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/agdg/ - Amateur Game Development General
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>DEMO DAY 6 SOON
>https://itch.io/jam/agdg-demo-day-6

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

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> 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/
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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>>
2nd for cute waifus
>>
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>>127233220
>>
when reloading a room, aII my enemies respawn.

how to make dead things stay dead? gamemaker btw.
>>
>>127233384
Set the enemy objects and the room to persistent
>>
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>>127233295
1st to tell you that you are a massive degenerate
>>
I wish I was home making progress.
>>
nth for anime enginedevs
>>
I want to make a SFW game I can masturbate to.
>>
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Calling all enginedevs! What should the group name be?
>>
>>127233424
iirc if you make the enemies persistent they'll move from room to room
>>
>>127233670
deprecated by blueprints
>>
>>127233650
make it all text
>>
>>127233670
unity3d devs
>>
>>127233670
FoxTriangle (Not Round or Hound)
>>
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>already new thread
>already getting late
>I've been spending another day coding
Not that I dislike being on a progress streak but I should really try to get a real life sometimes.

Who am I kidding? Back to coding.
>>
>>127233424
i did try this, but it doesn't work for some reason. the object keeps respawning every time i reenter the room.
>>
>>127233701
Make a persistent list, and each enemy can correspond to a spot on the list. Then each spot can contain a condition like alive or dead. Then when you reload, you can destroy all the dead ones (or put dead bodies or ghosts or something).
>>
>>127231335
>>127230714
Or you could just put a public repo on github like a normal person
>>
>>127233424
figured it out. i just had to make the room persistent as well as the object.
>>
Will making a text-based game teach me anything important about games or should I just skip to Pong/Breakout?
>>
>>127234304
which is what you said if i knew how to read...
>>
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Engine: Unity 5
Sprites done with: Spriter plugin

i'm new to webm files, don't know if will show properly
>>
>>127233670
The aggy dags
>>
>>127233670
Engines Are Games Too!

EAGT for short.
>>
>>127234537
Enginedevs Fighting for the Advancement of Gaming
>>
>>127234443
It did!
>>
>>127234443
this looks simple and fun
are the punches physics based?
>>
Trying to cobble together some music for a project I'm working on, and I wanted some second opinions on a track.
http://vocaroo.com/i/s1lh5Q8Bhast
Does it sound too crowded/like too much a clusterfuck, especially toward the end? I'm worried that the reverb effects will make it too much of a mess.
>>
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how to construct an equation for this line?

i feel like an idiot for not knowing that
>>
>>127235331
if it's meant as looping background music or something, then yeah, the reverb is overwhelming.
>>
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What does /agdg/ listen to that really gets them focused to program/dev?

Mine's the entire MGR soundtrack, its enjoyable enough and fast enough to keep you energized but familiar enough to me to not be distractingly good
https://www.youtube.com/watch?v=ah7gm9mTpAg
>>
>>127235419
y=3-3*(x/10)
>>
>>127235419
Find the slope, then shift the graph according to one of the points.
You have the points (0,3) and (10,0), so you know the slope will be -10/3.
-10/3 * 0 is 0, so you need to add 3 to make it match that point.
So your equation is -(10/3)*x+3
>>
>>127235419
y=(-3/10)x+3
>>
>>127235541
>>127235675
Slope is rise over run
>>
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ayy
>>
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i dont even know what im doing
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>>127235776
>-3
It goes down three
>/10
and to the right 10
>>
>>127235541
>>127235645
>>127235675

thanks
>>
>>127235814
>>127235827

Both of these look very nice.

