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So how's that game coming, anon? >boot up GameMaker
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So how's that game coming, anon?

>boot up GameMaker Studio and watch video tutorials
>make Asteroids in only 4 hours
>tweak it better than on the vids cause they left some stuff out
>give it a soundtrack

F-fuck.

How can games be this easy. How does it take someone 2-3 years to make a 2d platformer. How are people asking for 500k to make one and weird shit.

I'm already learning how to make a VN now and I can tell that is gonna be even easier.

HOW CAN IT BE THIS FUCKING EASY
WHY DO PEOPLE GET SO MUCH MONEY
>>
If it's so easy, then why does it still takes a fuckton of time to make a game anon?
Think for a bit.
>>
Did you spend 90% of the time complaining in twitter and tumblr/reddit? No? Because that's what shitty indie devs do.
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trying to get the game ready for multiplayer testing
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>>343434660
i gave up
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>>343435037
No, I spend 90% of my time on 4chan instead. Am I a good dev?
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>>343434660
Yes you bragging faggot, you are special and some fucking God overflowing with talent.

Now go out there and make some actual games with polish and features that can't be just broken at a drop of a hat, and then you may come to the realization that you are just deluded as fuck about your own capabilities.
>>
>>343434660
This gives quite the insight
https://www.youtube.com/watch?v=jpPfjDwZZrc
https://www.youtube.com/watch?v=Bv9eKhLWk-4
https://www.youtube.com/watch?v=vx59ZZGr9E8
>>
>>343435776
Anon, this isnt 2d platformers with stolen assets, You are in the wrong thread.
>>
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It's coming along alriiiiiiiiight.

See he's a dog so his small health pickups are bones and the large ones are meat-on-a-bones.
>>
>>343436867
Get rid of the fucking underwear.
>>
>>343435268
I asked last night but I think you were maybe asleep or something. How did you do the level?

Did you just make like, a ground level, then the buildings and trees and shit? I'm having a hell of a time wrapping my head around shit and you have like, underground bits to your levels.
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>>343434660
I've began work on the search part of the AI, it can now search behind objects and prioritizes it. If the AI for example entered a room it wouldn't just enter it and then leave, it would search behind objects in case there's a hidden bloodsucker.
>>
>>343435428
what'd you give up on anon? those tutorials?
>>
>>343436867
no yiff no buy
>>
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I made a ship.

Intense fish fighting action will take place there.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
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>>343437070
This is a Christian image board, anon.
>>
>>343434660
>make Asteroids in only 4 hours
WoOoOoOoOoOoW!
That's so amazing, Anon! Congratulations!
I think you should send this one to the Nobel Prize committee, they might introduce a Game Development prize just for you.
>>
>>343437383
That ship looks comfy. The game in general looks good, keep up the good work my man.
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>>343434660
>follow baby's first step-by-step tutorial, whose whole point is to get you to make a game as quickly as possible
>add elements that take 0 effort to implement
>durr hurr making games is easy

good luck when you run out of tutorials and have to figure shit out on your own, anon. I'm sure it'll be easy for you :^)
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>>343438168
you're literally the first person in at least 5 years to say that.

thank you, but I know the art sucks. :DDD
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>>343437383
there's something amateurish/disconnecting about the way the graphics look. It looks kind of "all over the place" to me. Not entirely sure what it is, but I think it has to do with the fact that there's simplistic looking top down sections that go into suddenly 3D sections with large 2D drawings. Dunno if I can really get used to that in-game.

Not trying to shit on them though, I can tell a lot of work was put into it, there's certainly a lot of variety, especially in those juicy battles, so I look forward to this game's release.
>>
>>343435268
Post a thread when it's done, I want to play this so badly. BTW, what engine are you using? I'd assume Unity, but I don't know
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>>343435776
>That amount of manpower just for animations
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>>343437112
i just used terrain for the initial ground / grass /snow

then i built the buildings and stuff with bsp/geometry.

I use negative bsp to shape out the building interior and windows/doors

underground areas will need a hole in the terrain, or a hole in the bsp. or you can lower the terrain if it doesnt need to go thru it
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>>343434660
>mfw I know the guy who posted this original pasta
>mfw people are still mad
>mfw people even get mad at the pasta

Yall been TURBO BAITED
>>
>>343439332
How are his games doing?
>>
>>343436867
It feels like I am the only one who isn't bothered by the athro in briefs.
I'm the only one who likes funny animals in cartoons and isn't bother by furry.
unless its sexual
>>
>>343439272
Last question, I promise for today, anyway How would I go about making a hole in the terrain?
>>
>>343439272
This game looks awesome, you've got to tell us when there's a beta our something
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>>343439403
There was never a game
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Posted this yesterday, postin it again.

More boss fight progress (Big Jim can die, his walk and rotation loops are mostly working, but there are a few key bugs that make the fight potentially horrendously broken that I have to iron out before I call it "done" for the Demo)

Also spending some time retuning core mechanics; walk mechanics have gotten something of a physics overhaul, momentum now matters much more in ML, it's not the old DMC-snappy thing it started as. HUD updates; bonus time now has some indicator juice, reticle has been streamlined, etc.
>>
>>343439742
I remember you from yesterday. The combat looks badass, man. Keep it up
>>
>>343439742
>KLANG!
>KLINK!
>TRUNK!

Nice.
>>
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heres the mall map.

