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/agdg/ ablaba gaba daba games
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You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 137
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>>!!!AGDG WINTERJAM IS ON!!!<<
>http://itch.io/jam/agdg-winter-jam-2015
>14th December to 21st December
>Theme is Winter

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Demo Days
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
LÖVE2D: https://love2d.org/wiki/Main_Page
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
>>
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(REPOSTIN)

Secondary progress for the day: redid (AGAIN) my trail shading stuff.

This actually not a replacement, it's additive... until now, my trail renderers have been flat surfaces. Now, after some serious study of Bayonetta 2 (and the Bayonetta effects in Smash 4!) and T:D, I've concluded that the trick to good trails is not JUST to manually animate the curves, it's to ALSO use depth-rendering surfaces to make the trails look fuller and more pronounced from all angles.

SO, to that end, the "trail tip" (the one that changes size based on the anim) is, in addition to being rendered with the trail renderer, uses a ribbon renderer (which stitches together camera-facing particles rather than socket-defined triangles) so that it has depth from any angle. The animated hemicircle effect ALSO has a secondary mesh which is a modified Torus, playing the same SubUV animation.

As an added bonus, swipes can now also define a rotational rate per-instance, which helps them look smoother for circular swings (where before we just layered them at roughly 90 degree angles)
>>
I fucking love meat
>>
who doesn't love juicy cock desu senpai
>>
WILL SUCK DICK FOR ART
>>
Who wants to start a floppy wiener jam?
>>
>>125720296
sounds good mang
>>
>>125720396
Will suck at art for dick
>>
>>125720545
>not a peanus weanus :D jam
>>
Are there any engines outside of Spring that are specialized for RTS?

If anyone has poked around in Spring before, is it easy to use or a complete nightmare?
>>
>>125721349
looks half monkey
>>
>>125721349
Anon, that makes me uncomfortable and I don't know why.
>>
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>>125721349
>>
>>125721476
Maybe its too deep in the uncanny valley

>>125721445
In a good or bad way? Maybe I should reduce the ears
>>
>>125721689
sure is summer here
>>
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Babby steps in unreal.
Environment assets largely taken from the open world demo. That shit's unusable in games though.
>>
>>125721802
Oh come on it looks smack like it
>>
>>125722129
>>125721629
don't mind me
I'm just shitposting at 3 am after some deving
>>
>>125721802
summer wasn't around for Reboot
>>
>>125719993
first for music person
https://soundcloud.com/mobiusdisco/duskdawn

SHOW ME WHAT YOU GOT
in terms of working demos
>>
>>125722561
>How do you model animal crossing characters?

first hit when you google "animal crossing models" gives you a good idea
>>
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Saving now works in-dungeon as well.
Also added a consumeable item for this.
>>
>>125722561
>How do you model animal crossing characters?

Same way you'd model anything else. How is this a question?
>>
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I'm still alive, in the middle of moving across the country so I'm mostly just working on writing and story stuff. Have a tree. The leaves will move eventually.
>>
>>125723378
keep it going, looks good. how does the game look now that the portrait is facing in?
>>
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Getting somewhere. Added engine trails, charging animation and collectible ore. Don't think I'll even attempt to go further than just "lines" with the graphics.
>>
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Shitty animation strikes again!
>>
>>125724601
That actually looks pretty cool. Whats the gameplay like?
>>
>>125724601
i like the aesthetic
>>
>>125724846
treading water?
>>
>>125725521
Falling animation, probably needs more movement in it so it doesn't look like drowning in syrup.
>>
>>125724865
Just the old mining and upgrading kind of stuff. I plan to make it be focused on searching for rare ores and ship customization.
>>
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Literally knew nothing about art or animation last week and now I have this webm to share.

Sorry the webms so shitty I'm still getting used to obs and didn't feel like making another one.
>>
>>125725923
oh.. ok
>>
>>125724846
It's an abstract kind of game
>>
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hi
>>
>>125726185
this nigga

>>125726050
Thats amazing progress if true

>>125722959
nice texture
>>
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>>125726234
Gives me Yoshi's Island vibes
>>
teach me how to codde pls
>>
why so dead
>>
>>125721830
fucking BALLIN' my man. you got a blog or something? this is one of the games i'm pretty interested in.
>>
hahahahahahahahaha
>>
>>125722250
hello there germanbro
>>
>>125726185
Someone needs to put that text onto that pic
>>
>>125726050
Seriously? Where'd you learn?
>>
>>125726352
>>125727707

I watched 3 blender tutorial series.