Great job.
>>
>>127235539
i like to listen to the vocal tracks but theres only about 30 minutes of songs with vocals
>>
>>127235814
please don't make character bullet sponges
make the game 1 bullet = kill
both ways
>>
>>127235827
the water and the boat look nice. The sail though...
>>
>>127235539
>If they ever tell you ''You can't, you will fail, it's not worth''
>If that happens
>TIME TO LEAVE THEM ALL BEHIND
>>
>>127235419
https://www.desmos.com/calculator
>>
>>127235935
wouldnt that be a bit too hard ?
>>
>>127236148
for you
>>
>>127235935
>everyone that gets shit does instantly
?????
>>
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>>127236148
you have to design from the ground-up with that in mind
>>
>>127235827
Use a prettier cloth shader and make the sail at least twice as big. That whole picture is "nice shaders" and that's it.
>>
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Here is is. The culmination of over a year and a half of on and off (mostly off) development due to actually having a job and being a lazy cunt.
>>
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>>127235827
>>127235957
got chu senpai
>>
>>127236873
This looks like shit.
>>
>>127235935
Fuck that. Jelly of his project and trying to make his game no fun?
>>
>>127236873
By year you mean hour right?
>>
>>127236873
its shit
>>
>>127236873
Aren't you ashamed?
>>
>>127236928
add a fuse to the big cannon so it doesn't look like a pot.
>>
>>127233670
>enginedevs uniting under one flag
This will make bullying even easier
>>
>>127236873
>that took a year and a half
you should give up
>>
>>127237212
>implying we aren't the ones who will be bullying
>>
>>127237246
Eh, like I said, it was on and off, with the vast majority of it off. I started during summer of last year, then got a job, moved, and finally settled in before restarting. Its probably all of less than a handful of actual coding sessions right now, but the majority of it was enginedev shit, making sure things are in order to be expandable. I haven't even touched the idea of gameplay yet.
>>
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>>127237386
>some shitposter made this unironically because the shitposter trading cards upset them that badly
topkek
looks like shit
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/57/1451574621103.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568303264.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/57/1451572621897.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568428664.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568555061.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568702255.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568837346.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/56/1451568966794.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/57/1451571189157.png
https://boards.fireden.net/foolfuuka/boards/vg/image/1451/57/1451571317606.png
>>
>>127237039
Damage sponge enemies is the most unfun thing you can do in anything. Check the dark souls 2 DLC for that.

In hotline miami almost everything killed you on the spot and that game was stellar. It also feels amazing when you shoot and things die.
>>
>>127237376
When autists try to bully other people words can't describe how feeble and pathetic it becomes
>>
>>127236873
keep up the good workfam, continue to post progress
>>
>>127233670 >>127233741
>>127233840 >>127233847
>>127234469 >>127234537

http://strawpoll.me/6430752
http://strawpoll.me/6430752
>>
>>127237653
>dark souls
>hotline miami
Just let him make the game he wants to make. "Bullet sponge" enemies have been a thing since the beginning of games. Treating every 2D game with guns like it's counterstrike is retarded.
>>
>>127237558
>some shitposter made this unironically because the shitposter trading cards upset them that badly

I'm the guy who made it (in between making sprites because pixel art is hell) and I only made it as a way to combine the board's flavour of the month shitposter (mothdan) with an excuse to get people to post progress. I actually like your trading cards and wanted to contribute to the board like your trading cards did, but with more emphasis on progress. sorry if it seemed shitposty fa.m
>>
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>>127237874
>>127237558
>>127237386
>>
>>127233670
Game Development General: /GDG/
>>
>>127236873
still better than nodevs
>>
>>127233670
>>127237874
Why are you trying to create a union inside agdg?
>>
back to have another meltdown
>>
>>127237880
I forgot that the idea of finished product is so terrifying for people here.

The fact that something has happened before doesn't mean it's worth copying and damage sponge definitely isn't.
I wanted to give the man an idea that might help his game be less of a chore to play. Didn't know I'd have to confront his avian attorney first.
>>
>>127238171
>meltdown
Added to the filter.
>>
>>127238316
soon you wont see anything f.a.m.
#rotate#mothdan#meltdown
>>
>>127237874
>>127237964
Guess I should leave out the the first two.
Making another one.

