70823873
Hopefully this is looking a little bit better.
>>
>>70824710
>liking the smell of your bro's cock after he has just fucked a few girl's asses at a party

He must have needed a lot of vaseline for that ass.
>>
if keyboard_check(ord("D"))
{
sprite_index = metal_walking
image_index = 0
image_speed = 0.2
facing = 1
x += 1
alarm[0] = 2
}

setting the image_index = 0 freezes the entire animation.
what do
>>
So I'm a huge faggot and after reading K & R up to page 90 or so, I decided to read this:

http://c.learncodethehardway.org/book/

And I'm having an easier time learning. Has anyone tried that book?
>>
>>70824880
He's gay. Ugh.
>>
>>70824987
i havent tried it but from glossing over the contents it looks pretty good. i dont particularly enjoy the way he teaches though (all code first and explanations later), but if you can get through that then i see no major problems
>>
>>70824987
http://c.learncodethehardway.org/book/
>>
>>70824825
The physics on that twirl are a little odd. Like, it's falling, but then it catches itself in midair before the guy's hand does. Part of the problem is that he's hitting the gun to the left of its center of gravity, and it's still twirling counterclockwise. You'd expect it to go the other way. (I don't recommend doing it the other way though, because that would look odd in itself.) And his arm isn't extending far enough away when he grabs the ammo and shoves it in, so it doesn't look like he's applying much force.
>>
sugardev is being interviewed NOW. i'm listening to her kawaii voice NOW.

twitch / CGUnited
>>
>>70824943
theres no way we can know whats going on with only that information.
>>
>>70825286
>normal voice
>slightly overweight
nigga have you ever heard a girl's voice before
>>
>>70824943
Set image_index to -1 instead.
>>
>>70825184
I'm actually liking that style a lot. I still need to get more into it, but it seems easier for me to grasp.

I'm thinking of going back to K&R after finishing this to see if I have an easier time with it.
>>
>>70825286

interview for fucking what? she doesnt even have a god damn game thats worth playing yet
>>
>>70825286
Why are they playing some 3d game?
>>
>>70821269
Game is progressing awesomely as usual. Love it.
>>
>>70825480
>THERE ARE PEOPLE RIGHT NOW IN AGDG THAT DONT KNOW TEAM FORTRESS 2 EXISTS

HOLY


SHIT
>>
>>70825286
Those are some really nerdy voices. And not in a good way.
>>
>>70824825
after using the wonderful webm slider frame by frame. you let his hands guide the gun up too far to make it look like its being hit . and its spinning farm too fast for a gun of that size and a smack that light.
>>
>>70824880
;_; im never getting laid
>>
I love how fast progress is when you first start a game. Especially simple ones.
>>
>>70825592
most boring shit ive ever been linked to in my entire life jesus christ . a bunch of fat jews muttering nonsense while playing a dirty annoying cunt filled game
>>
>>70825286
this stream is kinda cringeworthy although sugardev is kinda cute. they're just kinda bullshitting and playing tf2 and are trying to be like cool stream personalities
>>
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>>70825870
if you make an arcade cabinet of this and sell it to a japanese arcade cabinet company you will have loadsemone
>>
>>70825873
its not really even an interview. They're mostly paying attention to the game instead of caring what she even says. thats awful.

why would sugardev even subject herself to that.

>>70825980
>sugardev is kinda cute.
she posted pics before?
>>
>>70825992
I'll put an old Atom laptop inside it and hook up some joysticks
>>
>>70820685

This looks really nice. I'm genuinely impressed you were able to fit that many full words on the screen without it looking like a total mess. The bars also look a lot better than what I was using. Thanks for the awesome feedback, anon.
>>
>>70824484
Well, that'd be way too long to explain and you might not see the point of it if you're a firm OOP believer.

Let's just say that I made my scripts act literally as native "components" of an Entity. Which means they're flexible, interchangeable at runtime, but more importantly are prefab compatible and independents whatsoever.

