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You are currently reading a thread in /v/ - Video Games

Thread replies: 165
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How's your game going, /v/?
>>
>>344297613


I have started early unity tutorials. losing steam because i've had a bad migraine the last day and a half. Gonna do my damndest to get back at it instead of letting my motivation melt away again like the last 100 times.
>>
>>344297893
youre never gonna stay committed to it purely off motivation. you gotta just make it a habit, do like 15-20 minutes a day til it just sorta blends into your day and almost becomes unnoticeable, then add more on, rinse repeat. Build on by small amounts.
>>
>>344297893
Sometimes, if you feel like you're hitting a ceiling, it can help to leave it for a while and go do other things that train your programming/art/story/game design skills
>>
I was working on a game for a while that essentially played out like a point & click adventure game, but every puzzle was solved by making potions. Ultimately I realized that writing the scenario was fucking hard, and the game wasn't any fun anyway. So I'm reworking what I've got into more of an atelier-style expansive crafting system.

That's how me game's going lad
>>
>>344298091
>>344298190

I do it when I have downtime at work. I only have like 1 hour invested into tutorials. I'm stretched pretty thin time wise, so if I have free time I try to devote it to developing. Once I'm done roll-a-ball, I hope to start a 2d platformer tutorial, because thats what i'd really want to make.
>>
has anyone used gamesplusjames tutorial thats behind the paywall, the updated one? is it worth it? i've never touched code before in my life and i'm looking for somewhere easy to start with something i'm interested in.
>>
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good.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
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>>344298536
Game tutorial with a paywall? I doubt it. If they had real general advice they'd just publish a book, or if they just had a few tutorials they'd release it openly.
>>
>>344299667
https://www.youtube.com/watch?v=86Bgt--Ww7w
it's an updated more in depth version of his free public youtube tutorials, so i assume he justifies charging for his course based on the strength of his free tutorials. He only has one course with a paywall
https://www.udemy.com/unity2dplatformer/
>>
>>344299530
The combat mechanic looks really interesting, but it's probably a bad idea to start the trailer with the placeholder vision cones and the opening crawl text
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>>344299932
that trailer is poopy and old

but what's wrong with the vision cones? I thought they were fine.
>>
>>344300590
Well I mean the cube mobs, those are placeholders right?
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>>344300870
well, no.

I thought they were a fun twist to the slime enemy...

There's even a giant one as a mini-boss.
>>
>>344301147
I know gelatinous cubes from D&D, but yours are kind of static and robotically moving, might wanna make them wobble when they move or something
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>>344301352
they do wobble, but I'll look into making the animation better.
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>>344297613

Pretty good, doing some light spriting.
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>>344302901
That's nice, I hope you're not one of the furryfag pixel artists around here
>>
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>>344304126

nope
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>>344297613
f-fug :DDDD
>>
>>344305804
With your art and my programming skills, we could take over the world
>>
>>344302901
Is that a tank?
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>>344306409
Sorry, already coding it with my bruv.

>>344306515

Yeh.
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>>344305804
It's very nice Anon. 'Proud of you.
>>
>>344297613
Suber Bario :DDDD
>>
>>344297613
y it mayo glone ::DDD
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>>344297613

Great.

you can find it here: www.luckydaygame.com
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>>344297613
https://www.youtube.com/watch?v=cP4yBUwVVMU

Its been a while since I worked on it because I got caught up in vidya and became a fucking lazy useless nodev piece of shit but I'm starting to get back into the groove of it. This is an old vid. Pls no bully about the music I didnt realze fraps would record the audio if that wasn't the window's focus.
>>
>>344309347
didnt think to include it but also
made a game before that, here's a playthru of the hard mode of it. I can't beat the joke difficulty of the game though.

https://www.youtube.com/watch?v=cL7pUY8sN6E
>>
>>344307620
>>344307875
no ids nod glone fugg
What should I use for the enemy that pops in and out from terrain
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>>344309852
a round, teethy mouth dick worm
>>
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It's doing amazing, I got greenlit then panicked and replaced the entire platforming code by a less shitty one, breaking every single mechanic in the process.