>>127238147
I just wanted to include everyone, sorry.
>>
>>127238280
>my opinion is objectively correct
>i will argue with you about it until you give up
Then I give up Mr. Game Designer.
>>
>>127238280
there is something seriously fucking wrong with you. go work on your own game
>>
>>127233670 >>127233741
>>127233840 >>127233847
>>127234469 >>127234537

http://strawpoll.me/6430878
http://strawpoll.me/6430878
http://strawpoll.me/6430878
>>
>>127237653
Not them, but bullet sponge enemies can be fun if the weapon you're using is satisfying to fire, and the hits are rewarding, and you're just as spongy. Think Borderlands 2 when firing that legendary hyperion smg (I think it was called the 'B!tch', and there were some variations to it too) at one of the tougher enemies. It's wildly inaccurate the first 2 or 3 shots, but then after that you see the weapon rapidly increase it's efficiency to pinpoint accuracy. It would be wasted (and unsatisfying) if the enemies only went down in 1 or 2 shots. Plus I liked that tapping sound it makes whenever it fires. Then you got the numbers popping out on hit, and it's just an overall fun weapon.

Where they fucked up is when they started giving enemies regenerating health and damage resistance in the harder difficulties, then it just feels like you're wasting ammo and should be using a better weapon.

If you can make it fun, do it. I think that's what matters.
>>
>>127238745
>Bordomlands 2
>Example of a game with satisfying weapons that did bulletsponge good

Just cuck my shit up senpai
>>
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>>127238280
SWAT sucks. I don't play Halo to play Call of Duty. I play Halo to play Halo.
>>
>>127238730
what's the point of this apart of shitpost?
>>
>>127235017
No, the punches are animated in Spriter

I except to add a lor of enemies, something like enemy waves, and bosses at the end of the wave (maybe)
>>
>>127238857
Tell that to Skullgirls. That game sets standards that not even AAA devs have the balls to measure up to. They have to wuss out and go 3D. (a.k.a. easy mode)
>>
>>127238730
no, if it's not at least ironic or funny i don't want to be part of it and it'll only cause drama
>>
>>127239074
>That game sets standards
the gameplay is shit, great animations and tutorials can't save you from poor uninspired gameplay
>>
>>127239332
But someone had to make the spiritual sequel to MvC 2. Capcom sure as hell couldn't do it with 3.
>>
>>127238730
>fox triangle
>not FoxTris or FoxPoly
>>
>>127239332
Also, the gameplay is fine. Not every game needs to be an open world shooter where you unlock radio towers.
>>
>>127239332
What fighting game does better with an item gimmick than Skullgirls does with Beowulf?
>>
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>not making your game the biggest most blatant p2w collectathon that is somehow considered a champion of crowdsourcing
>>
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>>127236928
>those jaggies on the cannon
>>
What 2d platformers should I look to for level design inspiration?
>>
>>127239554
disregarding your "muh special snowflake gamer high ground" there is virtually no difference between uninspired gameplay copying mainstream AAA games and uninspired gameplay copying dead/obscure games
>>
>>127239545
Fox Poly sounds cool.
>>
>>127239824
yoshi's island
cave story
super metroid
sonic
>>
>>127239664
Hey leatherman, I think you got the wrong general
>>
>>127239824
Limbo, Ori, Treasure adventure game, most mario games, metroid fusion, etc.
>>
>>127239332
>not big into fighting games, but buy skullgirls to give it a try
>punch, kick buttons
>half the animations have nothing to do with punching or kicking, they're just random hair flailing about or some shit
I've tried out SF and brawlhalla since, they seem much easier to pick up due to not being over-animated clusterfucks.
>>
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>>127235827
Vetch?????? ;___;
>>
>>127239427
what's wrong with MvC 3?
>>
>>127239824
whichever ones you like. and if you don't like any then pick a different genre
>>
>>127239918
>>127239973
Thanks.
>>
guys, making a strategy game is hard

if I wanted to make strategy game that is similar to some other strategy game out there, i would at least have something for reference

but every single strategy game is using(or is centered around) the single thing that I want to avoid - units

fuck me
>>
>>127240003
he's long dead, jim.
>>
>>127240140
ded genre
>>
>>127239683
whatislowpoly.jpeg
>>
>>127240140
Chess uses units
are you saying your idea is better than chess?
>>
>>127240405
Chess is pretty shit. It's not a game of skill or improvisation, it's a game of memory.
>>
>>127240140
What do you want to do instead of making a strategy game with units?
>>
>>127239835
>muh special snowflake
Why is it always the special snowflakes that say this?