>>343439662
Im using UE4. so this is how its done in that

https://docs.unrealengine.com/latest/INT/Engine/Landscape/Materials/index.html#landscapeholematerials

>>343439678
thanks, i will.
>>
>>343439152
Yes, there is two quite different styles. Semi-pixelart for the maps, and drawn 2D for the battles.

But I thought that because they're very clearly separated, people wouldn't mind.

Kinda like early JRPGs where the battle graphics and the map graphics would be very different, FF7 for example.

Anyway, thanks for the heads up.
>>
>>343439742
>Tony Haxk Pro Skater meet Devil May Cry
ALL MY MONEY
>>
>>343439742
hurry up man I've been waiting for months now
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>>343440364
Nah, I think he's right.

The battle art is actually nice, I'd honestly consider sticking with that style for the overworld.

It's especially glaring because your battle art is of fairly good quality, but your pixel art is not. Sorry, but pixel art is hard, and you don't nail it, but you ARE nailing the battle art.

Play to your strengths, go for the 3D drawn style (with forced orthographic projection if you have to) for the overworld.
>>
>>343440456
An anon once called it "Tony Stark's Pro Skater" and I've always liked that.

Thanks for the kind words, anon!

>>343440552
Months? I'm in YEAR two of this game's development. Get ready for a lot more waiting, when I started this I expected 4 years to finish it (it may be closer to 5 now due to scope expansion and refactors, I'm not sure).
>>
>want to make a game
>admire games like Stardew Valley and Secrets of Grindea
>decide to use monogame
>know some C#, but by no means an expert
>have no idea where to go from here

fucking rip. Should I just bite the bullet and go for gamemaker or unity?
>>
>>343440791
Do you have a direction for your game or?
I feel like you're just adding shit for the sake of it.

Whats your focus?
>>
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my game's going alright
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I have no ideas.
I had an idea, but I have very little idea how to program it. I've made a shitty space-type game before but I hated how it turned out.

What do you do?
>>
>>343440364
I should say it certainly does work functionally that way. It's very clear that once you're in a battle, you're in a battle. I think my issue is not so much the "jarring jump" because again, it works functionally, but that I think the overworld graphics by comparison, don't look as up to par as the battles do.

In a more general and art-specific way, I think the drawings themselves are good, but the coloring/shading isn't. I think the colors are kinda basic/slightly uninteresting within each drawing (it's colorful when you put a lot of enemies next to each other, but individual enemy colors/designs aren't). The shades specifically seem like just the light shade plus some black, for your next game I'd recommend playing with the colors more and use hue shifting for example. The shading itself is very basic and flat looking as well. The goat wizard for example looks pillow-shaded.

All that said, I really have to stress I appreciate the work put into the game. There's a lot of variety and juice that makes it come alive, and the battles seem very exciting. Lots of different animations too, which, if I had to choose between good looking drawings and good looking animations, I'd personally pick the animations any day. Again, I look forward to the game. (I'm currently downloading the demo too.)
>>
>>343440954
I have a direction, it's mostly that I've moved from a purely THPS menu-based level-to-level design to a more Mario 64 styled overworld structure and that's caused some complexities in terms of how objectives are treated, how armor is upgraded, etc.
>>
>>343439332
can you post a link to his asteroids game? I could use a laugh.
>>
>>343441450
Have you tried to kickstart it.
Hire more people?
Game looks great and you have a working prototype so why not?
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>>343440651
>>343441251
I'm only the programmer, I just improvise some assets. The battle art was commissioned to my friend.

I'll kickstart the game once its complete to get a proper colorist to finish the job, then some other to remake the pixelart.

Hopefully a complete, full-fledged game with a focus on gameplay, plus a modest goal, will get the attention of people.

Thanks a lot for the in-depth review. Can I ask you to have a look at the gameplay? I wanted to know if it's good enough to carry the shit art in case I have to settle with it.

You're cool enough that I'll compile a more up-to-date version of the demo just for you. It includes quite a bit of story too, hang on a sec.
>>
jesus christ why do these games all look like ass

i thought this was a general for game devs
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>>343441696
>Have you tried to kickstart it
No use for money
>Hire more people?
I refuse. This game is mine, I won't rely on others and their creative input. I'm too picky.
>Game looks great and you have a working prototype so why not?
Keeps me honest to have to work on it to get it released. Getting money up front is like your golden ticket to get bored of it and quit.
>>
>>343441991
Although I made the critiques I did, I wouldn't say the art is shit. It's more about it being inconsistent. One question I have is uh, do the 3D backgrounds have some in-game functionality? If not, I personally would like drawn backgrounds more, for consistency's sake.

Anyway, gameplay is more important I think, so I'm gonna see what that's like.
>>
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>>343434660
Here is an early prototype demo for a 2D Mega Man inspired game called Cat Weapon.

http://gamejolt.com/games/cat-weapon-early-prototype-version/160379

I'm going to completely rework the sprites and levels, and the first boss will be more interesting in the final game. I will continue work on it after London Anime and Gaming Con.
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>>343440364
Amateur musicguy for this here, with a finished more-or-less song.

http://vocaroo.com/i/s07KA6IqD8Fb
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>>343438803
The drawings and shit are super generic. But the ship art 3d space is golden. Love that art, try making your enemies more, Idk. Polygon-y
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>>343440913
Game Maker.
>>
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>>343440913
Unity, Godot, UE4; plenty of options, look into them. Spend time making the game not an engine.
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Engine is taking a while to recompile, just wait a sec. This demo has 3 dungeons more than the official one.