One about general blender use. One about character modeling/animating and one about turning models into sprites.

I fucking suck at anykind of 2d art so I thought of this idea and can't believe that it actually looks ok.
>>
>>125728134
Would you be so kind as to link me to those?
>>
>>125724601
every day i spend a few minutes almost copying your game completely to go my own way with, but i always do other stuff instead

Keep up the good work!

>>125726989
Steam?
>>
>>125727076
Why do you think? The shitposting has gone through the roof ever since you know who came back.
>>
Why aren't there a million low poly turok clones?
>>
>>125728324
Sure thing buddy.
Be warned it's extremely time consuming and the character one especially is fucking brutal cause the guy goes so fast.
I think I spent literally a whole day on each of that guys videos trying to do every step.

https://www.youtube.com/watch?v=LLV7h-WLIx0

https://www.youtube.com/watch?v=DiIoWrOlIRw

https://www.youtube.com/watch?v=dKgmRESI6L8
>>
>>125729226
there are
>>
Why aren't there a million monster hunter clones?
>>
>>125729275
Thanks a lot man, I don't care how long it takes, I just need to get better at this shit.
>>
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LOW POLY IS LOVE
>>
>>125729206
I don't know, I have the threads always open but I ignore every post that doesn't have an image.
>>
Why?
>>
>>125729417
You're goddamn right.
What emulator is that running on? Last one I tried with a resolution hack was really buggy.
>>
Why am i laughing so hard?
>>
Why aren't there a million fire emblem clones?
>>
Why arent you using Live2D again...?
>>
>>125729948
Because euclid isn't out.
>>
>>125729585
I wouldn't be able to tell you, I saved it for inspiration, not my webm
>>
>>125729690
Because you're a BR and your people can't hold the urge to hue
>>
ask programming questions
preferably related to C#
>>
>>125730296
Why would you use Java: Microsoft Edition?
>>
>>125730417
The documentation is amazing, an the .Net library is powerful and easy
>>
>>125730417
C++ is the only real language
that being said
I dont know why anyone would use java instead of C#, even when I consider baby languages like python or ruby I'd still rather code in C#, its comfy as fuck
>>
>>125730417
>C# is just java
Love this meme. Java is 10 years behind in features.
>>
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>>125730721
>>125730934
>>125730950
DESIGNATED
>>
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>>125645485

How is this? Again, I have absolutely no clue how to be funny.
>>
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PLAY MY GAME

http://covalentbonds.itch.io/horse-game

its fun and full of shit
>>
>>125729275
Bros, where can I get something similar for spine?
>>
>>125731225
>I have absolutely no clue how to be funny.
then don't try to make something funny, anon
>>
>>125731225
A portrait next to the text might help, even if its just a scaled up version of whats on the map
>>
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what ide should I use for c++ dev?
>inb4 notepad++
I want code completion and a debug button because muh productivity
>>
>>125731940
use visual studio, dingus
>>
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I just mix into one game all my current best ideas.
I don't give a shit now about becoming an indie developer but at least I'll make my dream game, just like Toady and DF.
>>
>>125720143
I have to ask you. Why are you still in agdg? It just seems beneath you. Do you ever post progress anywhere else? You don't have to reveal where if so.
>>
>>125732017
Visual studio is for fags

>>125731940
Use Code::Blocks
>>
>>125732017
sorry senpai but I don't use a meme os
>>
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JUST LIKE HUSTLE
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>>125731441
But it's an important part of my vision for the game. I'm not going to take away from the game just because I don't know how to be funny right now. If it takes me 20 years to learn to be funny, then so be it.