Basically I just wanted to be able to drag'n'drop whatever event/action I'll code later, which means that I will be able to add/remove them on the fly to whatever Entity that is on the scene.

>wtf? isn't that the same as just writing like a "move" script and adding it to a gameObject?
It is, but with a few advantages :
1- I'm not dragging scripts around but components made from prefabs
2- The components literally don't care on what they're attached, the system above will take care of executing them and this is very important to know
3- Reusable for everything and whatever new (Unity) game I might try
>>
>>70826048
>she posted pics before?
Not that guy, and I'm not even watching the stream nor do I even know who sugardev is, but voices can be cute.
>>
>>70826097
Why was it difficult to make? I've made very similar systems like that and the workflow was smooth as butter.
>>
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>literally not posted yet
>>
>>70826182
>tfw asian guys have cute voices most of the time
dunno whats up with that but it seems to be true 90% of the time i talk to some asian dude on skype
>>
>>70826271
>Microgame jam
>Not setting some technical rules so all the entries can be later packed into a single game that plays like Wario Ware
Blunder/10
>>
>>70826398
Nobody would ever agree to use the same language.
>>
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>>70826074
>posting instead of making game
kill yourself nodev
>>
>>70826398
Yeah, if I were starting a microgame jam I'd learn what a microgame is first
>>
>>70826398
>this shit again
We tried this in the past, and it fucked up. Nobody agreed on the rules, and nobody made any games.
>>
>>70825286
>sugardev is being interviewed NOW.
Why is that? Does it have anything to do with gamedev or are they just fooling around?

>>70826214
Probably. Maybe that's because I made a system for a fighting engine above which needs precise frame time, some functionalities and stuff but the workflow is a bit different from using standard MonoBehaviour classes.
>>
>>70826571

They commissioned her to do their avatar sprites. I assume this is a "publicity" thing for her.
>>
>>70826510

Oh my, my first lewd fanart. I'm, like, popular now :^)
>>
>>70825729
Sounds like he needs to smack harder then.

Also cleaned up the rotation somewhat, helped make it look more like the momentum of the gun is being guided by the right hand (like your hips guide a hoola hoop) and the stop-catch is more pronounced.
>>
>>70817632
>>70815065
>>70826510
>>70826775
>>
>>70826658
Oh ok. When I saw "interviewed" I thought that it was going to be a show talking about gamedev. When I got in they just barely talked about RpgMaker.

I thought that SugarDev would be a bit older than this. You know, with her apparently being a housewife with children and all.
>>
>>70826801
harder baby mmmmm
>>
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>>70825286
She sure plays a lot. When is she taking care of her children?
>>
>>70816402
B-but you could just use modulus...
>>
>>70827349
that's the joke
>>
>>70824825
> faggy slow twirl

I don't get it. Soon as he sticks the magazine in, then he could aim down and be firing rather than spinning around. Seems shitty, IMO. Rethink that animation.
>>
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>>70822837
>Blatantly bastardizing a Hornby train
>>
>>70826571
All I'm seeing is some people playing TF2, no mention of gamedev?
>>
>>70824825
Hello, broken wrists!

Seriously, your animations don't make sense half the time
>>
>>70827842
No. Just Sugar acting cute and being smart at securing another commissions to do for them.
>>
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ded thread
ded progress
>>
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>>70828037
is there something more accurate for animating?
or am i missing some crucial way of coding my them?

in gmstudio the imagespeed will set to sprite to 7 of 9 and ill go into another animation but it will start from 7 on the next animation instead of 0

who do i have to fuck to make this work
>>
>>70827434
>>70827434
I'm not averse to losing the spin. I just wanted the active reload to look more interesting than the standard, rather than less.

Having him just place the magazine in and be done with it is fucking lifeless and stupid.