>>343442704
No, they don't, after pixelart, drawn background will be next.

>>343442907
Hello bouke-san.

Post that delicious Icetop song too.
>>
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This is one of the things I'm working on


>>343439742
good to see you're still working on this

>>343440219
I like the low poly maps!
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>>343443003
>>343443241
And thanks, but unfortunately, Aesthetic art is a no-go for this project, it is beyond my ability.

I did a little thing with it a while back, though.
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This is my game; I'm really happy with how it's turned out:

https://thetagames.itch.io/dienworlds
>>
>>343443514
Is Macintosh Plus one of the BGMs included in the OST?
>>
>>343442462
Good luck then.

Also make a fucking demo already.
>>
>>343443241
http://vocaroo.com/i/s10ZHCR4bbuh
>>
>tfw you are never satisfied with how your game looks/works
>>
>>343434660
Participate in Ludum Dare if you want to get a good sense of the best kinds of games a person can make in a short period of time (48 hours). Because you seem to have a bad sense of it.

THOUSANDS of pieces of trash get made every time that competition happens. it'll help you develop standards and you'll realize what a piece of shit your asteroids clone is.

using game maker in ludum dare is an advantage, however it does surprise me that so many people don't use it and still do well.
>>
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>>343440364
>Goablin
>>
Still compiling.

>>343443806
The entirety of it, actually.

I wasn't deep enough into VW when I did that, so... Excuse my casualities with /mu/, I'm better now though.

>>343443809
Seconding this.

>>343444060
Ah, nothing like ACTION ICE LEVEL.

>>343444389
I literally boot up the engine one night at 4 a.m. just to add that single letter. It was worth it.
>>
>>343439742
In curious- how do you handle your melee combos? I've been trying to implement something like that and the best I've come up with is having the animations toggle bools at certain timecodes, and handling what move you do next with a bunch of conditional checks.
>>
I just finished adding clocks to each save file to show total playtime.
Also optimized the code and saved a few hundred lines.
Also wrote some docs about how to use the text system and fixed some memory leaks.
Going to work a bit on the graphic part of UI so I can get a screenshot.
>>
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>>343440364
That feel when artstyle looks like something from 2000's Newgrounds.
>>
>>343435268

>That polycount on the trees.

Jesus christ. With that high polycount you might as well smooth shade it. I don't see the purpose of having flat shading on such high polycount.
>>
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>>343434660
>OP tries baiting again after he got btfo in the last thread
Even more embarrassing then the last time you did it.
>>
>>343441118
Looks mildly interesting. What's it about?
>>
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Done compilling, time to upload.

Also, bump.
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>>343434660

It's going pretty swell. I've been repainting a sketch of one of the creatures in the game (pic related), and adding some nice feedback to the controls so it's pleasant to interact with (free sounds, visual impact).
>>
>>343446754
That's pretty cute. What kind of game is it?
>>
>>343447497
You raise a girl and she'll likely during the process.
>>
>>343447676
>likely
LIKELY WHAT
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>>343439173
its UE4
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>>343447809
die
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>>343447676
>You raise a girl and she'll likely during the process.
L-likely what anon?
>>
>>343447997
plz no
>>
>>343448171
It's not up to me, you just need to be a better parent next time.
>>
>>343443310
the recoil is a little bit too much.

I think when the assault rifle shoots in automatic it just goes backwards slowly.
>>
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Here it is, folks.

I hope those guys are still here.

Feel free to try it out and find out that the real shitter isn't the graphics, but my writing.

https://mega.nz/#!JoImVQoL!Xaymjpiar1-GSwTZzuhM_0p8GCdzUv3eFr07Smytp2o
>>
>>343434660
apparently all it takes to trigger us is some guy who watched youtube tutorials

how the hell are we gonna handle the rest of /v/'s trolling when we actually release our work?
>>
>>343448606
I know, I plan on tweaking the animation, but it's not that high on my priority list of shit to do
>>
>>343448942
Put a reminder in the OP to report and ignore shitposters.
>>
>>343439742
Tony Hawk's Devil May Vanquish?
>>
>>343449083
you missed the point entirely

look at furfag in here, he takes shit from half of us every single thread

the rest of us cant handle even ONE shitposter. but i do agree, the op should encourage us to talk among ourselves and ignore shit like that. i'd say lets go to /vg/ but we know what happens to all generals that go to that shithole
>>
>have basic melee working
>want to do combos

Wat do
>>
>>343449750
improve your combat system.
>>
>>343442783
>loli cat pussy: the game
>>
>>343448894
one of 'em is at least. downloading now.
>>
>>343449897
yes but how
>>
What do you guys think about this dungeon?
I'm trying to go with a simple cartoony style with little or no textures
>>
>>343450028
implement it the simplest and dirty way you know how.
And then improve it.
google examples in your (language of choice)
>>
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>>343450031
forgot pic
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>>343450138
generic / 10
>>
>>343450138
it's good if you can keep it consistent and working with the UI and character designs.
>>
>>343450113
What I'm asking is what is the optimal way to do it
>>
>>343434660
fuck off with your pasta.
>So how's that game coming, anon?
you only need this
>>
>>343450256
Entirely depends on your engine.
>>
>>343450256
first, explain what do you mean by combos.

press the same button multiple times for different attacks? just a counter on the top of the screen? is it a 1 on 1 game or a beat'em up?
>>
>>343450256
state machine?
>>
>>343450138
I like the style anon, I think simple can be super effective so long as you know where to put the details you do have. In this case, I noticed those occasional "bricks" which I think works well.