>>125731704
Does the speech bubble not help enough? I feel like portraits might make it worse.
>>
>>125732245
do I really have to get an md5 filter so I never have to see this hipster shit posted again
>>
>>125732029
Nice scope you got there I'm sure it will work great
>>
>>125732314
Does it upset you watching other people attempt to make memes in agdg
Does it bother you even more when those memes are positive
Are you going to cry
>>
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>>125732314
YUP
>>
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aaaand we're done with this tut
game complete
:^)
>>
>>125731940
vi or emacs, if you're gonna go hardcore do it right.
>>
>>125731940
Visual studio if you wanna get things done
vim if your not child
>>
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>>125732314
not that hard tbqhwyfam
>>
>>125731940
CODELITE
O
D
E
L
I
T
E
>>
>>125732571
>>125732112
seriously though why would you use an ide other than VS on windows for C++
>>
With each passing day I feel like I should write an article or something about scope, most of the people I know IRL are completely self-unaware and can't scope within their capabilities for shit.
>>
>>125729417
>pixel font
>on fucking 3D
>on fucking anything for that matter
disgusting
>>
>>125732682
Get over yourself ideaguy.
>>
>>125732669
>seriously though why would you use an X other than the X I prefer
>>
>>125732787
He may be a disgusting ideaguy nodev, but it really is a huge problem that plagues a lot of indies.
>>
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okay so my recommendations are visual studio, not visual studio, code::blocks, three different text editors, visual studio again, codelite and visual studio a third time

I'm on linux tho, so which is better out of code::blocks and codelite?
>>
>>125732787
No, I'll make the next WoW, you just wait and see brah
>>
>>125732961
>Linux
literally give up bro.
>>
>>125732961
Codelite makes code::blocks look amateur tbqh
>>
>>125732961
CLion
>>
>>125732961
if your on linux youre using a text editor and the command line

or your installing windows, why were you on linux in the first place

>>125732904
>asking for the merits of other programs out of genuine curiosity
>none given
ok
>>
>>125732682
I don't see feature creep as a serious issue for most beginning developers.

As long as you're not solely developing the game (i.e. financially dependent on it, which you should never be at that stage), you have plenty of time to implement features and learn from your mistakes
>>
>>125733107
>none given
considering both your posts are shitposts, I see no reason to change that.
>>
>>125733229
>learn from your mistakes
Feature creep being the biggest one
>>
>>125732295
Speech bubbles appear in game, we're not switching our attention between the dialogue area and the game area each time the text changes. Also portraits would give characters more presence/personality, and the UI would be less bare
>>
>>125733229
>I don't see feature creep as a serious issue for most beginning developers
have you ever seen failed kickstarter project #2198356189?
>hey you should add this
>okay
>hey you should add this too
>okay
>hey this would be a good idea, you have to implemented it because I backed you with $100 of my autismbux
>okay
>game is never finished
>>
>>125733229
haha wow

confirmed for nodev
>>
what do other GameMaker devs use for their standard step speed? My basic greybox platformer -ish room seems to stutter every minute or so at 60 steps, but at 144 it disappears completely.

Would it be acceptable to set the desired speed to 144, or scale it to the user's performance with delta time?

Or is the stuttering from a common oversight (like a wonky page file)? I barely have anything going on in the test room and the code isn't very complex or resource-heavy.
>>
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>>125733842
>GameMaker
>>
>>125733726
nah, but I think we're talking about different kinds of projects. The ones I see in dev threads pretty much never have scope issues.

The real problem is people having unrealistic expectations of how long and how much it takes to make a decent, polished game.

>>125733467
>kickstarter
>not financially dependent
reread my post anon
>>
>>125733842:

>>125734010
salty nodev
feel free to ignore
>>
>>125734010
>>125734158
GameMaker is great if you have the ability to work separately from the drag and drop system.