So you're saying games should be 100% unique? Right, like music should be 100% unique too, right? Or television? Or books?

The difference is that one set of mechanics is fun, and the other is not. I'd rather someone copy a fun mechanic than a shitty one. You're telling me you'd rather play any of the Flappy bird clones over something like Freedom Planet? There's no difference there? Or maybe it's just because you prefer shitty games. Nothing wrong with that, more power to you.
>>
>>127240140
So your strategy game will be all around developing technologies, do some diplomacy then wait for the simulation kick in for you?
Seems boring
>>
>>127239824
Maze of Galious, La-Mulana, Super Mario Bros. 3, Zelda II, Super Metroid
>>
>>127240140
>strategy game
>no units

what will you manage then
>>
>>127240607
that could be said of any game played as much as chess
>>
>>127240140
stealing this idea
>>
>>127240607
It's only that way because it's been around for so long.

The same will happen to any videogame that is around and competitively played long enough, and it has plenty of times before.
>>
Should I start making a text based RPG by making all the mechanics first in a console application, and then adding it to a UI? Or does it not really matter either way?
>>
>>127240013
It's too watered down. I never looked at the manual but I could perform all these silly combos that pissed my friends off, and all I did was mash buttons. literally you can do an air combo as long as you change the direction you hit and go a step up higher in how heavy the attack is. I don't even play fighting games either, so it was more hilarious because my friends were the street fighter enthusiasts and they had more time practicing mvc3 before I even started playing.
>>
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>Units can now die
>More juice

I need to tweak the damage formula. And I'll need to start doing the AI as well soon. Shit.
>>
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Fucking optical illusions.
>>
>>127240695
not RPS
RPS confirmed for more complex than chess
Googum confirmed for dev of the year
>>
>>127240894

teach me how to make this senpai
>>
>>127240806
Videogames have the advantage of being mostly realtime, there is always wiggle room in a game of starcraft and whatnot to come out ahead due to minor variations on timings and micromanagement.
>>
>>127240806
>>127240695
That only applies to games with discrete mechanics
The human brain will never be precise enough to reproduce a game with continuous mechanics deterministically
>>
>>127239824
meat boy
>>
>>127238947
Ugh, I didn't even say what it's for.
The code repo group for agdg enginedevs.

>>127239216
Sorry I messed up, you can still vote on the other one. Any suggestions?
>>
>>127240140
how about a business sim? you play as a ceo and manage your company and finances and spending on rnd, not units on the battlefield.
>>
>>127240894
nice starcraft 2 clone faggot
>>
>>127240936
it's called game maker studio :^)
>>
>>127240894
juicy
>>
>>127240904
>Ortho
>>
>>127240140
none of my strategy games have units... what's so hard about that?
>>
>>127240910
He said "played as much", so RPS became irrelevant at the "played" part because literally noone played it besides googum.

He is also claiming that his new UI-only game has infinite content therefore it's too cheap at it's current price. (15$ or something, i never checked)
>>
>>127240998
danks
>>
>>127240976
>code repo group
I'm definitely interested in contributing

Will it be language polytheist? What license will the contributions be?
>>
>>127241117
RPS is not RRPS
>>
>>127240959
yes, but its not like the same game getting played over and over by faster and faster players doing the same thing but faster and more precisely is any more interesting than something like chess.
>>
>>127241104
None of your games are good games either.