By the way, are you also going for a simple style to make production go smoother/faster?
>>
>>343444729
In UE4, there's an object called an AnimMontage specifically designed to handle branching animations (it was built, IIRC, for handing Active Reload branches in Gears of War)

I use that.

>>343449243
Kinda?

My favorites are
>Megaman Legends X
>May Payonetta
>Tony Stark's Pro Skater
>>
>>343450409
I want to be able to branch into other attacks if you hit the attack button at certain periods, with different properties (like Attack1>Attack1>Attack2 to do a launching attack)
>>
>>343450757
Are you planning to sell your game?
How does licensing works in UE4?
>>
>>343434660
How much effort will it take to make a shitty phone game?
>>
>copying video tutorials
>xD this is ez!!!!!

okay

now heres an idea

do something yourself without watching tutorials

let us know when you are done
>>
>>343450857
ok.

make a combo variable.

when the player presses a button(1, 2, 3), play the attack animation and put the button's number in the variable, then set an alarm(like 15 frames) that resets the variable to 0.

if the player presses a button again, make it check for the combo variable, and depending on it, change the animation, reset the alarm and store the current button's number like a decimal number.

so, pressing 1 after having pressed 1 would make the variable 11. pressing 2 afterwards would make it 112. reset it back to 0 once the player can no logner chain attacks.

Gto it?

so, for example, if the player presses punch 3 times, the variable would be as follows: 111.
>>
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>>343450616
yeah, that's the main reason, I want to push as much content as possible
>>343450227
Here's a character to go with it, the UI is placeholderish
>>343450225
It's not an scene from the game, just a test map
>>
>>343443809
>>343444476
There IS a demo.

https://funmanarmy.itch.io/mayhem-league

It's an UPDATE to the demo that's coming when the boss is finished.
>>
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>>343435268

I agree with >>343445041 Everything is awesome except the trees. The kinda look like pic related
>>
>>343451402
>I want to push as much content as possible.
As I suspected. That's good to hear, I wish you luck in getting as much "game" as you want.

I may have to see some enemies in the dungeon or something, but right now the character looks a bit disconnected to the dungeon. Looks more cartoony compared to the dull-colored dungeon.
>>
>>343450937
Yes, planning to sell it on Steam, probably.

I'm feeling like $14.99 is a good price point, maybe $9.99

Licensing in UE4 works like this: if you make more than $3k in sales in a quarter, you pay Epic 5% of the rest.

So on $4k in sales, you pay Epic $200

Given how utterly indispensable UE4 has been to developing Mayhem League (since it's 100% Blueprint and I can't code for shit), I feel like that's MORE than fair.
>>
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Still redoing the UI; this is torture.
>>
working on making the game look pretty
>>
>>343451381
That works, but my main issues would be how to handle restricting the branches to only certain input trees, and how to handle the actual behaviors during each attack.

>>343450549
State machine might work. Each state can restrict what input it listens for each frame and restricts what it branches into, and it can handle it's own behaviours while it's running.
>>
>>343452150
Jesus, you did all that without code?
>>
>>343452467
>handle restricting the branches to only certain input trees

if the player presses a button that shouldn't combo, just make it so it checks the variable and doesn't do anything at all, or just reset it to 0 and play the first animation for that attack.

>handle the actual behaviors during each attack.

use hitboxes, add attributes to them like [launches] or [stuns], create the appropriate hitbox for each attack.
>>
>>343452125
What would you do to the dungeon to match it with the character?
>>
>>343434660
Fuck off, OP.
>>
>>343452561
Yessir. 100% Blueprint.

Well, 99%; technically I used Rama's BP extension plugin (it's free) for some stuff that's not BP exposed like key rebinding and whatnot. So I guess Rama used some C++ and I piggybacked on that.

I guess a lot less if you count the work Epic did in creating UE4 and BP in the first place.

But I myself never personally wrote a single line of code.
>>
>>343452467
How I do it:

I create a struct which specifies ALL of the relevant data about an attack; it has a reference name, and then everything else (display name, horizontal knockback, vertical knockback, a damage array for charge states, enemy react animation, blah blah blah).

A connecting hurtbox just sends that name to the enemy's Damage Taking component, and the damage taking component parses it with a table lookup that pulls the relevant struct for that name.

That way I have one spreadsheet with every attack's data.

Combo branches, as I said, are handled with AnimMontages in UE4.
>>
>>343452961
Hmm, that's a tough one. For one thing, I would rather have it the way it's set up now than say, making the dungeon graphics overly cartoony and thus, potentially confusing the player visually. The way it's set up now, the seperation between the player and the dungeon means the player is very visually clear against the background, which is as it should be.