Now it seems stable, but I'm considering porting the game to a newer version of the engine (fusion 2 to 2.5). I don't know if it will break everything again. Might not be worth the hassle.
>>
>>344310869
looks interesting.is that a fishing rod btw?
>>
>>344305804
Pretty cool
>>
>>344311079

its a magic wand
>>
>>344310869
I'm sorry, but, this got greenlit? Can you link it? Where did you get followers?
>>
I'm just sitting my ass down for a few months with nothing to do so I figured I'd start working on a basic platform to learn how to do stuff

I wanna learn by myself instead of getting my hand held by engines that never say how shit works and that's not going too well

Someone help me out with this:
- when created, the sprite is always facing right, so I set its R variable to 1 and L to 0
- cue pic related
- should work pretty decently and save me the trouble of doubling the ammount of movement sprites for both sides
- yet somehow right after the firs time the character turns around and his var L is set to 1, he never flips back even with the other key press having the exact same code, only with L and R vars switched

the fuck am I doing wrong? I'm not even considering jumps yet, I just wanna know how to make this work
>>
>>344313318
http://steamcommunity.com/sharedfiles/filedetails/?id=172529342
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>>344310869
>>344313725
That's not the same game
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>>344299530
Looks interesting
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>>344313785
It's a better game. It's the world's first four player co-op metroidvania and it's on sale for a single buck. You should get it, and follow my work @NickRidgway
>>
>>344313318

https://steamcommunity.com/sharedfiles/filedetails/?id=688341706

It got greenlit super fast too, under a month. I'm not sure what to think about this. It's a pretty standard indie pixelshit platformer and I didn't have any special following base already. I just dropped it on greenlight for the heck of it and it worked.
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>>344297613
>it's a mario ripoff with 4chan memes
>>
What's the deal with all these threads popping up lately? Is it one guy doing it?
>>
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I'm a professional programmer who just finished their last meme project looking to do something larger.

Does anyone have anything they desire to see on the scene?
I've had my mind set recently to either lewd kobold shit or hobby mmo old runefaggot style.
>>
>>344314360
I stopped reading at "lewd kobold"

do it
>>
>>344313680
Anyone? Here's a poorly made gif of what I meant

Beck's sprite is just there as a placeholder since it's all I had lying around
>>
>>344309852
Gondola
>>
>>344314497
Exactly my thoughts. On medium though, I doubt anyone will want to collab with me, and I probably can't publish under my own name with lewdness so it'd have to be mostly written :: the only creating skill I have.
Were are all the asshole Idea people when you need them?
>>
>>344314649
>no gif posted

brain problems
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>>344314104
bait n switch as fuck
>>
>>344314360
>lewd kobold
YES PLEASE.

>you will never be sitting on the couch watching tv with a bowl of chips minding your own business when a qt kobold leaps up on the back of it and leans over your head, snatching the chip you were about to eat with her mouth
>you will never have her gently flop down onto the couch and lean against you, waiting for you to give her attention over the tv
>you will never share your attention with her and wind up relaxing on the couch, comfy af wit her hot form laying on top of you while the two of you watch stupid shit
>you will never wake up to find her having cuddled up behind your head, letting you use her like a pillow while her tail is wrapped around your neck to make sure you don't go anywhere.

it hurts to live
>>
>>344314104
Fuck off shilling, 4-player metroidvania is a bad idea
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>>344313680

im not sure what im looking at but where is the line that should set L to 1 when you press left? It sets R to zero but doesnt change L.

Also you might want to consider using a single variable for direction, like dir=0 means going left and dir=1 means going right, instead of L and R
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>>344314918
>hot form

I really hope you don't mean that literally. Because if you do, I have bad news
>>
Basic stuff, not really anything interesting yet.
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>>344313680
does L ever get set to 0?
>>
>>344315236
looks like you're the only winner in this thread. everything else is indie pixel platform shit.
>>
>>344314194
Well I have to say, the pixel art, while simple, is very solid and consistent. You also seem to have a huge variety of areas, and the trailer is really well edited. It all speaks for a professionalism and level of care that the webm couldnt' convey. Well done!