I considered other things, and decided that slapping the magazine in with a flip was better than tossing it and catching it in the gun.
>>
>>70828703

Most devs abandoned ship for the steam chat. They just post progress and leave.
>>
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>>70828703
>saturday night
>not doing drunk math
>>
Finally finished college so I have the entire summer to get back to some devvin. What is /agdg/ working on? I'm gonna go back to learning some Unity 2D.
>>
>>70829054
>What is /agdg/ working on?
Angel Grill Re-boot 2.75D with new knowledge, updated engine and improvementsâ„¢.
>>
>>70829054
>finished college
>having a summer
You either need to worry about how dev is gonna make you money or looking for a job
either way sitting in the thread nodeving your ass off isn't gonna help
>>
>>70828892
>tossing it and catching it in the gun
That sounds fucking incredible, dude
>>
>>70826074
>Thanks
no prob. Your game looks like one of those games I'm not good at making, but would like to play. Keep at it.
>>
>>70829243
>not being a game dev millionaire already
>>
>>70829770
true millionaire games take time
>>
STANNIS STANNIS STANNIS
>>
>>70829243
Sorry, finished "British college" which is basically a shitty community college type thing you have to go to in order to qualify for university. Starting uni in Sept so don't have much to do until then.
>>
>>70830004
reminder to avoid the internet entirely yesterday

i got spoiled on fucking everything from this last episode by simply being alive on the internet i didnt even look for spoilers
>>
>>70826271
Somebody make a website with a simple submission system + one-word description. Waifu jam guy could even just copy/paste the other one.
>>
>>70830201
and by yesterday i mean tomorrow
>>
>>70830201

Spoilers just make me more excited. Some are so unbelievable I can't wait to see if that shit actually happens. Like cait.
>>
>>70830253
What do you think itch.io is?
http://itch.io/jam/agdg-microgame-jam
Whoever's doing the OPs keep leaving this out
>>
>>70828892
Twirl the magazine on a finger like a basket ball before slamming it into the gun? Is your entire game about being CURRRRAAAYYYYZZEEEE?
>>
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figured I'd try to get another move in before I go to bed. Can anyone think of a good micro game to use her in?
>>
>>70830591
Game where you have to follow the karate moves of your sensei. It starts off with one move at a time, then gets more and more complex.
>>
>>70830720
I was kind of thinking the same thing, but maybe in a rhythm game way? I dunno, it would require a lot more animation and junk.
>>
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>>70830591
- Make a fightan platformer too.
- Add musics and a karate sensei tutorial.
- ?????
- Get rich
>>
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>>70831037
maid dev here
mfw you've made similar gameplay to what I wanted in like 2 hours
>>
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Truly a master of comedy.
>>
>>70830538
Damn, that's actually really good. But again, I also need it to both feel AND be faster than the original. It's an active reload, you shortcut the reload halfway through with good timing. No point if it takes longer than the default anim.

>>70829497
It's INCREDIBLY tough to do that right, though, because it means the player cannot move at all while reloading. And getting it to look good would make the animation too quick, where for gameplay reasons the active reload should be QUICKER.

Plus I got to thinking about it logistically and even if you could do it, you'd almost certainly have to slap it into the gun anyway. If I could have found a way to have him throw the magazine at a high speed INTO the gun, then maybe, but the acceleration from a fall after being tossed a couple feet up would just feel too limp to make it happen. So I decided windmilling the gun would have to do.

But /agdg/ has never steered me wrong with its criticism before, so just in case I did this instead.
>>
>>70831189
>2 hours
Fellow native boarder dev here. Nah, don't worry, I already made a fightan in GameMaker and even RpgMaker so I've got quite some experience with it. I'm currently refactoring the whole engine though.
>>
>>70831504
> I'm currently refactoring the whole engine though.
What are you using for this? I thought it was Unity
>>
>>70831569
Yes in Unity.