I think what I would do is make the colors slightly more colorful in the dungeon, but try to find a balance between too dull and too colorful such that the player still stands out. I would also make other points of interest (read: interactive items and enemies) colorful where they match the player. For example, if the gates can be opened, perhaps they could be more colorful to signify you can do something with them. Heck, if there's a fair number of colorful objects within the dungeon, you may not even need to recolor the dungeon itself.
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>>343438803
is this Adventure Quest?
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>>343453474
Ahhh I never would have thought to have the TARGET interpret the calculations

>>343453474
>>343452820
>>343450549
>>343451381

thanks all
>>
>>343453947
no, its Ronin: Spirit of the Sword.
>>
>>343453273
Does blueprint ever give any performance-related issues? I've heard that it's a lot slower than C++ code.
>>
>>343454221
Everything's going to be slower than writing straight c++
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>>343453775
For now, only enemies and characters have outlines and super bright colors, for example I think it works better in exteriors, but I can't seem to find a way to make an interior work with this aesthetic yet
>>
>>343454905
That sounds good and your pic looks a lot better to me. Hmm, I guess the only problem then is just the lack of light-sources in the dungeons. I actually kinda feel like the contrasting dull-ness could work in favor of the atmosphere of the dungeons. Otherwise, there may just need to be light sources around. I recommend torches or broken ceilings that let light in. Dunno how much trouble that'd be though.
>>
>>343443527
wat is this
seems like some nxtlvl shit
>>
>>343436867
Might as well put him in diapers, weirdo.
>>
i really need a good 2d engine for a beat em up that i can implement some more intricate hitboxes
please
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>>343434660
I want to make a game but I'm more concerned about what the concept is atm. Do you guys think people would enjoy playing something like Snatcher but made in this day and age? A sort of cyberpunky noir mystery adventure?

Gameplay with some minigames like being able to check out evidence and stuff.
>>
>>343454221
Yes, but the newest UE4 includes an option to cook the game with nativization (blueprint script is converted to C++ code to remove the latency from the interop layer)

so this most recent demo is gonna be a test of that.

The larger answer; yes, for me, but only because Mayhem League is often CPU bound due to how complex the actors are and how simple the rendering path is. ML has dozens of pathing actors running 50+ function Tick paths at all times; for most games, the interop latency on BP is unlikely to cause issues.
>>
>>343454084
>Ahhh I never would have thought to have the TARGET interpret the calculations
Strictly, the component does.

When I make a new enemy, or destructible object, or whatever, I just drop a Damage Taking Component on it and that does the heavy lifting, reporting some generic function shouts to its parent, which can be parsed as needed.
>>
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>>343436867
I hope you realize literally nobody is going to play your shitty game because the main character is a furry faggot wearing tighty-whities
>>
>>343455691
It's a minimalist management game where you design a power grid. It's based on a cellular automaton (specifically, Wireworld, with other mechanics). It takes a little bit to learn the rules, but once you do, I think it's pretty intuitive - and leaves the game open to mathematical depth.
>>
>>343434916
Time is not exclusively tied to difficulty in proportion. If you know to languages fluently and you have to translate a massive book from one to the other it will still take you a long time.
>>
>>343435268
Hey squirreldev, I just want to let you know I love your games OK? Never change.
>>
>>343443119
Wouldn't that hitbox cause the character to collide to the sides before touching whatever it is colliding with?
>>
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Updated lighting
What you think about it?
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>>343460471
What does Gdoooc mean?
>>
How would one go about creating a model with separate animations?
Example, I want my character to shoot while running, but I dont want to stop the running animation in the middle to start a running-and-shooting animation. I want the torso to be its own thing so when it shoots the legs keep on their animation. I hear this is called animation blending but I cant find a tutorial that explains how I would go about it when animating in blender.
>>
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>>343460572
Gracias, doctor
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>>343460758
kek
>>
>>343459363
For me it's not difficult, but time consuming. There are things that take a certain time, no matter how good you're at them.
>>
>>34346074
in unity it's called avatar mask, don't know how it works but that's its name
>>
>>343460471
dayum that was fast. As I mentioned >>343455243, as long as there are light sources I think it fits more, so it works perfectly for me. That said, I would try to play around with where the light sources come from. Where is the light coming from exactly in your image, for example? and what makes it green?
>>
Anyone here making a platformer
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>>343461613
Making a jump and shoot, Megaman x6 style
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It's in the hands of our kickstarter backers and we're communicating with them in regards to error finding. Super stoked, free bug testing! :D
>>
>>343461797
>Megaman x6 style
How is that different from other Megaman X styles? Besides X7 and maybe X8, they are all mostly the same.
>>
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After spending all day working on UI and fixing bugs, I just finished tweaking the bee fly skill so you can fly over short gaps. Also changed Moth's colors.
Still have to tweak Moth's movements though.
>>
tfw all your asset developers start drama with each other and leave
tfw game jumps between being a game by 2 programmers doing placeholder assets in their spare time to 20 man team back to the first thing every couple of months

what the fuck is wrong with every artist being a tumblrite drama queen no matter where you find them jesus christ
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>>343463036
>>
>>343461943
>kickstarter
>madness trash
www.reddit.com
leave
>>
>>343463036
noo dont fix the buugs
>>
>>343452330
Tumblr artstyle and character design looks like fucking vomit
>>
>>343463036
>fixing bugs
>it's a game where the characters are all bugs
what did he mean by this?
>>
>>343463265
If the drama was related to creative differences, then that shit does need to be resolved for the game to progress. Otherwise, I dunno.
>>
>>343464036
that i could at least understand and we could probably work around it
it's more like a texture artist calls a modeler a retard and now the concept/environment artists are taking sides and half the team quits when me and the other programmer leading the project tell them we don't give a fuck about who hurt who's feelings

happens all the fucking time, i know a bunch of people on different projects that have the same stories, what the fuck is wrong with art guys?
>>
>>343464756
This is why I work alone, or, at most, contribute music to a friend's game.
>>
>>343464756
>that guy that makes a big spectacle of quitting the project the project and then comes back a few weeks later
>repeats this 10 times
>>
>>343464756
yeah that sounds pretty immature of them. I guess I do have to wonder why the texture artist called the modeler a retard though. It could be possible he did so while criticizing something the modeler did that say, fucked up his texture or something. (I mean there's better ways of working that stuff out than calling them a retard, but still.)

