Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
WebM info: https://wiki.installgentoo.com/index.php?title=WebM
Open Broadcaster Software: https://obsproject.com/
>PEOPLE AND PLACES
IRC: irc://irc.rizon.net/#AGDC irc://irc.freenode.net/#vidyadev
Vital http://steamcommunity.com/sharedfiles/filedetails/?id=231832763 [Sept 04]
Uncanny Valley https://dl.dropboxusercontent.com/u/9387796/uncanny%20valley%20folder/demo/uncannyvalleytest.zip [Sept 04]
Choconeko http://m3ow.mx/choconeko/demo.zip (32bit) [Sept 04]
frost https://dl.dropboxusercontent.com/u/11566825/games/Frost%20v0.0.3.zip [Sept 1]
Skylarks http://skylarks.rsmw.net/ [Aug 30]
XenoRaptor http://store.steampowered.com/app/298280/ [Aug 29]
>tfw the only "progress" you made in the past 6 hours was making 2 agdg threads
>go to nephew's birthday party
>forced to drink by social convention
>get home at 5pm
>can't progress for rest of the day
I don't really drink so I never understood the posts about being unable to progress after booze, but I see it now.
Hello fellow devs.
I have a test build that has enemies and spawning, and you can die now. I left a nice handy readme in there, I don't recommend ignoring it if you know what this game is about already.
Put this baby on and lay in your bed without looking at the monitor.
It's about to start.
twitch.tv slash itmejp
web build fucking where
You can auto uv unwrap and then polypaint in zbrush. It even works before unwrapping, but you need an uv map if you want to export it.
One thing though, if you are ever going to be working for/with someone you don't want to be doing this. It's unoptimized and it's very hard to go back and edit things.
I just record with fraps then convert the final video in ffmpeg with the command:
ffmpeg -i YOUR_AVI_FILENAME_HERE.avi -codec:v libvpx -quality good -cpu-used 0 -b:v 500k -qmin 10 -qmax 42 -maxrate 500k -bufsize 1000k -threads 4 -vf scale=-1:480 -codec:a libvorbis -b:a 128k DESIRED_OUTPUT_FILENAME_HERE.webm
add a -an to the arguments if you want to strip audio encoding so you can post it on 4chan. Lower the bitrate if it ends up too big.
5 hours later (2 troubleshooting a black screen on boot and 3 going through a complete system upgrade and driver reinstallation) and I'm finally back on Debian. Holy shit I don't even know what the fuck went wrong between restarts which could have caused that black screen but I'm glad that's over with.
I hope nothing else is seriously broken now.
Respectfully declining for now. It's actually a lot easier for me to debug this with a microphone than with anything else at the moment, and the original idea was conceived as a wizard simulator, and this is just way more fun.
>search for books on programming games on amazon
>they all want money for them
Who the fuck do these people think they are. Holding knowledge ransom for cash? I have a right to know this shit and they're withholding it from me.
I can't tell you the number of times I've had to run the recovery tool on Windows XP and how fucked Windows 7 is right now.
Last time I had used my Debian partition I was pretty pickled and probably did some really dumb shit while cleaning unused packages or something. I dunno.
>run windows 7
>randomly get MEMORY_MANAGEMENT BSOD
>memcheck said there's like 600 errors
>dont know how to fix it
>just keep doing my thing and saving frantically so whenever it BSOD's i dont lose any progress
at least the bsod only pops up like every 3 weeks
Maybe, maybe not. What's more important to me is that it's visually consistent. If I improve some of the models, then I have to improve all of them or the design will clash.
If you left-click it while playing the main game should actually lock the mouse. I'll try and just make it lock as soon as you hit play, though.
Also I have very little experience with netcode. It's definitely not out of the realm of possibility. I could try just doing a one-on-one arena battle, but you might have noticed I haven't really put cooldowns on the spells to prevent you from just shooting them off a hundred times a second.
I'm implementing some mic setting menus right now. For now you just need to go into the control panel and make sure windows speech recognition has your default mic recognized, and make sure your default input device is the mic you're currently using.
If it continues to fail, I'll probably focus more on making the mic check more robust.
Also, the game should be launchung a little console program in the background. If you're closing it or not allowing it to run, the game won't pick up any voice at all.