On top of all that, perhaps there are lots of people who feel nostalgia for Game Boy Kirby and Mario Land?
>>
>>344297613
Where can I play this
>>
>>344315094
Kobolds are descended from dragons. They'd be naturally warm to the touch just because of that.

Unless youre using some TMNT kobolds with no draconic heritage. :(
>>
>>344315043
Well I'm a moron. That being said, I added that var and the results are still the same as seen in >>344314774

>>344315331
Only when you press right
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>>344315236
>THAT GUN

Phantom Gun: Legend of the Future Wizard

W H E N?
H
E
N
?
>>
how do you make gayme?
>>
>>344315486
does TRANSFORM have a Cancel_Transform effect?
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>>344315713
does it what now?
>>
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I added dialogue animations and stuff. Gotta format text and add other effects though but I'm too lazy for that now.
>>
>>344313680
What language are you using?
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>>344304126
Wait, what's wrong with them?
>>
>Using unishity
>Using gamemaker "studio"
>Using any other similar indieshit tool
>Not using a real language in a real engine, like cryengine or unreal
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>>344315949
I'm just using game maker's drag 'n drop system since I know nothing of coding. Again, I'm just learning how to make anything at all before I even try working on something serious with actual coding
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>>344313680
Is Press <Left> triggered continuously or only a single time?

I'm wondering why you have "start moving in a direction" twice.
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>>344315461
It's really really early stages, I only have two enemies and basically what you see in that gif. I haven't designed any levels yet either since there's so few mechanics.

I'll be releasing a really early barebones build with maybe one level and no sound or menus for Demo Day 9 this weekend. Prepare to be disappointed. It's only had less than a week of work put in so far.
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>>344297613
I'm interested in making an RPG and there's that RPG maker on Steam but I'm not sure if it's good and don't want to give up my shekels. Is it possible to make a game without an engine?

>>344305804
Is that yours? It looks very good t.b.h lad
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>>344316051
>Not using a real language in a real engine, like your own
>>
>>344314918
Now how do you put that into a game.
I just want a Kobold wearing a knight's helmet that's too big.

But without an ideasman or artsman it might have to be a MUD or text adventure or something.
>>
>>344314360
L E W D K O B O L D

PLEASE FOR THE LOVE OF GOD
>>
>>344316187
I feel like you really have something there. It's looks fun and has charm.
>>
>>344316187
literally a mario 3 clone. end yourself.
>>
>GameMaker
>use delta_time to base movement on framerate, because otherwise you get weird effects if the framerate stutters
>movement formula is x = x + (moveSpeed * delta)


However, that means the minimum speed an object can move is 1px per Step. At 60 fps that's 60 pixels per second, which is fast as fuck.

How do I slow this down and make it more managable? Right now I'm thinking that I could store a float as my internal movement value, and set the actual x/y value of the object by rounding down, so that until the float reached a whole number it wouldn't actually move the sprite.
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>>344314360
>lewd kobold shit
Artist here, kind of busy with work atm but I'd be willing to talk about this.
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>>344313680
Create facing right, assign "Facing" to 0 (right)

On Left, move left, check Facing: If Facing is 0, then set Facing to 1, Flip the sprite.

On Right, move right, check Facing. If Facing is 1, then set Facing to 0, Flip the sprite.

You don't need two facing values (R and L) just use the one. Or better, use two sprites (one left and one right) and assign the proper sprite that way.
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>>344316253
>thinking your microscopical game"""dev""" brain can do a good language
Hahahaha
>>
>>344315881
it's cute :)
>>
>>344316128
I figured it might have been a looping issue but even applying changes as seen here it's still getting bugged

It's there twice for both checks:
>if you are already facing left (L = 1) then just move normally with nothing else
>if you are facing right (R=1) then go through these steps to change your sprite, THEN move
>>
>>344316416
floating point numbers.
>>
>>344316051
Please just use the correct tool for the job.