Anyway not that I've ever worked in a team, but I imagine for the team to be successful, there needs to be some way of mitigating drama/issues people have with each other, whether it's creative differences or not. If they can't be professional though, it's probably best to kick 'em off the project.
>>
>>343465681
>there needs to be some way of mitigating drama/issues people have with each other,
I just fire those faggots immediately, like he said it's always the art guys and they can be replaced in minutes if you have the budget for it, pretty much the only hiring criteria for my little studio is "are you good enough at what you do and are you a thin skinned faggot who has feelings".

also, NEVER hire wormen for anything whatsoever.
>>
Lack of creativity. I really want to make a game but I'm having a hard time... executing it.
>>
>>343466270
What does execution have to do with creativity?
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>>343436867
>>343437070
>>343458063
Why not shorts?
They're comfy and easy to wear.
>>
>>343466160
Fair enough. I was only speaking in terms of specific teams where members couldn't be easily replaced. I mean I think it could be an opportunity for team members to grow if they can work out their differences. I imagine you wouldn't just fire someone at the slightest disagreement on something.

Of course, it's a case by case basis and if someone is just plain being immature, much better to just instantly nix them, and make it clear from the get-go that that would be the case. So, not saying your method or standards are bad in any way.
>>
>>343466536
his execution is so poor he couldn't think of the right way to describe his problem
>>
>>343466536
I really don't know how to word it.
I guess if anything it's execution otherwise I wouldn't want to make a game without creativity.

>>343466679
Stop reading my mind.
>>
>>343441118
how long did it take you to make, did you make a game before or is this your first, what engine are you using, are you soloing or do you have a few pals helping you?
>>
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Thoughts?

https://www.youtube.com/watch?v=xhp2V8g9yho
>>
>>343468775
Is this like Mother meets Pokemon? That's what it feels like.
>>
>>343468775
trash
>>
>>343468775
I was looking forward to seeing this for a while.
Could use polish but it looks like something I'd buy/play
>>
>>343469034
Well, aside from audio and a little visual, there is no gameplay inspiration from Mother, but Pokemon was definitely an influence. I wanted to expand the monster-tamer/breeder mechanics in a new way.

>>343469094
thanks Anon. I worked hard to make it extra garbage.
>>
>>343469410
Thanks! I still consider it Alpha - it definitely needs a ton of polish.

I was really surprised to see people that follow us take an interest in forums - I had assumed them dead since 2009.
>>
>>343469553
The writing reminded a bit of Mother, that's why I said that.
>>
>>343468775
Music reminds me of 7th Saga: https://www.youtube.com/watch?v=Onlz9ZpKQ98
>>
>>343468775
The video montage is meh, it needs more juice
The game itself looks ok (I think it needs colors with more contrast), but it is not the type of games I like so I can't give you an honest opinion on that
>>
>>343470263
I can see that!

I owe a lot to my musician and artist, I'd be looking (and sounding) like this without them.

https://streamable.com/ks88
>>
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>>343470651
more juice... do you mean more content and better editing?

colors with more contrast, that's interesting. I'll see if I can figure out how to improve on that. It was very squarely gameboy-esque in art originally, but the artists have pushed it beyond that point for sure.

pic related is the winner of our design contest.
>>
>>343471162
That's literally a Ben 10 alien m8
>>
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>>343434660
Is Lumberyard any good? I'm curious.
>>
>>343471162
Not content (The video shows that it has content), only better editing
This is what I wanted to say, more or less. I am not an artist
https://dl.dropboxusercontent.com/u/1630604/delete/normal.gif
https://dl.dropboxusercontent.com/u/1630604/delete/adasdasd.png
The monster are looking good
>>
>>343473110
It is cryengine
>>
>>343473329

Thank you for taking the time to do that. I know some of the graphics - especially the player could use a little less "pastel".

I'll work on making this better.
>>
>>343436867
If you got rid of the briefs and gave him a scarf that changed colors you would have a much better, more marketable product.

Even if it's not furry kink related, people will assume it is.

If it is, you'll be closing yourself off from the stuck up furfaggots like me who insist that their furry kink isn't sexual which makes up a huge amount of the subculture.

If this is freeware, you're wasting your time making high quality graphics. The "portfolio piece" meme is a lie.
>>
Is the free version of Gamemaker a decent tool? I'm decent at art so I could at least make the game look appealing. How limited is it?
>>
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Thoughts?
>>
>>343474117
I like it a lot. It doesn't feel limiting.
>>
>>343474117
It is definitely worth a shot.
I don't think there are too many tools that are missing from the premium version.
You could always check on the website too.
>>
>>343474497
I feel white is sterile and overused as a 'sci-fi armor' design. I'd go with the red and add some red to the helmet. Or just offer options to use different pallets.
>>
>>343468775
The game itself looks good but the editing looks bad, especially the red-black gradient.

I'd show more gameplay, make a prettier title screen and make the transitions shorter,
>>
>>343471162
https://www.youtube.com/watch?v=Fy0aCDmgnxg

I recommend everyone else to also take a look at this. So many devs forget to add in this area
>>
>>343465207
You should say fuck you to that guy after he leaves the team the second time. Once I can understand and forgive.
>>
>>343468775
Why didn't you show the actual combat?