Coincidence?
>>
>>127240616
in the long run, smth in the vein of CK 2 or EU 4, but without having to manage units

>>127240642
to each his own, i quess

>>127240661
you will manage your citizens to do what you desire
>>
>>127240632
you're dumb, my point is that the standard they set applies to animations (and tutorials) only, other than that the game is very bland

it's okay to like bland games, i'm not your mother
>>
>>127241263
I kind of agree, but I think that's only because the games that are played by speedrunners are games that are either very simple or manageable (ex: you can recover from errors in judging physics)

I don't think it's impossible for a video game to become more than a game of memory in the long term, given enough complexity
The problem is, the more complex it is, the less interesting it becomes for the player
>>
Is GameMaker an acceptable engine?
>>
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>>127241083
I prefer working in it, then going into perspective when I want to preview it.
>>
>>127241351
Now now, anon-kun. No bullying. Even if it is Googum.
>>
>>127241512
A Super Smash bros. clone was made in it. So I'd say yes.
>>
>>127241502
i was talking about competitive games or sports not speedrunning

also
>The problem is, the more complex it is, the less interesting it becomes for the player
wat
>>
>>127240661
>>127240140
>>127241449
Majesty: The Fantasy Kingdom Sim.
>>
>>127241484
>other than that the game is very bland
nah, it's pretty fun.
>>
>>127241512
Spelunky, Hotline Miami and Super Crate Box were created in GameMaker 7
Hyperlight Drifter is also using it
Use it, it's fine. Fuck the haters.
>>
>>127241104
what are your strategy games about
are the meme themed?
>>
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the other day some people said they'd be up for translating my game. email me
pigpen(AT)googumproduce(DOT)com
>>
>>127241172
That's up to you. It's only a group so you can manage your own repositories and licensing. There could be a central repo too if you don't feel like managing your own. I'd suggest MIT but you can go with anything. All languages are welcome.
>>
>>127241634
Nobody likes playing in an environment they don't understand

The only reason you see people playing complex games is because it is not complex for them
>>
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STILL working on this piece of shit
there's been a hundred mysterious bugs that have arisen over this whirlwind attack

i really don't know if i caught em all, im scared
>>
>>127241673
ok i respect your opinion but i disagree with it
>>
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>>127241762
>MIT
>not GPL
>>
>>127241795
thats simply untrue of alot of people
>>
>>127241702
Also Risk of Rain. The only thing bad about the game is the flying enemies that can move through the walls or the ground. Those cheap, cheating bastards. The game would be perfect if I could mod those kinds of enemies out. They sucked on the NES, they suck on modern systems.
>>
>>127241851
Neat
>>
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>making overhead 2D shooter
>gunshots go to directly to mouse cursor by (X,Y) coordinates
>decide to add or substract random value to X and Y to make a "cone of fire" effect
>notice the cone of fire isn't even depending of the angle you shoot
>google a function that'd would solve the problem easily for me
>don't find it
>remember trigonometry
>dig out class room notes from several years ago
>end up working several hours just to fix something you barely notice because I was too autistic to overlook it but too dumb to fix quickly
>won't be able to do any significant progress today because of this
>>
>tfw solving coding problems in the shower
>>
enginedevs ww@?
>>
>>127241875
fair enough. same.
>>
>>127241886
>GPL
kek
>>
>>127241652
from wikipedia article about this game:

>Base-building is comparable to other real-time strategy games of the period, but UNITS are autonomous
>but UNITS are autonomous
>UNITS

units being autonomous are still units
>>
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>>127242113
Are we gonna have a problem?
>>
>>127242176

Just make a game with no units senpai lmao
>>
>>127242176
literally anything could be considered a unit in a game, you dumbo.
>>
>>127241851
Are your graphics by chance inspired by the Mario & Luigi series?
>>
>>127241851
>STILL working on this piece of shit
But, Vine, that looks great. Also, WW attacks akin to Diablo 2 give me the biggest boner.
>>
>>127242454
what I meant by unit - units in board game are pieces - those little things you move around the map with your hand one by one
>>
>tfw performance problems
>>
>>127243374
What engine and what the fuck are you doing?
>>
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>>127237707
y-you're waifu isnt really that cute
im sorry im sure she is im just bullying you pls dont die
>>
>>127241449
you don't really manage units in CK2 until you get into a war
just replace the battle part with something else and you should be good
>>
>>127243417
UE4, turns out having loads and loads of dynamic lights was a bad idea