Execution control may seem obfuscated to a beginner or nodev, but you can control everything.
>>
Did slipstreamdev start his kickstarter?
>>
>>125732487
Konami would be proud
>>
what sort of games did vine make and what do they look like? post pics
>>
>>125734427
GM is pretty great as a prototyping tool, i've doing arduino gamedev and have been testing out gameplay in that first. Quite comfy once you get past the weird type system.

not sure about doing a large project with it, stupid intellisense, no easy refactoring and other programming features would get on my nerves.
>>
>>125735076
Vine made Cavern Kings. Google it yourself.
>>
>>125735170
thank you heaps
>>
>>125734839
Not yet. It launches friday. And where he lives it's currently 01:41
>>
https://www.youtube.com/watch?v=KkJ8C1MEKLs
okay, now I want to play undermemetale.
>>
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Does anyone here use boost::serialization?
I'm trying to serialize a class with two 2D arrays of shorts (and some UINTs) but whenever i try to open and load the data I get the error "array size too short"
Can anyone help me? I can provide more info if that will help
>>
>install codelite
>make a workspace
>it crashes
>>
>>125735920
How's your array size?
>>
>>125736017
code::blocks it is then
>>
>>125736217
20x21
>>
>>125735920
>using bloat boost
>>
>>125736550
what would you recommend?
>>
>>125736686
Usually, specialized libraries perform better than Boost at trivial stuff
Boost is only good for getting an implementation of features that are not yet standardized IMO, since the standard will usually keep the same interface, making it easier to replace later
>>
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working on player movement, capture sucks because i'm stuck on laptop for break
>>
>>125737060
looks neat f.am
>>
>>125736686

>>125736969
This.
Depends on what you're using, and get only what you absolutely need.

in case it's something real simple, you should code your own function and not rely on libraries.
>>
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my sprite sheet is ending up really jumbled in no small part due to the irregularly sized sprites

tiles in my game can be flipped horizontally and/or vertically, and there is a second layer that is blended via a binary or. I tried to remove duplicate sprites.
>>
Anybody got that infograph that's about how to make low poly environments?
>>
>>125737060

it's cute. cute!
>>
>>125738317
Wouldn't it be easier to draw with multiplication mode instead of blending with binary or?

1 is white and 0 is black. Multiply both textures.

Looking good by the way.
>>
https://www.youtube.com/watch?v=2jqKiVHS6x4

this is how I feel everyday with tiny glimpses of "holy shit I'm gonna make it" that fade away as quickly as they came.
>>
>>125738920
probably and thanks

I've got to get to drawing more natural stuff (hills, trees, rocks...) which was never my strength.
>>
>>125732682
it truly is the dealbreaker

to someone who's getting into gamedev I'd say start with literally the simplest game you can think.

One mechanic, one win state, one lose state, a splash screen, a main menu, saving and reloading and that's it.

Finish this whole thing that is a playable experience from start to finish and then move on to bigger projects.

Otherwise you're still learning but you're putting the top of the pyramid before the base is done.
>>
>>125737060
finally someone that scoped good enough for 3D
>>
is Tiled the defacto program for doing tile maps?
>>
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is agdg dying
>>
>>125739628
>defacto program
nice meme expression
>>
retarded question but: what kind of price is someone generally going to want for a 30 second track for a trailer or w/e
>>
>>125739216
>I've got to get to drawing more natural stuff (hills, trees, rocks...) which was never my strength.

I'm also terrible at drawing natural stuff.
I can model a house or a brick just fine, but when it comes to stuff like shrubs or clouds, i can't seem to get that "random" natural shape.

It seems forced.
>>
>>125739015
Ive been hearing about Parks and Recreation for years, but now I'm actually going to try it

/blog

gamedev question
Whats a good naming scheme for events in MVC?
When my model fires an event, my viewcontroller picks it up, but then my viewcontroller fires its own event, for consumption by children of the VC. How should I name the events to differentiate handler on the VC (which listens to the model), from the event on the VC that is listened to by the children?
>>
>>125735076
vine2d.com
>>
>>125740107
"meme-" is a meme meme
>>
>>125740257
your and meam
>>
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>>125740257
You're right
>>
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>>125732761
you think that's bad
>>
>>125740182
if you can power through the first and second seasons it's a pretty great watch (first is the worst imo). After season two it's smooth sailing.

I would highly recommend watching the before or after. It's the superior show imo and the first season (that's not pretty great) is also just 6 episodes. From season 2 to like 7 it's absolutely great, then season 8 is all fucked up and then season 9 is great too.