My bad, I should say "fightan logic" rather than "engine". I did like a whole day of reading of the shoryuken articles etc. going back to the whole SF2 series mechanics. Now that I actually tried it I have a better idea on how to build my logic and customized it.
>>
>>70831416
what you need to do is have your MC throw the clip into the enemy's mouth, then eject the magazine, throw the gun in the air and roundhouse kick it at the enemy. The clip smashes into the gun, and the enemy's teeth all explode into dust. then the MC walks slow up to the enemy and says "say ahh" and slams his foot into the enemy's face which explodes into blood and brains while also bouncing the gun up to be grabbed by MC.

actually you're thinking too much about this, reloading should be quick and passive, make everything else extreme
>>
>>70831416
Blood Dragons shotgun had the best reload animation, look at that.
>>
>>70831416
Maybe try having him toss it in the air, then bring it back hard with some kind of constraint, like a rope or some shit. Maybe make it some kinda sci-fi lasso, that'd be neat. Doesn't really solve your problem with movement while reloading, though. Maybe just juice up active reloads ingame with particles or somethign
>>
>start a language
>stop because while understand things, can't do the exercises
>start same language again
>stop for the same reason again
This is beyond salvation, right?
>>
>>70831735
Ah okay, I'll need to do that studying as well, I don't know much about the inner workings of fighting games (or half the terms really).
>>
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>>70831416
>original reload looked good
>had to add a bunch of gay twirly shit to make it more edgy and extreme
>>
>>70831761
Active reloading can be a bit flashier, and IMO should be. Gotta have at least one nifty trick reload. The giant windmill was probably overkill but I like the little tumble, and it's actually down to 140 frames (where before it was I think 150 and the standard reload anim is 175).

And I like the way you think, but QTEs are a whole different beast for later down the line.

actually talking about this made me wonder about some far-future co-op mode where you pelt the magazine at your teammate to reload their gun. Nonsense, but neat.
>>
>>70831892
Still using the original reload, though.

That's the problem. I need a "shortcut" reload anim, and it needs to be more visually interesting rather than LESS.
>>
Why do Japanese people talk like every muscle in their body is strained?
>>
Is it cheating to use the physics engine built into Unity instead of writing my own code? Can I modify the built in physics stuff however I want?
>>
>>70832046
>every muscle in their body is strained?
The japanese cold is very serious anon.
>>
>>70830806
> Simon Says where keeping the rhythm consistent is just as important as getting the order right
Truly that game would be the game I would be the worst at out of all games.
>>
>>70831884
Well, depends on what kind of fighting engine you actually like.

I'm more of an arcade guy, so I play games like SF, KoF and GGears. The collision system, events and effects are way different that what you'd use for, like, a God of War hack'n'slash, or even a Street of Rage game.

To be honest, you don't really need to read about that. I did it because I want to have an arcad-ish game with frame precision, timed combo and overall techniques use in them.
>>
>>70832094
>Is it cheating
I will never understand this question.
>>
>>70832094
>Is it cheating to use the physics engine built into Unity
If you're going to think like that, then you're also cheating by using the easiest engine ever.

No it's not cheating, the whole point of it is to use it. You don't need to be a physicist to make a game that uses physics.
>>
>>70832094
> Is it okay to use the features of the game engine I am using to make my game
>>
>>70832129
You're right, I need to decide exactly how deep the combat will be, I haven't thought it through enough.
>>
>>70830104
fucking britbongs and their silly highschool
>>
>>70832325
Don't think too hard about this though. The best way is still to try and make it your way first.

And don't forget to take it easy.
>>
>>70831864
just keep at it anon
>>
Rate my game please
http://diamond-dogs.us/car2.html
Car 3 is in the making, don't worry.
>>
>>70832978
>diamond-dogs.us
STANDING
>>
>>70833070
I'M NUCLEAAAAAAAAAAAAAAAR
>>
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>>70832978
Does this mean I won?
>>
>>70832978
make it so the camera doesnt clip through the ground.

yay cars
>>
>>70833252
it has a hidden metaphor
>>
>>70832978
>no screenshot
Goddamn it Anon.
Why do you always fuck this up Anon.
It's almost like you don't anyone to play your game, Anon.
>>
>>70831761
>reloading should be quick and passive

FINE, fine, fine fine fine.

fine.