Who knew
>>
>>127243468
Reminds me of a time I said to Anon: "You're waifu a shit" but turns out his waifu was my waifu.
>>
why are all these games missing the z-axis?
>>
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Is any form of criticism here considered bullying?
What a healthy environment.
>>
>>127243657
then anon found out his waifu was a shit
>>
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>>127243556
yea, I quess I am not gonna find any better alternatives, I just keep circling back to this
>>
>>127243658
its a stylistic choice
>>
>>127243771
Only by a couple of people
>>
>>127243658
The Z-axis is too deep for me
>>
>>127243771
Typically, insults and attacks have very little useful information and can hardly be considered criticism.
>>
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>>127243771
i think theyre jokes not bullying
here's a good joke from the last thread.
>>
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So I've run into a small issue, don't know how to solve it. I have X assets (in this case, meshes) in a folder which I want to at runtime assign to various spots in a blueprint. I can't figure out how to "get" these things from the content browser. Any ideas?

In other words:
Blueprint has 7 empty Static Mesh components. When the game starts, I want the blueprint to search in a specific folder for meshes, and then pick one out of them to use. How do I get it to search for meshes in a folder?
>>
>>127244004

learn c++
>>
>>127243904
for fucks sake
>>
>>127242005
>it won't feel like shit

most people won't know why, but they'll all agree it feels like shit. just keep going anon.
>>
>>127243997
Not to mention remembering where we are.
>>
>>127242005

wish i took any notes at all in trig. I've had to re-learn all math in order to gamedev
>>
>/v/thread/322337914
stealing all these ideas
>>
>>127244534
>>>/v/thread/322337914
fixd
>>
Which arena shooters should I blatantly steal their level designs from?
>>
>>127244594
>>>/v/322337914
>>
>>127244004
Create an array of the static mesh actors and manually assign the meshes. It's inefficient to search for files at runtime if you can just reference them.
>>
>>127244665
The thing is, I want to have an arbitrary amount of files in that folder, so manually assigning them would only work if I have X and no more than X files (and then add any additional ones every time I add more to the folder).

If I can't find a solution, though, will use that method.
>>
>>127244534
>>127244594
>>127244632
Holy shit get out REEEEEEEEEEEEEE
>>
>>127244632
pros do it like this

>>>/v/322337914
>>
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>>127241541
>>127241541
incase you didnt know.
>>
>>127244815
I didn't see the /thread/. Calm down.
>>
Is it normal that Visual Studio takes a shitton of time to open?
I used to use Monodevelop even though everybody says it's shit but at least it was pretty snappy.
>>
>>127244895
Oh yes, but I like the real estate.
>>
>>127244926
Yes. Visual Studio is bloated as fuck, which sucks since it's the best IDE on windows for c++.
>>
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>>
>>127244807
>I want to have an arbitrary amount of files in that folder
Well thank god arrays can hold an arbitrary amount of data.
>and then add any additional ones every time I add more to the folder
sounds like you are just too lazy to hardcode. I sincerely doubt you will finish your game
>>
>>127244926
Yes, it's because it's loading so much enterprise goodness.

I still prefer it over monodevelop because it was better at formatting code and autocompletion, but maybe that's changed since I last compared them which was like 2 years ago.
>>
>>127244602
CS, make a de_dust clone
>>
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>Player/Enemy turns and units implemented
>No longer possible to attack your own units (lame, I know)
>Unit cooldowns working as intended, if a player has no units ready, the enemy gets 2 (or more) turns in a row
>>
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Added 3D radar, which i think is pretty cool. It takes objects which the ship scanner detects and displays them in 3D space. It can be also zoomed in and our and the size of the whole thing can also be easily changed.
>>
>>127244926
Yes, but with an SSD my VS starts within 5 seconds.
>>
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>>127245336
Fuck you! Stop being so good! stop implementing all this stuff so fast!
You're great, never stop
>>
>>127245460
>>127241012
oh you
>>
>>127245070
>arrays can hold arbitrary amounts of data
...yes, I know that.
>too lazy to hardcode
You have to be trolling. You can't be seriously advocating I hardcode that. The whole point of it is to be able to easily swap out parts.
>>
>>127245651
game maker? more like game makes itselfer
>>
>>127245336
Pls make a new Advance Wars since Nintendo has no intention to do so.
>>
>>127245028
>i
Do you draw your stuff by hand? That antialiasing looks too blurry.
>>
>>127245336
>>127245651
Wait, did you really do this in gamemaker? That looks really good for a gamemaker game.
>>
>>127245651
Again, if you need 3d models, holla at yo boi
>>
>making chiptunes
>get a good drum beat going
>add some bass
>sounds nice so far, lets add a lead melody now
>fuck everything up
Why is it so hard?
>>
>>127245704
Exactly.