>I don't keep a copy of K&R on my desk
You can fudge the pronounciation a little bit. I speak spanish, so I end up saying it like "Gyah-mah" and it still works, but if the recognition server isn't liking that, you can just say it like an anglophone and it'll work. I can tighten up how the grammar file interprets words later.
Nope, i started the game about 5 times.
I blocked it in the firewall but i suspect that has nothing to do with it.
I see the bar appear, but no icons appread, and i tried pronouncing it multiple times in many ways. I only have one mic and every program detected it properly so far.
Also here's the earlier webm with sound so you can hear what it sounds like when I do it. Apologies for sounding completely unenthusiastic, I'm tired.
Call me a faggot, but the expereince is just a whole lot better with the actual book. Ebooks, no matter how fluid and well designed everything is, just can't match the actual thing.
That program is a little local server connecting to the unity game via sockets. Blocking in the firewall might actually be breaking it.
This is a necessary workaround for now. Unity doesn't have access to any windows-specific API stuff, so the only way to get it to play with the voice recognition API was to make a little satellite program to pick up on the voice in the background.
Ideally I'd like it fully integrated with unity so that there's be no dependence on windows and less issues to troubleshoot.
I appreciate you guys for not complaining too much. A lot of people are really negative about the voice thing- It's an experimental game and I'm willing to reconsider things later, but right now I think the concept is kind of funny. I'd like to add in funny random effects for failing and fudging spells.
So what do you guys think about Corrupted?
I figures you guys would be on top of this more than the rest of the boards.
I tried talking about it on /v/ but most of the guys really don't know what are they talking about.
Do you think it's good? What are your complains about it? Do you feel hatred towards it? If you do, for what reason?
I think it's great and pure, focusing on what actually matter, and ignoring all the other unimportant bullshit that i see these days.
The guys making it are doing so purely out of passion, without any donations/agendas/whatever.
From looking at it, it feels weird.
This one's more like a Metroidvania, so the environment of having a character like X feel different.
I can tell it's a fangame, but not in a bad way, the game itself looks pretty fun, and I'd like to try it some day.
Not to be a cynical piece of shit, but it's incredibly obvious that you're probably working on this and just trying to get feedback.
If so, we here in AGDG appreciate it when devs are straightforward about marketing their stuff here, and it comes off as insulting when people waltz in singing praises for a game nobody has heard of as though we should all be familiar with it.
tl;dr: It looks cool, please don't insult us again.
does anyone know what rules/conventions african americans have for naming their children?
is there a guide somewhere for how they come up with names? im making an african american character and i want him to have a real name
FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI FORTI
Jezz im not one of the devs, im not into coding and spriting. My english is also a bit broken.
This is just one of the few games that has me excited and i was looking for a place do discuss it is all.
/v/ gave the guy shit for coding it in flash and the time he is taking on the project and i wanted to see what you guys had to say about it.
There is no convention except for the imperative of making the name 'unique' by borrowing it from another language or taking a regular word and changing a letter or something. A lot of times they borrow from spanish, german, french names, too.
There's really no right or wrong way to come up with a 'black' name.
Here's the best guide I can give you.
In 3/4 cases, no as blacks here don't really care about their "culture" until they're backed against a wall. But look up lists of the most popular black names, and you'll quickly realize how easy it is.
alright heres todays progress
>finished the new basic marine sprite
>new tile size adjusted
im still messing with internal resolution but so far so good
heres the new sprite in action
registry is fucked on my Windows 7 install. Also has issues with audio and takes 30 minutes to open audio settings just to change the audio output.
Hemorrhaging memory like a stuck pig, compatibility issues for platforms I'm working with (Meteor framework on Windows isn't a happy thing), and occasional frozen screen if I fire up Doom or something for a break.
Could probably be due for a clean install but I've been lazy.
Unitybros, I have a question. I've got some experience with the engine, but I've run out my free trial of Pro.
What is the cheapest way to acquire Unity Pro? I'm a student, and there seems to be a way to subscribe to Pro for a year for $100 on Studica, but I'd rather just actually purchase it permanently from Unity directly.
Alternatively, is it a bad idea to pirate Pro if I plan to release the game commercially? I'd obviously have to purchase a subscription/the software before releasing the game, but being able to use Pro now without worrying about money would be great.