Just like Lisa is the 4chan earthbound and Undertale is the reddit Earthbound, I'd say The Office is the 4chan show and Parks and Rec the reddit show. They're all great but one's never afraid to offend if it means a great joke.
>>
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Added some screenshake because that's what the kids want nowadays, right?
>>
>>125740443
>I would highly recommend watching the before or after
THE OFFICE FUCK
>>
>>125740486
Good now add more
>>
>>125740486
Dear god, lessen the screenshake
>>
>>125740486
Now make it MP like Flap MMO/that meme eating game pewdiepie plays and have leaderboards.
>>
>>125740150
>>/pgdg/
>>
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>>125740486
Neither the projectiles nor what they're hitting are connected to the ship, why would you experience any shaking? If anything you'd shake when you fired the projectiles, and maybe shake when you're collecting the ore or whatever it is
>>
>>125740947
>questioning screenshakes
Just look quicker growth in number of replies of the screenshake version vs the one without
>>
fuckit im making a mobile game
>>
Fucking programmer art.

I can't help it.
>>
>>125741135
I thought this game was already finished since you are working on that furbait game now.
>>
>>125741541
?
>>
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>>125741135
I think Jack is in like 6 games now
>>
>>125741720
That's some psx draw distance nigga. Yours could be called minimalistic, mine looks like shit and takes too much precious dev time. Not even gonna post it, you'll see it at the jam.
>>
you have to explain things SO FUCKING CLEARLY in order to not receive shit comments in ludum dare.

what's that? you referred to right mouse button as "RMB"? suddenly no one knows how to play your fucking game
>>
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>>125741807
im gonna have a Jack Attack™
>>
>>125741875
Don't stress about it. I've had people complain about the fact that there were only 2 button controls when the theme is 2 button controls.
>>
Do I work on C++/studying procrastination project or music?

>>125741860
ya "minimalist" definitely is one word for something this poor
>>
>>125741602
motherfucking walk cycle
>>
>>125741875
One dev mentioned that people only seemed to read about five words before they'd skip the rest
>>
>>125742195
You an enginedev? This actually looks good, I say work on that C++ bro.
>>
>>125742472
Kind of, thats where my interest lies. I'd like to actually make games as well (read: use an engine and be productive) but I don't really have any great ideas or the patience to learn an engine or do any art. I just do this cause I like programming and designing stuff.

I'm a music bro anyway so I don't even need a game.

>>125722615
See you everythread my music family, keep up that /hustle/
>>
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>an endless runner but with stealth
>you have to compromise your speed to sneak past obstacles but fast enough so you don't get fucked by the auto-scrolling
>>
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>harvest moon clone where you can overwork yourself and become mentally stressed, but rather than negatively affecting gameplay it opens up "nightmare" minigames and romance options with girls who think they can change you
>>
>2D animation in unity
fuck this is simple. It'll be easy to make 'decent' enough shit for my game
>>
A game where you play as a golf ball on a miniature golf course, first scene is a small child (or angsty teen) hitting you far off to the other side of the course and getting lost in the shrubury. You have to solve puzzles and fight birds, squirrels, and other renegade golf balls to make it back to your home on the 18th hole (where your family is waiting for you)
>>
How the FUCK do I art.Fuck this gay ass project, I'll learn piano instead.
>>
>>125742856
Or get rid of auto scrolling and have an endlessly generated stealth game
>>
>>125743176
I'm learning piano, wanna be friends?
>>
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I'm doing it! Big bucks here we go.
>>
>>125743139
Unity has a great animator for both 2D and 3D. The only IDE that can compare to it is Flash and Flash was literally made to create animations.
>>
>>125743176
>>125743139
>>125742320
>>125741541
I don't know about your art, but you are funny. Maybe you could just find an art friend.
>>
>>125743467
>being bad at your own videogame
>>
I'm making a twin stick shooter similar to Hotline Miami and Nuclear Throne. I want to give it really good spritework. I want to make it so each angle of the character is its own sprite. Obviouls I can't make 360 sprites, so would 16 angles suffice?
>>
>>125743476
The second one was me
I hadn't tested out the unity 2d animation editor, but you basically just more and rotate sprite objects around.
All you need to do is separate out body parts and use the timeline to change their positions and rotations.
The game I'm working for is specifically trying to do things minimally (effort), but still retain some polish. This will help a lot with that by making idle animations really easy to do.
>>
>>125742815
I'm going to start upload things more often, but I would rather post the same and possibly get a project than put it off and never get a possible.

most of my music is non-video game anyways so I don't post any of that.
>>
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>>125743776
Ya i just made a new soundcloud and am going to populate it with < this thing someone said a couple threads ago
https://soundcloud.com/yarnfox
>>
>>125743613
You know you can just rotate them. Also you only need 8 angles tops.
>>
>>125744170
RIXELS REEEE
>>
I'm debating between seamless loading of zones (top down game) and having a small loading between them.