>>344316316
BUT HOW MAKE IT INTO GAEM other than shitty erotic novel?

It needs to be someshit like "Little-tail's adventures in the Big world".
>>
>>344316349
>>344316375
wew
>>
>>344316419
That'd be rad. I'm a life long writer so I'm good with that sorts of content. Text adventures are dead tho and it doesn't really apply anywhere else.
I just don't want to make a crappy erotic novel thing.
>>
>>344316538
Unity and gamemaker studio and similar shit.

But again, I do not expect a game "dev" to understand this, as you're basically bellow web "devs" whom are the lobotomized of the programming world.
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>>344316424
I'm trying to avoid two sprites. As it stands right now I'm just trying to make an engine of sorts to build on instead of copying MARIO / MEGAMAN ENGINE v3 GET IT HERE so basically I have no idea how many sprites I'll be using. That means each single new action will require a new sprite on the sprites tab. I'm just preventing an enormous list of assets since I don't know if I'll be using fuckhuge detailed sprites that might weight my assets down to hell and back

I'll give the one argument instead of two thing a shot and report back
>>
>>344315881
NPC's talking animation is off-center and as you probably know, the speech bubble desperately needs a little tail. I'm also not a fan of Borderlands style putting a thick black outline on everything, even background scenery, which TTYD never did.

Other than that, really good stuff. The party switching animation is pretty fucking adorable.
>>
>>344297613
>>344316187
Oh hey, I was in that thread where the spurdo sprites were made. Cool to see some new stuff

Need any artists or level designers?
>>
>>344316193
rpg maker is completely fine as long as you use your own sprites.
>>
>>344314360
>>344316419
>>344316706
We should get together on an irc or something.
>>
>>344316274
Kobold adventure where a kobold is the chosen hero. But, she's horribly inept at it. You're no adventurer yourself, but you're clever and resourceful.

>Pick out gear for her to use
>Send her out to various locations to train or undertake quests
>Maintain the home and make dinner for her when she returns
>Engage in activities to relieve the stress of being the chosen one
>Do you express your true feelings for her?

Text is perfectly fine for this sort of thing as long as the writing is good. But yes, a time/resource management game where you send her off to be a hero while you work on shit and then spend time with her in between adventures. Want to do more than a text adventure/vn? Mix it up with harvest moon/rune factory and/or recettear elements.
>>
>>344316495
Can't you just put the movement last, outside of the if-clauses?

I don't even think you need the ifs, does the mirror transform always face it left or does it just toggle it?
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>>344316538
>Little-tail's adventures in the Big world

HOW ABOUT

Little-tail's adventures with a BIG DICK
>>
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>>344316745
No you dip the genre.
The engines/tool all depend on what sorts of gameplay is the soul. Though I don't think I could stoop as low as gamemaker.

>>344316894
I could be up for that.
>>
>>344317096
Cute
>>
>>344316909
>>344316538

This sounds good my man
>>
>>344316528
What do you mean?
>>
>>344317096
#LoodKoboldadventure on Rizon.
I'll be chilling here for a bit, working on some stuff atm though.
>>
>>344316495
Is that the GMS GUI? Would not recommend.
>>
>>344316416

when you move, add 1 to a counter instead of moving 1 pixel

when this counter attains the value X, set it back to zero and move one pixel

you now move by 1 pixel every X frames!
>>
>>344316416
>However, that means the minimum speed an object can move is 1px per Step.
What?
>>
>>344316858
Can you have a team of characters like the Pokemon or Dragon Quest series?
>>
Oh, a gamedev game. Been saying it for years, I'll say it here.
Someone should make a game like Football Manager, except not about football. Make it about running an Adventurers Guild in a generic fantasy setting, or a Gladiator Club in roman times, or even some made up sport similar to Bloodbowl.
>>
>>344318064
>Been saying it for years
Could've used those years to make it yourself, anon.
>>
>>344317948