Yes and no, the problem was that my original design was way out of my current art skill level. Rendering the sprite individually to add customization is just doesn't work when you are not a skilled artist.
So I decided to simple draw the whole body minus the head in a single sprite since the animation on the past iteration where fucking terrible and static not to mention stupidly big, it lacked a concise style as well.
I'm still adding the guns and stuff, I'll just draw them into the sprite this time.
Some times you just gotta admit your shit isn't working and start over. Learned a lot tho.
75 USD per month, buying it is like 1500 USD
If you want to release something commercially, don't release it using the pirated version, if anything, import it to the Free version and make money off of it to be able to afford the subscription or better yet, the whole thing. You don't have to have Pro if you don't make more than 10k USD IIRC
CAN'T AFFORD A CAR SO SHE NAME HER DAUGHTER ALEXIS
are BSP trees suitable for collisions if i'm looking to subdivide a box up for collisions quickly? i need different hitboxes to do different amounts of damage.
Yes and no. Yes, you can pirate, and no, I wouldn't recommend releasing a game on a pirated license. HOWEVER, if you keep it in the down low and legalize your situation as soon as you have the money for a Pro license, then you should be clear.
Reminder that entire countries pirate every Microsoft product on their government machines and they don't bother to do anything about it until they're hit with a fine.
Pirating is ok as long as you realize it is only temporary.
Heres a short list of popular black names.
39) Bon'Qui Qui
37) Sha'Nay Nay
36) Tay Tay
16) Fa'Nay Nay
Probably. They probably put lots of your personal information encoded and hidden in the game files. More than enough to identify you are a filthy pirate. Catching people would even be automated.
It's not about ethics as much as it is me wanting to sell the game afterwards. It's actually required for what I need to do.
That is my living expenses for three and a half months. I can't spend that much.
I've heard a lot of features are left out of the free version.
I suppose so. I'd just hate to shoot myself in the foot here.
Maybe I should just use Studica. $100 for a year compared to $75 a month is quite a deal. But I hate the whole subscription culture around software these days and would much rather just invest in a piece of software I could use way down the line without having to payout.
I guess I'll just try to use the free version, and if it lacks some essential feature I need, I'll give up and just buy it from Studica. It's easy to transfer a free version Unity project into Pro, right? It's not gonna fuck up all my scenes or anything, right?
>I've heard a lot of features are left out of the free version.
they are, but if you don't want to spend money, it's the way to go to sell your game, unless you just subscribe to something for the Pro version.
It is easy to transfer a game into Unity free, unless your scenes require those features, it will be fine.
I've already made a full game with Unity (free). And making money isn't the issue, I just HAVE to put it on the market upon completion. Like, I'm required to.
This project is much more complex though, which made me think I'd need Pro.
All right, cool. I'll just stick with it then and hope for the best.
Just churn out Unity Free capable games until you can afford a Pro license, is my advice. It's not worth to live with the constant stress of being found out that you pirated your engine: it marks you for the rest of your developer life.
Necromantix are helpin me dev today before going to work.
the most advantageous part of being a male and wanting to dev is that i can easily go for years without having friends
girls need to always be social. but i can easily live in my studio apartment for months at a time, only venturing outside for food and exercise. i have gone very long periods before without non-business social interaction. this is the power of man
Place holders, but its going to be inspired by stuff like jojo.
Its all about countering enemy attacks with FABULOUS poses. No attacks other than Im thinking a taunt like Dudley's rose through to make an enemy attack so you don't have to wait around too long.
Use AJAX to call a server-side script that handles the networking features. The network-relevant data would have to be written to a database from the back-end and retrieved on the opponent's side (and vice versa) in order for multiplayer to work.
>how get gud free music
make it yourself or publish a freeware. Or give a percentage to your chosen musicbro.
2. Studio One
Any Midi keyboard with a pitch and modulation wheel or a joystick. If looking for cheap equipment, check these (in no particular order):
- iRig Keys
- Korg NanoControl
- Korg NanoPad
- Korg MicroKey
- Akai MPK Mini MkII
If looking for full midi controller with bells and whistles:
If paying for one thing:
Native Instruments Komplete
If you are cheap and need one synth that can do it all:
I can list a whole bunch after dinner.
You can also get any midi controller from the Akai MPK2 series and upgrade the included Hybrid 3 to the full Air Instruments Expansion Pack.