I'm thinking the loading between them could be decent pacing and separation of areas since the game isn't like "constant adventure" feeling that a game like Pokemon would give off. Plus it would be easier to implement.

I never played the original final fantasy games. Were they seamless? Most RPG's I've seen aren't, so I'm thinking that could be good from a feeling standpoint
>>
>>125744241
I can tell you that ff7 and ff1 were, as far as I can remember, pretty much seamless (other than maybe a frame or two of black) as it switched to the next area over.
>>
>>125744426
Seemless would mean no frames. That's loading other areas
>>
>>125744504
It was a fade out and in in 7 if i remember correctly, whatever you call that
>>
>>125737060
>>125743467

plz more
>>
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>>125743914
>>125743914
thats a genius idea
>>
I need a shooting enemy concept for the winterjam. Something that'd fit in the theme and doesn't throw snowballs (that's what the player does already).
>>
>>125744864
Ya, a few are really out of my comfort zone like "Caribbean" so It should be good practice even if i embarrass myself.

I intend to become a master of all music so this'll help
>>
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Ideas for a comfy train game?
>>
>>125744954
piss shooter, R. Kelly style
>>125745238
OpenTTD intersection mechanics, spacechem style input-output puzzles
>>
R u drunk yet senpaitachi
finals and lewdums over SPRING BREAK WOOO
>>
How about a game where you play as Krampus.
Your goal is to drag everyone away to into christmas hell.
You have to set up traps with your presents, manipulate the weather, get your helpers inside the house, capture people whenever you can, and if you're able put out their fire so you can go in yourself and finish the job.

It'd be kinda like watching people in the sims and trying to trick the AI into falling for your traps.
>>
>>125740486
>ok it's lines in space and you can shoot
>oh cool it eats into the thing
>"all the floating giblets lerp to you"

YES
>>
>>125745238
http://brucebelk.itch.io/ghost-train
>>
>try to participate in winter jam
>my game is set in a winter setting
>it has nothing else to do besides that
>i left the setting for the end while i make the rest of the game
>might not have enough time to do that
>my game has nothing to do with the jam
wew lads
>>
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This is the graph that determines if your game appears on the "play and rate" page on the Ludum Dare website (sorted by "Default")

There's a "default" value is determined by:
D = 50+R-5*sqrt(min(C,100))

Where D is the "default" value
R is the number of ratings your game has
C is the coolness ranking (how many games you've rated)

The page usually shows games with a "Default" value less than 46.

x is the number of ratings your game has and y is the number of ratings you have.
You need to be in the purple zone to appear in the page.

Notice that voting more than 100 times will have no effect.
>>
>>125746370
just apply a dark blue filter and add snow particles and its ready bro
>>
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es ket sleep
>>
>>125746370
pretend it's austraulian winter
>>
>>125747457
>crazy cat lady sim
>>
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>>125747457
is game of koshka ))))))))))))))
>>
>>125747457
>in-breeding narcoleptic cats
>>
>>125747457
memegame material
>>
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>>125747749
>>125748197
2real
>>
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>>125748197
what I love is that there's this cat here that seems to be slowly turning into a doge 2.0

if I can release the game in time for the memefest it will be perfect.

or maybe it's already gone and I missed it.
>>
>>125732487
>Tut
Which one?
Would like to just start trying to make something.
>>
>>125743467

I too have made that rollaball game

we /yesdevs/ now right?
>>
>>125745238

trains are the definition of comf, just you, the scenery, maybe an open book, the gentle rain outside
>>
>>125743467
some guy on twitter took that turorial and made it fast and fucked up enough to look really fun. He switched the ball for a cube and it just moved in a very erratic fashion.
>>
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how the fuck do I do this /v/

the faces are aligned 100% to my hi-poly

want to engrave exactly as-is

using blender
>>
>>125750419
what are you trying to accomplish?