Quick and boring version clocking in at 133 frames.
>>
>>70833361
That look SOOOOOOOOOOO much juicier. It has force behind it and it feels good to watch.
>>
>>70833329
didnt think of it
>>
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WE SAVING AND LOADING NOW

I'm not a smart guy and this is like huge for me
>>
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>>70822837

Made some changes to the texture, critique please.
>>
>>70833361
You could try making the juice in the successful quick reload come from special effects instead of the animation. Give it a powerful reload sound (think doom super shotgun), maybe a tiny bit of screenshake, make the gun flash white for a frame or two etc.
>>
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>>70833361
not crazy enough anon
>>
>>70833361
Needs more flavor. It's...too basic. Does the player see this when reloading their gun or is this like a separate person?
>>
>>70833361
10/10 amazing animation
>>
>>70833361
when are you going to put that all into a game. I have the feeling you'll have to change dozens of those animations because of gameplay reasons.
>>
>>70833605
Well it will get special rounds (think the damage bonus rounds from Gears).

I also am thinking about socketing a weapon trail to the magazine for the active half, makes it feel quicker.

>>70833662
I know, and it's boring me to tears, but I think that other anons are right. You pick your moments with crazy. I don't have a crazy run loop, I don't have a crazy idle loop. I don't probably want a crazy reload. The jumping around and shooting should be the crazy part, the reload is all mechanical timewaste for balance's sake.
>>
>>70833361
> animations being toned down every thread because of faggets
Anon, I think it's time for you to get feedback from more valuable guys than the one in agdg.
>>
is he reloading his gum with armpit hair? <.> what else is inside there.... i wonder.... maybe make him take it from his belt? lol
>>
>>70834017
>dick hair
good idea sonny
>>
>>70833559
dude, i figured out how to make audio zones just now. fuckin' grats!
>>
>>70834084
congrats to y-you too anon
>>
>>70833826
Shouldn't theoretically have to, the animations are designed based on the requirements of Unreal for what they're meant to do (I checked).

Obviously, implementation never works out in practice the way it should in theory, but there's no reason it COULDN'T.

Note the complete lack of foot movement; using a blend state that combines this with the walk loop or jump should be extremely easy, as the animation only uses bones noncritical to those animations (the legs).

The start and end state is the same as the Center/Center Aim Offset, so moving from reload back into aiming and firing should also be easy (the reload just needs to not track aiming).

The active and passive animations share the same first 63 frames, so it's a simple question of adding a branch point in that Anim sequence based on an input check. You add notifies for each animation at the moment the magazine makes contact with the feed to actually update the ammo variable (so if the anim is cancelled after that point you don't need to resume the anim).

etc.

Will it work that way in practice? God no, I know it will be far more difficult. But I at least understand the goal here.
>>
>>70831416
>>70833361
this is why i hate agdg and it's shitty "experts"

FOLLOW YOUR VISION!
DONT LISTEN TO AGDG
USE THE ORIGINAL
ADD YOUR OWN FLAVOUR ITS YOUR GAME!

seriously this is a travesty i can't believe you listened to these fucking "you don't need to be a cook" shitters

please change it back ;_;
>>
I keep having to rework my code halfway through my project. I have tried designing it all the way through before implementing, but I always run into a roadblock when I actually implement it. Does this go away with experience, or does everyone have to deal with it?
>>
>>70831864
Try another book or tutorial. Sometimes you just don't get the way that the explanations are done.
>>
>>70833361
heres a new animation for you
>takes cartridge out of armpit
>lifts other armpit
>spits bullets into empty cartridge
>lifts arm with filled cartridge in the air
>throws it on the ground
>does a backflip
>as the cartridge ricoche's off the ground it shoots into his gun and loads perfectly
>when he lands he spins the gun around three times and looks into the camera for 300 frames
>>
>>70833593
I don't like the hook things on the sides of the cow catcher. It's supposed to push things out of the train's way, but those hooks kinda defeat that purpose. It also clashes with the overall look of the rest of the train.
>>
>>70831864
Don't stop, m8. You may be able to find a mentor in this thread, or you can lurk the programming threads on /g/. They suck, by the way, but there are a couple of good people in them.
>>
>>70834250
>Does this go away with experience, or does everyone have to deal with it?
No. It's one of the >joy< of being a programmer. But with time you solve problems faster thanks to your accumulated experience.
>>
>>70834331
I want a game where everything is excessively cuhrayzee like that
>>
>>70834241
No.