So, I'm a shit programmer trying to be oma and learning some modelin. I started doing this fish thing. What am I doing wrong? Please rip this apart.
Working on simple doorway teleportation.
These ones basically just teleport you to the next nearest doorway. Since most doorways for different "rooms" are so close to each other anyways it means these will work in most situations with few exceptions.
It's not flashy yet though. I was thinking a fade out and then in between rooms? Shouldn't be hard to do, I hope. I'm not very good lol.
I reinstall Unity or update it when new version comes out and when they ask what account type I have I just click the 30 day Trial and log in with the same e-mail I always do and I got trial for next 30 days.
I did that 3 times now.
An edge loop is a loop of edges that goes all the way or part-way around the model.
Picture related is in edge loop.
While you're in edit mode, with edge selection (Press ctrl+Tab to switch selection modes) Alt click on of the edge loops, you'll see what I mean.
If you want to delete one of these edge loops hit X and select delete edge loop.
You'll want to reduce your edge loops to as few as possible while still keeping the silhouette.
Forgot image, but you should have gotten the idea.
Oh! Well there are too many to list but if I had to cut them down then, Kontakt as the sampler, Diva as the synth and Reaktor for everything else. Can I also have Alchemy there?
For effects, I like Melda Productions Bundle and almost anything Sugar Bytes.
What about you?
You are still supposed to pay after 30 days. It just doesn't have any DRM.
60 bucks gets you all the Reaper updates for the next 2 to 3 years. Try it and I guarantee you will want to pay for it.
Running on poverty-gear with a rockband mic, nano Kontrol 1 and a shit ton of free synths. Looking to get an Ultra Nova for actual video game and other composing as I'm doing nothing but noise and drone stuff right now.
Final progress of the evening (hey, one per thread!)
Not related to comboing though, just some movement mechanics stuff. Mostly a LOT of work on the dash.
+ We can now jump out of a dash
+ As long as we continue to hold dash FROM a successful dash, we will resume the dash indefinitely. We can leap from dash to rail, for instance, and when the grind is over, if we're holding dash, we continue our dash
+ To that end, if we hit a wall while holding dash, we fire off timed pulses of Wall Run Press so we can move along the wall (albeit with fairly minor control over height) to carry us along. These three things together will help the dash to be a useful means of navigation; players who are really good at the parkour stuff will be able to dash into wallruns and grinds and then continue dashing at the end, without appreciable loss of momentum. Unfortunately, this state is still a LITTLE wonky, as the airborne "resume dash" anim state doesn't currently transition to attacks (that's just a later implementation). However, we can cancel out of the state by releasing dash at any time.
+ Fixed some bugs with the wallrun which caused dodges performed near the wall to break everything; now, dodging while still in the vicinity of a clinged wall will launch you away from the wall. Theoretically this could lead to issues when fighting near walls but so far it's worked very well. Eye out for edge cases, though.
so, I did this? I got rid of almost all of the vertical ones without changing the shape. Not sure what to do with the horizontal ones.
no, you should still have vertical edge loops,
you want to reduce the number
REMEMBER everything should be made of triangles and squares.
reduce the complexity of the shape, don't just delete lines
no midi controller? You should get a cheap one, it really helps. Also, do you have a Korg license key.
Check this out
Which freeware synths do you use? There are some really good ones out there like synth1.
You used dissolve, which doesn't actually remove the edgeloops.
If you select your model and hit ctrl + T it'll bring everything back to triangles.
You'll see that the lines weren't actually removed.
(You can press alt + j to convert everything back to quads.)
post on /r/gamedevclassifieds
you will literally be swarmed with thousands of mediocre composers, each one eating the shit of the one in front of him before shitting into the dude behind him's mouth.
Nah all those years of using FL with just a KBM got me efficient and too used to the hardwareless workflow. But I'll probably get one sooner or later as I'm looking to get into live stuff.
Game is an arena brawler. Enemies spawn endlessly at spawn regions adjacent to the player; clear one area and you have to traverse the tricky platformer/parkour inbetweens to get to the others quickly.
As you successfully build combo, your damage per hit increases until you can oneshot enemies. As you start to kill enemies faster than the spawning can replace them, the game undergoes a tier shift and spawns more and tougher enemies, and the cycle repeats.