If your movement speed is 1, and you add your movement speed to your position each step, then you can't move slower than one pixel per step without sub-pixel movement.
>>
>>344316840
An artist is definitely what I'm lacking! I'm a pretty good and fast programmer now but learning to do acceptable art would take too much time (I have a job as well). 16x16 tilesize is fine and fast to make but I feel like the game might stand out more with some really nice 32x32 tilesize art. And I probably have to get rid of the traced sprite, don't want to get sued.
>>
>>344316953
Found the issue. both mirroring values were the same while one needed its xscale set to -1

But now I have a new problem

>>344317604
I don't know coding. How many times will I have to repeat this?
>>
>>344318139
I could've gone out on this fine friday night instead of sitting here eating Nutella and masturbating, too. What are you going to do about it, nerd?
>>
>>344318235
And delta is what exactly?

I'm not familiar with GM, but it should be a floating point number.
>>
>>344318283
take the size of your sprite, move forward that much when you flip
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>>344318347
Sounds like a fine evening to me.
>>
>>344318385
>The time passed in microseconds between one step and another.

>The purpose of delta timing is to eliminate the effects of the lag or slowness of computers that try to handle complex graphics or a lot of code. It is a value that can be added on to the speed of objects so that they will eventually move at the same speed, regardless of lag. This is achieved in GameMaker: Studio by using the read only variable delta_time every step as it measures the time that has passed between one step and the next in microseconds (1microsecond is 1,000,000th of a second). Therefore the variable delta_time can be used to calculate how much faster (for example) a game character has to move to make up for a lag spike in the game.

>Example:
>speed = spd * (ot - delta_time);

>The above code will set the speed of the instance using delta-time to correct for lag. The variable "ot" would be used to hold the previously calculated delta_time value so that the ratio can be used to multiply the base speed value (held in the variable "spd") and so get a consistent speed for the instance.
>>
>>344318283
Suit yourself. There will be a lot of headache.
>>
>>344317412
decimal numbers
>>
>>344318283
this
>>344317604
poster is correct, it would actually be less confusing to fix this with the GML scripting
is your character's origin at the center? looks like that is what's causing the jump
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>>344318627
Exactly, so what makes you think you'll ever, EVER move your full movespeed in a single step, unless you're going at less than one frame per second?
>>
>>344318678
I know what a float is.
>>
>>344318773
>>344318627
Oh wait, now I actually read it and you really don't want it in microseconds, you want it in seconds.
>>
>>344318765
Yeah it was an origin problem. I intend to make the switch, but I gotta learn the ropes first
>>
>>344318950

And you still can't move slower than 1 pixel per frame.
>>
>>344314104
>It's the world's first four player co-op metroidvania

https://en.wikipedia.org/wiki/Castlevania:_Harmony_of_Despair
>>
Ball in a cup HD is going well
>>
>>344319243
>60 fps
>1 frame would be 0.0167 seconds
>delta is then 0.0167
>0.0167 * movespeed = ???
I'm not sure how you're getting 1 from that, and I highly doubt gamemaker rounds everything up.
>>
>>344315981
what's RIGHT with them?
>>
>>344319235
i feel you bro. remember, sometimes it will be better to have the origin of the sprite at (0,0)

follow tom francis's tutorials, or shawn spalding - anyone that doesn't use the built in physics shit of GM
everything you are doing using dragondrop has an equivalent in GML, it's actually super fucking easy, don't be threatened at all
any other gm questions friends?
>>
>>344319462

If you're making a game without sub-pixel movement, you can LITERALLY only have 1 or 0.
>>
>>344297613
>>344315461
>>344316187
>>344316349
>>344316840
Btw, the aim is to eventually have a level editor that's really quick to jump in and out of
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>>344320000
Yeah, but why would you?

Even if you did, the least you would move per frame would still be 0, not 1.
>>
>>344320120
>Yeah, but why would you?

are you just pretending to be retarded
>>
>>344320217
Didn't you just say you knew about floats?