No, I was suffering from sunk cost.

I actually have the original backed up somewhere else but I won't be using it. I actually do think it's better simpler. By itself, it's more boring, but in the context of gameplay it should be.

Let us consider: Vanquish, the closest thing to a cuhrayzee shooter ever made, wherein the player could rocket-slide on his knees and also anime-punch giant space robots in the face and shoot his own grenades out of the sky in slow-motion, featured perfectly normal reload animations.

Pick your battles, I think.
>>
>>70834343

Good point. I'm actually thinking the reference photo I used may have been a toy train. Those hooks are pointless.
>>
>>70834465
>copy pasta
you lose anon spin your gun or GET THE FUCK OUT YOU NODEV SHITTER
>>
>>70834250
I've been programming for 5 (five) years and I still do this all the time. If you're not having to rework code because you did it wrong the first time it means you're not leveling up as a programmer. Code rework is the biggest sign that you're progressing. And yes, you'll have to keep doing it and you'll have to get used to it. You'll learn that you'll have to write code in a manner that is easily reworkable and you'll learn to not start projects from scratch entirely whenever you have a big refactor ahead of you.

It comes with time and experience the more you program.
>>
>>70834553
>>70834250
It's called "refactoring" faggets.
>>
>>70834721
>used the word refactor
>get called on not using the word refactor
>have to use the same word everywhere even though there are multiple words that express the same idea
>have to use words as they appear in the dictionary
>cant use literally figuratively
You know how I know you're an autism?
>>
Are you using intermediate methods when you feel like you'll need a big if statement?

Instead of doing :
if (condition)
{
// 20+ lines
}

you do:
if (condition) someMethod();
( ... )
void someMethod()
{
//logic
}

Maybe that's just me but I find it easier to work with or even find quickly the method rather than checking where each if ends.
>>
>>70835141
only if someMethod is used somewhere else as well. If it's not repeated then there's no reason to create a method
>>
>>70835219
No, the method is not used elsewhere. I'm just using it as a containment and like I said it's easier for me to look for someMethod() rather than visually looking through all the if in the class.
>>
>>70835141
I try not to if it's not used elsewhere, like >>70835219 said, but I sometimes do to make it a lot more readable.
>>
>>70830591
her topknot hair needs to swing back and forth not just bounce. Her eyes and face turn, her hair should too just slide it down along the curve you have then back.
>>
What do you guys think of this forest floor texture? What games should I look at for a good cartoon like forest floor texture example?
>>
>>70834880
>cant use literally figuratively
That's not autism, that's just using language fucking properly.

Also, if it was up to me, I would remove all synonyms and homophones from languages.
>>
>>70833361
Why does he start going down for no reason?
>>
>>70835489
That doesn't look very good at all. Try scaling it right down.
If it still looks bad, check out dirt textures (I can't think of any games off the top of my head, sorry)
>>
>>70835496
If it was up to me, I would remove you
>>
>>70835369
it's easier to read straight code than to have to keep jumping around in a file

instead of creating a method just add a comment, like

// does what someMethod does
20+ lines

If you have a good editor you can fold parts of code and if you don't wanna read this normally you just fold the 20+ lines part, instead of adding another node to your code