When time is up, the total damage dealt (dealt, not passed; doing a 10k attack on a 100HP enemy is only 100 points, so as you build combo you need to shift tiers as well for maximum score) is summed to form your score.
Game is a score attack game, though your goal is not just higher numbers (i.e. experiencing the new enemies and changes to the arena with each tier shift, if your idea of progress is watching things change rather than watching numbers go up).
You can do either.
Some people start out with a high poly model and then make a low poly model from that. (Useful if you want to bake a normal map)
Or you can just make a low poly model from the get go.
Generally people seem to agree that going from high poly to low poly is easier. But there are some people who think low poly is easier.
Just go with whichever feels easiest for you.
I'm not sure what sort of hidden data is added to the exported/compiled game.
However I will say that it would be very easy to add things like computer/user name, IP address, and more.
You'll want to stay away from the dissolve option entirely until you really have a feel for what you're doing.
Dissolve is almost always going to create an N-Gon, which unless you know what you're doing, you'll want to stay away from.
Picture related is what you'll usually do to reduce the poly count.
if you get your fundamentals you wouldn't need books on how to draw a chair.
You know how he has you make faces form basic shapes? Apply that principle elsewhere and you can make anything you need from basic shapes. See Vilppu for more info.
Unity's bastardized C# doesn't support predicates. I'm so mad it makes me want to use UE4, not like it would help. I'm so mad I want to get a job at Squad.
Yes and no.
I mean, you may never be praised for your brilliant artistic compositions, or have paintings in a musem. But any man who is willing to put in an hour a day and sketch and draw will become respectable.
And that's all /agdg/ is asking, you lazy fuck. Respectability. Don't be fucking Phil Fish.
H-how many days for the 1 hour thing? I started to learn how to art this week and I try to put in 1-2 hours per day.
I'm not shit, it seems, but I'm certainly not good. Can't wait to draw stuff for my game.
I forget who said it, but some famous cartoonist said everyone has a million shitty drawings stored in them from the day they're born. And once you burn through all million of those, you can start producing good shit.
Basically, just spam out shitty pictures, no matter how bad they are, and really try on each one. And by the time you've made a million, you've got gud.
I've read a lot of these, but doesn't seem to click for the most part.
not true. you can produce beautiful art in a short amount of time given the right resources, or never produce a good drawing in your life with the bad.
I used to be stuck on stuff like burne hogarth so I wouldn't make any progress. I actually regressed at one point.
>It was made to be like C
>Legacy coders could be comfortable with switching
>Effectively introduced object orientation (a revolution at the time) (fuck off smalltalk)
>"High level" language with low level access
>Compilers available on nearly every arch
>People can still write academic papers about it
>C++11 is more or less standard now, with C++14 almost here (i think, that shit never made any sense to me)
and a userbase gives a language staying power.
Go with a beginner book like Keys to Drawing, and do the practices. Take careful note of what he's saying. It's not enough to just read, you have to apply whats being said to make sure its true.
>not grinding hampton
Didn't we go over this already /v/?
Loomis is old and busted.
Michael Hampton is the new hotness.
He was just phrasing it in a way that made it seem like a goal you could work towards. "Drawing a million pictures" is, while daunting, also something you can actively work towards right now in a measurable way. Saying "practice until you are better" is much more vague and scary, even if it really means exactly the same thing.
Drawing with the Right side of the brain workbook, skip the pseudoscience babble and do every exercise until it clicks.
Yes, "clicks" is vague as fuck, but it is like this with everything.
Did you read or did you grind?
Grinding is where you read shit and then you put pen to paper immediately to apply what you just read.
I've got a large A3 Art diary of my grindings of hampton and some of loomis.
My art skill has noticeably improved.
also, this book is really fantastic too, in getting you to loosen up and get a good sense of rythm in the figure.
>unity not us
Who is us?
And dude what. of all the many things to complain you complain about that. It is there I am very sure you have a problem with namespaces in your script or forgot to include System. I just tested it out myself and it works.
Even if there are no predicates for some reason there are plenty of workarounds for something like that. what are you trying to do with predicates by the way?
I've been grinding for the last year. I'm noticably better, but still nowhere I'd like to be.
Here's a few things from this month's drawing folder.