>>127245778
Well, if I ever complete this engine, I suppose it wouldn't need much modification to become more advance war-sy. Right now I'm gonna go with more ranged combat (that is, you don't need to be next to your target when attacking). Of course, AI is going to be the hardest part to implement.
>>
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kickstarter When?
>>
Stupid question but hear me out
In Unity, say you have an animation that plays when you press a button (with a SetTrigger).
How would you prevent the animation from playing again and again if the player keeps pressing the button while the animation is still playing?
>>
>>127245896
The Webm quality is pretty forgiving ;) but yes, it's purely GM.
>>
>>127244926
Try downgrading from 2015 to 2012. That was my problem. 2015 is the one that took forever, but 2012 is still faster than monodevelop, at least for me.
>>
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>>127233142
Anyone know why my player model is shifting forward in UE4? Normally the camera is in front of the head, but as I play either it pulls further and further back, or the model pulls further and further away.
>>
>>127246384
Oh cool, I'll try that.
>>
>>127240365
I think he means that your normals are improperly smoothed so you're getting some shitty shading.
>>
>>127246263
use exit time or code an input lock system
>>
>>127246263
theres a button in the animator that handles that iirc
>>
>>127240140
I had an idea to make a game that was some kind of city manager/builder but the units would be other player characters who would receive updates on tasks from someone who would be randomly selected or voted to be the manager/overseer/mayor whatever.

one player manager per six or so player 'workers' to each 'faction or team, and two or three of those factions per map. so you could also have players sent to antagonize other teams or something it was gonna be either medieval castles, or fantasy (3.5 dnd-esque), or like backyard kids cardboard imagination rule the playground or w/e.
>>
>>127246386
Sounds like something is wrong in your movement script. The velocity of your camera and pawn aren't synced for whatever reason. Did you write your own movement script with blueprint?
>>
>>127245009
>2016
>not using DEVC++

it's like you WANT to be a nodev
>>
>>127246646
you must have made at least 10 games with it, where are your games?
>>
>>127233670

https://gitlab.com/groups/deprecated-by-blueprints

Went with the first poll for >>127239216, is that okay?
Post your username to be added, or add the user "agdg" to any repo and you'll be added to the group.
>>
>>127246386
Maybe the run animation isn't aligned with the idle animation
>>
>>127246818
>parents dark hair
>kids blonde
WHAT THE FUCK
>>
>>127246632
No. It just uses the base character movement.
>>
any AGDG music inclined devs want to do a famitracker collab? I think making music with someone would help me learn. Just a quick little song over the course of the thread is all
>>
>>127246835
What language do you use? I use haxe but I think I'm alone, I'm working on a skeletal animation system because spriter is shit
>>
>>127246894
It shifts regardless if I'm standing around or running around. It does seem to happen more the further I get away from the map origin though... Not sure if that's in my head or not.
>>
>>127247054
Are you doing anything to the camera or is it just parented to the mesh/capsule?
>>
>>127246835
https://gitlab.com/u/Alloyed
I only post aborted prototypes onto gitlab but go ahead
>>
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>>127246818
i ain't one to brag, but here
>>
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>>127245819

?
>>
>>127247134
It's socketed to the head joint. Internet says people have similar issues with jitter in large games, but I haven't seen anything like what I'm having.
>>
>>127246263

It might be excessive, but they did a thing for that in the Tanks! tutorial, episode 6 Firing shots around the 20 minute mark.

Although, their player characters are using a charge up attack with that button so it may not apply to your situation fyi.
>>
>>127247416

rpgmaker?
Thread replies: 255
Thread images: 132

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