(node = something else you have to worry about; when you're coding a function you have to worry about context, is it accessing or changing something from the outside? is it returning things or not? what parameters are passed? where is this function located in this file? where else is this function used? is it used elsewhere under different global conditions or not? basically its a lot of extra questions that you have to intuitively answer when you shouldnt have to; this makes the process of reasoning about your code more complex)

>>70835496
like I said, autism
>>
>>70835496

ur autistic

not all synonyms are 100% equal to each other, if there was only one word for "small" or "tasty" literature would be really fucking boring
>>
>>70835489
disgusting, can't even make out the character, learn some art
http://en.wikipedia.org/wiki/Composition_(visual_arts)#Limiting_focus
>>
>>70835496
>That's not autism, that's just using language fucking properly.
>yfw because of people like him the meaning has been changed to also mean figuratively
Google it m8
>>
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Can anyone explain how they make the character sprites not distorted at that tiny resolution?
>>
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soundbro here, posting progress
https://soundcloud.com/reilloc/lemniscate
think of it as the first level to some horizontal shmup that doens't exist.

im actually trying to wrap my head around sdl right now, maybe one day i'll make it happen
>>
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>>70817921
>mfw hearing her voice
My heart
>>
>>70836032
Yeah, it startled me too.
>>
>>70835876
what?
>>
>>70835928
kill yourself
i hate this more than terrorism
>>
>>70836138
I meant how those character sprites are in the 3D world but the pixel art texture isn't distorted one bit.
>>
>>70835928
has a SoR3 vibe to it
https://www.youtube.com/watch?v=qe4M2YGtTUQ&index=10&list=PL0D7D875A11C51ECE
>>
>>70835681
>Literally now literally means figuratively
This is retarded.
Put me in contact with the president of English.
>>
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>>70836254
both have a leading accompaniment, i can see where you're coming from

>>70836235
thank you for your honest opinion
>>
>>70836032
>>70836137
> everyone falling in love with Sugardev
w-what about Letodev?
>>
> be seeing all this progress
> want to just like make game
> have to create a programming language first.

C-can I just say the game is to use the in-engine debugger and locate the source of the general protection faults that the assembler's off by one error caused?

Hipsters say games don't have to be fun anymore, right? Will I win an award for most frustrating and convoluted? The debugger can brick your MOBO if you're not careful -- Real world choices?!

We could call it: "Baremetal - Journey into Madness"
>>
>>70836363
She eats children.
>>
>>70791808
you realize that you have to pay $700 to add sound to your game with cryengine, right?
I mean, you researched this and found this acceptable, so that's why you are using cryengine
>>
>>70836032
>>70836137
Did I hear someone else's voice or was she the only girl there? The only girl there that I heard didn't have a cute voice. Just a normal girl voice...???
>>
How hard is it to find a musicfag who will let me use their music in my game? Will they whore themselves out for publicity?
>>
>>70793736
this won't happen ever, no matter what you think you know about global warming
>>
>>70836493
i'd do it just for the sake of staying busy. what're you looking for?
>>
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>anons on AGDG will never hear your voice and fall in love with you
>>
>>70836550
Some catchy electro, similar to Hexagon. I won't actually be looking for anyone for at least a couple of days before I know whether or not I want to actually complete the game.
>>
>>70835876
1. Make billboards
2. Change billboards relative to the camera so they stay pixel perfect