Trying to plan out my isometric graphics. Each "4x4" is a single tile (64x31) and represents I guess a 5ft x 5ft space.
Walls would be drawn on the "bleed edges" (basically the outer quarter or eighth?) and make for a staggered grid
Not sure if this is the right way to do it, but it looks nice so far.
Am I on the right track? The shape has changed a little bit, but it still looks fish-like to me.
You should practice construction if you want to draw characters from any angle/perspective, otherwise you'll only be able to draw in 2 poses.
Also gesture practice so your poses don't look stiff.
Maybe I should get something like flash, spine, or spriter for animation. That's years beyond me right now.
What do you think?
Alrighty, I'll focus on that once these vids finish downloading.
What you're doing is making n-gons, there should be edges between those verts.
That outline would be the border around an actual tile. It might be two pixels thick, not sure. Think of it as a cursor. The idea is to make it support walls that can "drop away" when you're looking at them (hidden, partial, full)
Ideally, it would be a sim game of some kind. What I wanted to do was find a pleasing way to draw walls "between" the tile grid, which gave it some proportional thickness, but didn't overwhelm the tile itself.
Too late to leave now.
The button takes me to [catalog#s=agdg]
I put on the triangles thing and it looks like triangles to me, but is it just that there's nothing there in those big spaces that makes it an ngon?
An N-Gon is any polygon that has 5 edges or more.
Basically since the N-Gon has to be converted to a tri before you can actually use the model, you don't know what the topology will look like until you convert to triangles or export your model.
>you can produce beautiful art in a short amount of time given the right resources
This is so true its not even funny.
Good thing /ic/ has amassed a good amount of great resources.
Too damn bad man. I'm here and I'm not leaving.
To stay relevant, the main character of my game.
Torn between using tiled 2D graphics or going ASCII to let people's imagination fill in how monsters should look and shit.
But it's something. Camera fixed. Woo progress.
Do aliens and monsters in general count?
Technically anything that appears humanoid and is not human are anthropomorphic forms.
Hell most Disney movies should count.
Even LOZ could count.
I've drawn for years and still am not that great. I have the knowledge, but it's finicky sometimes getting it to come out on a page. I've found recently drawing outside your comfort zone (different subjects, different style) really helps, for one because you can immediately see a strong contrast and it helps single out what you're doing wrong, and also you get less uptight and are more experimental. if you, say, like drawing cute girls, you might get tense and feel you can't make a single mistake, but then try drawing some old weathered man and you'll probably have a much more fun time and be more loose with it.
Me and a friend are working on a really basic 1v1 and free for all platformer combat game, and netcode is being a real pain in the ass. Anybody have some good GML netcode tutorials for us? It'd be really helpful
>inb4 stop using game maker
Maybe this is what I should expect from a free engine.
the only thing I believe you're either born with or not is creativity. If you feel the urge, the desire to create something of your own, then you are born with it. If you're here on /agdg/, you're probably a creative person. You can just copy someone, but you're still creating something out of nothing. You're still turning blank files and zeroed bytes into something, something that wouldn't exist if it wasn't for you.
Everything else is an acquired skill.
May want to learn basic networking first.
You have to plan things out way before you actually get to the network coding, else you have to re-factor a lot of things and cross a few lava moats with no bridge.
And we're live! New site is up: http://cowardlycreations.com/uncannyvalley.html
You can download the final version of the demo and watch the new trailer.
I already sent out press release to tons of journalists and let's play requests to tons of let's players. We did get nice coverage last time, from guys like Kotaku, Destructoid, Joystiq, Rock Paper Shotgun, etc. It was great seeing my game there.
Still, I'm very nervous, yet so so excited that people are finally going to play the game after so much time working on it.
If you're making a game with all the popular monster girls then of course its fine.
But in all honestly m8, don't be annoying cunt or spam furry shit and you'll be fine. That's assuming you also manage to not break global R3.
tablet PCs are shit for art, they're not nearly sensitive enough. Wacom runs the game when it comes to tablets, and that's all I've ever used, but I've heard excellent things about Monoprice. There are plenty of basic tablets for ~$80, invest in one of those and see how it works. if you dig it and really want to draw directly on-screen, you can shell out the big bucks for a Wacom Cintiq or another equivalent, but that's a huge investment, would not recommend until you're really comfortable with your skills. I used Wacom's cheapest tablet for years (until it was falling apart and they didn't even make that model anymore) before I finally bought a Cintiq 21UX, and it's the best thing I ever bought in my entire life
No I asked nicely.