The music is fucking terrible. People made better chiptunes back in the NES days.

The breeding part was the first one that actually got me interested, why is it in the very end of the trailer? It's obviously the focus of the game, put it in earlier.
>>
>>343474964
This is all fluff. Make your game have interesting mechanics, then worry about that stuff at the end.
>>
>>343475725
this. besides, juice isn't always fitting. that example of theirs is the most gaudy thing I've ever seen.
>>
How would one go about making an interactive android widget? I guess it would sort of be game related
>>
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Hows this for sprites?
Not really motivated to make a game
will make sprites for no monies but expect nothing good
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>>343476791
Shit.
Bigger version
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>>343475432
Combat still needs work but yeah I should have shown it to some degree you're right.

Completely disagree on the music.

Good point about the breeding. It's not implemented in in a pretty way yet but it'll be emphasized in trailer 2.

Thank you for your feedback anon.
>>
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>decide to write down a little blurb vaguely explaining the story
>nearly essay length now
ITS SO DENSE
EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON
>>
>>343435268
Love the pallet but you might want to put some more color into the mountains so it isn't as abrupt of a change
>>
Not the right place to ask this.
But anyone has a good link to learn C++ in the most pedagogic way possible ?
Something like codeacademy level where your have to code and you get a correction right after it.

And anyone has any idea on how hard it is to go from Java to C++ ?
Want to learn it to start using Unreal.
>>
>>343439742
I never knew I wanted this. Keep it up.
>>
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Polishing up for demo days. I think the difficulty of everything is pretty good right now, but some feedback would be great once there's something playable out in the wild.

>>343478440
Treeguy is the funniest character we've ever had.
>>
>>343478858
Literally Google it every time you don't know something. I know five year olds who can write basic C++.
>>
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>>343479014
You flatter me
>>
>>343474964
>15 minutes

I'm a very busy man who doesn't have the time to sit through poor jokes and pauses for laughter, Can you just summarise this please?
>>
>>343434660
Gave up. Unity wouldn't stop shaking sprites and other shit when trying to make "pixel perfect" sprites (I tried many solutions posted online, and none worked). Dealing with C# references and permissions is a fucking nightmare; don't know how to do more advanced things like get a parent or child's component if the parent/child isn't known in advance (before runtime). Don't have good art skills or sound/music production skills. Tiled importer bugs out on me for anything more complicated than square colliders. Ramp physics broke one day and got tired of trying to figure out why. Thinking about all the shit I will have to figure out if I get past those current problems just demotivates and frustrates me.
>>
>>343478858
>Something like codeacademy level where your have to code and you get a correction right after it.
I don't think there's any resource like that for C++

I would recommend using learncpp's tutorials and just Google around if you get stuck.

Learn X in Y minutes has a rundown of C++ as well which is basic enough.

Almost any issue you might run into has probably happened to someone else too at some point so more than likely you'll be able to find a solution though a search that's well worded enough.

Plus I'd argue if you try and go the Codeacademy route or use something similar you'll end up like I was for a while (and still am to some extent) where you know the basics but can't really apply anything you know to a situation that goes outside of the exercises you did.
>>
>>343463036
Holy shit that looks charming.
>>
>>343479521
It's fluff like >>343475725 said.
I don't think it really talked about meaningful, relevant polish (especially in >>343468775's case anyways)
other than responsive control.
Responsive controls are almost always meaningful.
>>
>>343479920
Okay thanks.
>>
>>343479014
>>343479014
>demo days


https://www.youtube.com/watch?v=7IPbGfDfGcI
D E M O D A Y(s)
>>
>>343479825
>Dealing with C# references and permissions is a fucking nightmare
>don't know how to do more advanced things like get a parent or child's component if the parent/child isn't known in advance (before runtime)
You can get an objects parent with Transform.parent. Finding the child is more complicated but you can GetComponentInChildren if you know there's a specific component or script on that object or just use transform as the component if you know it only has one child.

>Unity wouldn't stop shaking sprites and other shit when trying to make "pixel perfect" sprites (I tried many solutions posted online, and none worked)
Weird. I know it can be done because I've played games that have done it. Unity does suck for 2d though.

>Thinking about all the shit I will have to figure out if I get past those current problems just demotivates and frustrates me
If you want to progress you have to learn to spread things out to smaller tasks and not to worry about how much work there is to be done.
>>
>>343476791

what do you think about >>343474497 ?
>>
>>343481721
>You can get an objects parent with Transform.parent.

You can't ask for a certain component if the parent/child isn't known before runtime, I think. It will return a compiler error because it doesn't know that what you are looking for will exist when the code executes. You could maybe do a find by tag or something, I don't know. Either that or C# is just fucking me in the ass for some shit reason. I am also having troubles having objects destroy themselves when they have a require statement. For some reason a gameobject with 2 scripts and one of them requiring the other causes Unity to go crazy.

>Unity does suck for 2d though.
What doesn't? Seems like people just make their own engines. I am not using rigidbody2D though for obvious reasons.
>>
>>343481721
>>343482213

So instead of wasting 100+ more hours on fixing your problematic implementation, why not design a better one and re-write it, utilizing as much existing code as you can?

Sometimes it works out pretty good.
>>
>>343482520
Having a requires statement should not call for a complete redesign, and nor should having a way to more dynamically communicate between parents/children without very slow search methods. The latter seems like a basic thing especially.

I am sure there is a way but the point is I do not know them and hours of doing this with every little thing is very offputting instead of fulfilling.
>>
>>343482805
Even so, you can work around it.