Alternative: Render on top of the 3D after a cull test
>>
>>70836585
well
yeah
not with THAT attitude
>>
even: mo drink
odd: mo dev
>>
>>70836617
i could do that, 100% serious. if you ever feel like going through with it, hit me up
>>
>>70836724
Why not both?
>>
>>70835876
I assume they're just the same size at every point in the game.
>>
I'm being lazy, haven't been able to do anything this week, and probably won't do anything considerable before progress bot comes.
Sadly I will lose my progress combo (robots game)
I at least am cleaning my apartment and I'll go to swim later
>>
>>70836384
>have to create a programming language first.
for what purpose
just like make game
>>
>>70836757
I'll save the email, cheers.
>>
>>70836764
I will pass the point of mathematical competence
>>
File: sm.jpg (75KB, 634x573px) Image search: [Google]
sm.jpg
75KB, 634x573px
>>70836805
>blogging
>nodev
Go away
>>
>>70836880
where is your game nodev?
>>
>>70836838
Drunk math is best math. I sometimes come up with the most elegant but mind-boggling solutions when I'm drunk and have trouble understanding it the next day.
>>
File: game3d_0004.png (178KB, 1024x384px) Image search: [Google]
game3d_0004.png
178KB, 1024x384px
>>70836640
>1. Make billboards
>2. Change billboards relative to the camera so they stay pixel perfect
That's what I'm currently doing.
I had to play with the camera position a bit for it to become pixel perfect but I guess it works.
Thanks
>>
>>70836805
reminder that if you dev less than I do you need to kill yourself
>>
>>70836384
>Not creating a CPU fitting your specific needs first
Do you even optimize?
>>
File: modev.png (11KB, 682x427px) Image search: [Google]
modev.png
11KB, 682x427px
>>70836917
I'm working on it
>>
>>70835489
Too many (and too large) leaves; I agree with the other anon, scale it down. I'd say use a normal map as well, but you said cartoony, so I'm not sure. It all seems to melt together.
>>
>>70836943
I'm getting hyped. I hope you're going to keep it that cute and finish a demo.
>>
>>70836943
There's probably also some other options like doing shader magic, but I don't really know anything about shaders.
>>
>>70836934
I'll keep the graph paper close if I want to write some shit out
I'm too far gone to be mathing any code, tho
>>
some small amount of progress today!
>>
>>70836830
>for what purpose
I have no compiler and I must code.

I tried to just like make game, but the tools were not capable of doing what I want to do with the hardware.

Sometimes game features require a different kind of game engine. Rarely, a game mechanic will require a different kind of operating system. My game has a mechanic that requires a different kind of programming language, operating system and engine. At least it doesn't require a different kind of hardware.
>>
>>70837152
post progress
>>
File: 1402636013572.png (163KB, 344x290px) Image search: [Google]
1402636013572.png
163KB, 344x290px
>>70837154
> Rarely, a game mechanic will require a different kind of operating system
>My game has a mechanic that requires a different kind of programming language
This guy
>>
File: fug.png (50KB, 640x480px) Image search: [Google]
fug.png
50KB, 640x480px
>>70836785
I'm an idiot and forgot about other sprites so this didn't work at all.

I guess I can just boost the internal resolution and you don't really notice it but I really wanted to figure out how they managed to do it at 256x192.


>>70837084
It's not a game, I'm playing around with 3D a bit since I got around to writing the functions yesterday
Sorry ;_;
>>
File: le smug anime gril.jpg (11KB, 299x168px) Image search: [Google]
le smug anime gril.jpg
11KB, 299x168px
>>70837354
>his game can be constructed on a pile of generics
>>
File: slowprogress.gif (3MB, 399x201px)
slowprogress.gif
3MB, 399x201px
>>70837194
>>
>>70837532
https://www.youtube.com/watch?v=RkdR1X0V7sI
>>
>>70837154
you are 5 billion percent delusional
explain yourself or be cast into the halls of faggotry
>>
>>70837761
>>70837761
>>70837761
migration
>>
>>70837454
>figure out how they managed to do it at 256x192.
Manual Mip Maps.

You can create different versions for each mip map level and supply them yourself to the texture pipeline, then it will pick the best one.
>>
>>70837998
Wouldn't that mean drawing the sprites at different sizes?
>>
>>70835552
>>70835624
>>70837054
I scaled it down and whipped up a high contrast dirt texture to overlay on it. Let me know what you think
>>
>>70839328
Looks better but still noisy
>>
>>70837154
>My game has a mechanic that requires a different kind of programming language and operating system
I highly doubt it.
>>
>>70836986
life gets in my way
Thread posts: 807
Thread images: 161


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