I just send out press releases because I do in fact want to finish the game and sell it.
If you need help with your game I'd be happy to give you some advice, no need to be bitter.
love the trailer, looks super solid! if i wasn't a huge macfag cocksucker i'd play the demo, you should probably mention on the site that it's windows-only. any plans for a port?
I have all the time in the world to work on my project.
I do it for the love of gamedev.
I'm making the kind of game that I want to play.
I do not intend to ever make a single cent from any of it.
I think the idea that criticism good or bad should be listened to and possibly acted on.
Is this a place for a dev like me?
>project leader, programmer, game designer
I understand those are all different jobs, but damn son that seems unbalanced as fuck
There are two kinds of that function - one that takes ints and one that takes floats. I wanted to make sure it wasn't going to the float one. I forgot that the return type is a float in either case.
Sorry, I don't remember. I've been switching vidya sites in the last few weeks. It probably was Siliconera or Joystiq, or I somehow stumbled upon an old article. If I find it I'll post it.
Everyone is praising the SFX design, with a reason - because I'm not doing it myself with a shitty phone. Horror games need proper sound design, and I'm prepared to give a few percentages of my profit for quality.
Nah, I'm from a shitty little country called Slovenia. I want to move as soon as possible though.
Alright, thanks anyway!
Just noticed my cursor was in the shot the whole time. Oh well.
Thanks. And I'm always ready for anything.
Maybe some day!
Thanks, features are coming one by one. Next up is a bow, then maybe simple inventory plus shops, and potions.
That's how it all started!
added bouncing bullets. end goal right now is couch multiplayer platformer battle arena thing. hopefully it doesn't suck.
Look whats on the front page of Tigsource
yes, that was a concern but at the same time it's not like a lot of people are going to be playing anything I make anyways.
My main concern with sprites is that there's not really much you can do with 16x16 tiles to create lovecraftian horrors with (at least not for an artist of my (lack of) talent).
With ASCII a monster can be described upon inspection and the player can form a grotesque horror that matches what they find to match a 'dungeon monster'. It's the reason why I enjoy books more than movies most of the time.
>spend months working in complete isolation on a labor of love
>only a few weeks before finishing, a game with an identical premise comes out and becomes wildly popular
This never actually happened but it's a recurring fear I have. How many others know what I mean?
ain't that some shit
i saw that when they posted it, kind of funny to see a what used to be just a couple gifs on agdg turn into a professional project with a multi-member team. i guess that's the trouble with success stories, tho, as soon as people actually get the gears turning they don't have time for nodev shitposting
JUST THINK SOMEDAY WE COULD ALL BE ON TIGSOURCE
I need to replace the HUD because the game isn't set in space anymore, but I don't know what.
I thought of using a vine where each leaf displays information, but the vine clip art I found online looks too florid.
Can anyone recommend a standalone program to animate sprites with bones and export to sprite sheets?
it's just a trend at the mo, but a lot of oldschool games relied on tile-based systems. if you're going for the retro look, there's nothing better than a crude grid of tiny pixel art
It's funny because there was already a game like Flappy Bird long before Flappy Bird actually existed.
Imagine being the guy who came up with the concept on your own volition and then being relegated to one of the many struggling to ride the coattails of the popular version's success.
But intimidating for all but the ultra nerds.
Not going for a retro look I'm just doing a mock-up while learning a language. A tiled map was the path of least resistance to go down as far as the tools available to me.
I know it's bad, don't care about the art style, too far back in production but for color coding reasons I need more ideas for characters.
I can't have anything
It needs to convertible into shitty box sprite form.
What is 'normal graphics'? 3D graphics? 2D graphics not constrained to a grid?
Tiled 2D graphics are easier to work with because a uniform grid makes math a lot more simple. It also makes designing levels more simple since everything is grid-aligned and you just trace the grid.
Ah. In that case, some people just can't into art.
I myself am confronted by that problem quite often so I'm using 32x32 bitmap tiles as place holders until I can be assed to make real graphics.
birds of some sort
yeah, some of their natural colors come from your prohibited palette, but it's a game so fuck it, make them out of weird colors