use boolean
>>
>>125750419
boolean modifiers
>>
>>125750419
unless you're just doing 3d you should just use a normal map for this.
>>
>>125750419

pretty easily
create 20 sided polygon
create 3d numbers
use the numbers to cut out of the polygon
???
done
>>
>>125750908
>>125750926
>>125750941
>>125750950
It sounds to me like he's trying to bake a normal map using the high poly model.
If that's the case, it's easy. Set up your UV map on the low poly model, select the high poly one, shift+select the low poly one, and then bake normals.
>>
>>125750908
which mode? the d20 is like 20mtri and that shit takes forever even with a xeon, 980ti, and 48 niggabytes

>>125750941
I am using a normal+AO+height map. This is the hi-poly I'm making that shit from. The low-poly is already finalized and uv-unwrapped. The difference will be the roundness of the corners / bevels and the numbers will be 2D on the low-poly.

>>125751110
Yeah I am, but need to cut the numbers into the highpoly first.
>>
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Been busy with shit but had to make bodies for the base model in the end, felt too limited. using a placeholder shield and sword for now

>>125737060
I like it, It looks cute
>>
>>125751153
you need a multires object to bake high to low
>>
>>125751340
Shit I baked the multires because it made computing mods take forever.
>>
>>125751379
wait everything's fine I can just bake the high-res version with the numbers and shit in substance painter's workflow instead of blender
>>
>>125751153
>Yeah I am, but need to cut the numbers into the highpoly first.
Oh, use boolean tools for that.
>the d20 is like 20mtri and that shit takes forever even with a xeon, 980ti, and 48 niggabytes
Here's what I would do: create a normalmap from the high poly die. Next, invert the normals for all the numbers, then create a normalmap from the inverted numbers.
Bake a map of any kind with transparency to get a relevant alpha channel for the second normal map, and then layer that over the first normal map.
>>
>>125751331

its cute! cute!
>>
>>125751340
>you need a multires object to bake high to low
This isn't true. You can bake normals to and from any object in blender, it's not just for multires objects.
>>
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>>125751536
I wish this shit was multi-threaded or cuda
>>
>>125751683
how would those reduce memory overhead
>>
>>125751683

blender has a cuda renderer...
>>
>>125751745
They wouldn't, but it wouldn't take ten minutes to try each mode.
>>
>>125751745
I think he's referring to 14% CPU usage
>>125751683
Like I said, I would have just baked the normals separately for the numbers and then combined the normal maps.
>>
https://www.youtube.com/watch?v=V5N0Vg3gR2c
s-so this is the power of unity
>>
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>>125751807
I have it turned on but it doesn't seem to help with boolean.

Fuck.
>>
>>125751683
you need to enable cuda in preferences and then switch to it in renderer
>>
>>125752048
>and then switch to it

what the fuck is wrong with the blender devs

VBO off by default, and now this shit.
>>
>>125751958
why are you using boolean its a crutch for shit artists
>>
>>125752203
>hey manually move 10 million tri to do this engraving

nope
>>
>>125752260
also I'm simulating a CNC look, so fuck brushing the numbers in.
>>
>>125752203
>why are you using boolean its a crutch for shit artists
LOL
>>
>>125752127
yeah i was always wondering about that as well
also i dont think it will help with boolean
>>
>>125752347
if you are simulating a CNC look then use NURBS models.
>>
>>125752260
Everything about your methodology is terrible.
You didn't need to use such high poly models to generate the normals: the normalmap won't be that detailed. If it were, you'd have been better off just modeling some of the detail in. You're clearly either using far too high resolution a texture, or you're zoomed in enough on the die that it would be stupid NOT to include more mesh detail.
And even then, you don't actually need to use the boolean operations to do this. You could bake separate normal maps and combine them.
>>
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Who Winter Jam here
>>
>>125751649
i don't think its possible since both objects need to have similar surface
>>
>>125743613
>shooting that's constrained to certain angles
That's the absolute worst. Just rotate it, ensuring the game is rendered at proper resolution to prevent rixels.
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