Why wouldn't you use them for positional data?
>>
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>>344316827
Ye I know, everything is still placeholder. I just wiped up the animations together to test the system.
I'm more worried on getting the mechanics down first and then mess with the art style and stuff. So far we are making everything like that, but we might change later.
>>
>>344297613
why did you steal literally all animation from Super Mario Broth.?
>>
>>344318283
Center your sprite.
>>
>>344318283
Center your sprites
>>
I have basic javascript down so i could start making a shitty platformer, should i instead just go straight to unity and premade assets and see if i could throw together something half-decent?
>>
>>344320337
>Battle background elements have colored outlines
This is fine. More of this, less #000000.

Other than that, this is honestly looking really fucking good for placeholders.
>>
>>344321168
Depends on what you're aiming for.
JS/html5 is easy as shit to fuck around with and you're able to make some relatively impressive shit nowadays, but you'll probably pick up some bad habits.
>>
>>344320337
I don't know if you caught my post a couple threads ago, but I'd recommending looking up some youtube videos of a game called Zapper: One Wicked Cricket for environmental inspiration. The first few levels have similar environments to what you show off in your webms, and the level select has a similar paper esque style.
>>
>>344315382
Have to start somewhere, why not drop an entire dimension?
>>
>>344321569
>bad habits
like?
i know javascript allows a lot of stuff that languages like c based ones never do but its not that bad if you try to keep it neat
>>
>>344297613
It was really nothing special. I took a game design class for easy credits and we had to make our own game for our final project. My partner wasn't very helpful, but my professor told me that my game was the most impressive in the class.
>>
>>344310869
what unspeakable act are you doing to that giant bunny?
>>
>>344314209
>Spurdo
>4chan meme
>>
>>344321383
Originally I was going to make all sprites have colored outlines, (except the characters since I was going to redraw them later so i made them all with black outlines for a while), but some anon a few threads ago said to make everything black.
But as I said, the art style is still not final and I'm finishing the mechanics first to then polish/redraw/remodel/retexture stuff.
>>
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>>344322234
JavaScript has a lot of terrible features that you need to avoid, hence pic related.

Every language that isn't JavaScript isn't C. There are a LOT of high level languages and some offer things like static typing that makes it a lot easier to write maintainable and less error-prone code, especially for big products. If you've never seen a 10kLOC JS codebase, I can tell you it's not pretty.

Of course, these days you can rig types into JS with Flow or TypeScript.
>>
>>344322234
Mainly just everything being so lenient it encourages laziness.

I'm not even sure you could technically even "keep it neat"
>>
>>344320337
>"Salutions"

Shouldn't that be "Salutations"?

Or is Salutions the name of the insect?
>>
>>344313680
I'm not sure if I fully understand your problem, but the "If R is equal to 1" will only set the variable to zero, not transform the sprite or move in a direction since it's not part of a block.
>>
>>344319502
Well they're good at pixel art from what I've seen posted here
>>
>>344323583
Doesn't change them being furries.
>>
>>344323638
Of course, but I don't give a fuck. If they are good at what they are doing why should I care about what they fap to?
>>
>>344323813
You want to play games with diaperfur protagonists instead of normal sane ones?
>>
File: Runner 76.webm (3 MB, 640x480) Image search: [Google]
Runner 76.webm
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Shameless plug for my demo day demo.
https://sinoc.itch.io/shmoop

There's a lot of other cool stuff in submitted this year, so check it out if you don't mind playing experimental and barely finished stuff.
>>
>>344324074
>stretched pixels
Haha, no.
>>
>>344305804
i touched myself after watching this
>>
>>344324369
What a coincidence.

I was touching myself before AND after watching it.
>>
>>344320337
Looks great. How long have you been developing this?
>>
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>>344324738
Since november of last year, but I had to stop for 4 months because of studies. Trying to get the most I can done before I go back.
>>
>>344322715
>>344325489
Sprites are fine either way. It's just the backgrounds that look muddy with the black.
>>
>>344320039
So Mario Maker clone?
Thread replies: 165
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