The benefits is that you know what you need now, and the new implementation might be better.
>>
I would post here but it devalues the game
>>
>>343483478
But it already has no value.
>>
>>343483478
that and we're either super catty about what we see or all into it

lots of bandwagoning
>>
>>343482213
>You can't ask for a certain component if the parent/child isn't known before runtime, I think. It will return a compiler error because it doesn't know that what you are looking for will exist when the code executes
Can you post an example of your code where this happens? I think there's a chance you're doing it wrong.
>>
>>343482213
>I am also having troubles having objects destroy themselves when they have a require statement. For some reason a gameobject with 2 scripts and one of them requiring the other causes Unity to go crazy.
You are using Destroy(this.gameObject); and not just Destroy(this);?
>>
>>343434660
>Guys I made Asteroids in Game Maker I'm basically a professional how can this be so hard for people?

Retard.
>>
>>343482030
The coloring, pixel placing, and palet is good, but the problem relies in the pose, I'd say to practice anatomy, and mostly figure and gesture drawing
>>
>>343484441
Also try to minimalize the noise, or make the sprite bigger, so that the whole thing looks better and more understandable (specially the legs/feet and arms)
>>
>>343484441
>>343484628
Thanks for the feedback. I'll work on it.
>>
>>343476946
Still waiting on some opinions
;_;
>>
>>343484806
It's shit.
>>
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I'm currently thinking about whether the following would be fairly manageable or a fucking nightmare for a programmer.

You know how in some RPGs there's button-prompted action commands to defend against enemy attacks? Well in all those games, the enemies attack one at a time, with a set speed. I wanted to make an RPG that further developed the action command gameplay by having all of the enemies attack at once, not simultaneously, but to where you have push your buttons like AA A AAA instead of pressing A as one enemy approaches, attacks, retreats, and then the next enemy comes. Does that make sense? Now, on top of that, so it wouldn't feel like a shitty rhythm game, I wanted the timing of the enemies beginning their attack to be elastic within a certain range. So sometimes three enemies could take off like 1, 2, 3, other times it might be 1-2, 3 or 1, 2-3. There would have to be some kind of parameter set for the timing of that takeoff. It can't be too fast that the player can't press the buttons to block each individual attack (no more than eight times per second), but it can't be so slow that the challenge is lost. Considering there could be up to ten enemies within an area you roam around, and that any one of those ten could be together with other enemies in a battle, I'm assuming that means you'd have to write code the parameter for enemy takeoff time with respect to each enemies' own speed and attack pattern, so that both of the above conditions are satisfied.

Just talking about it on that basic a level makes it sound exhausting, which makes me worry because the combat system is supposed to be the absolute core of what I want this game's identity to be.

It sounds like an absolute headache and it makes me concerned that even if I had money save up for a programmer to come on board, they'd turn it down over the unconventional challenge from a genre that's otherwise one of the easiest to program for (so I've heard).
>>
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anyone have any tips on doing hair? i have a bald ass kevin mccalister, im selecting where the hair would go and extruding it ( will smooth after ) but wondering if i'm going about this a good way
>>
>>343479014
This is an amazing bossfight, let me play it.
>>
>>343485551
You know, at that point, you should just make it real-time combat.
>>
>>343485551
Your problem doesn't sound hard to me. If you mentally break down your gameplay in small steps it's going to be easy to program.
>>
>>343485551
While the picture is interesting. I'd have to say this >>343486045
>>
>>343485551
if you're hiring someone to program a game for you and they can't even manage that they shouldn't be offering paid services
that's not a hard thing to program
>>
>>343475725
You guys really underestimate the impact stuff like this has.

Imagine if God Hand played exactly the same but without the impacts on hit besides a visual cue that let you know it was happening, the "press all the buttons on the controller to hit more" and the visual effects that gave impact to your roulette wheel.

It wouldn't be the same. This stuff is the difference between a timeless classic and something everybody forgets.
>>
>>343485672
you do it like tree leaves, make curved polys with an alpha/masked texture applied to it for hair tufts. do not try to model actual, 3D hair unless you're doing some cartoony dragonball shit
>>
>>343484901
Thank you, will work on that
>>
>>343479521
juice is a nu-indie term for visual/audio/animation polish
not that there's much juice you can add if you're going for a pokemon game boy style
>>
>>343485551
>>343486194
Okay after reading your comment. It sounds like a fun game. But I wouldn't want that combat gameplay to be the selling point. Character customization, open world (or length), and great plot would have to be the core. Skyrim/Fallout3+4 have shit story and rpg elements, but the fun is the combat and amount of things to do(at least to some). Good luck.
>>
what engine do i use if i want to make something visually nice with minimal effort AND have it run on potato hardware?

i tried unity and it looked okay but nothing impressive

i tried ue4 and it looked stunning but didnt run very well

i tried cryengine and it looked okay and ran okay but i dunno about the actual coding side of it yet.

should i go on with cryengine or is there an alternative out there? i dont mind paying so long as it isn't subscription based.
>>
>>343463450
You realize the guy who fucking made Madness is making that game, right?
>>
File: Todd-Howard.jpg (66 KB, 1920x1080) Image search: [Google]
Todd-Howard.jpg
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>>343486896
unity has some sick ass fx you can import as a package then add to a camera and adjust settings super easy, crease shadows, chromatic abberation, motion blur, depth of field, did you see that stuff before you gave up on it?
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