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/agdg/ - Amateur Game Development General
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Current Jam
>https://itch.io/jam/agdg-boat-mecha

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

> Upcoming Demo Day
https://itch.io/jam/agdg-demo-day-8

> Previous Demo Days
http://pastebin.com/zsDQmN9K (embed)

> Jams
https://itch.io/jam/agdg-zelda-30th-jam
https://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://docs.godotengine.org/en/latest/
Haxeflixel: http://haxeflixel.com/documentation/tutorial/
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/
>>
I thought making games was going to be fun it's not
>>
Real developers have a suitable board for there "general".

/sci/ is where important shit gets done!

But you wouldn't know about that, since you apparently spend all of
your spare time posting progress pics of circularized penises LOL made in blender on a pseudo /v/ board. Typical nodev bullshit.

Join us before the next general comes along, and remember that /agdg/ is actually better suited to /sci/
Let's all leave this /v/ infested shithole and join our comrades in code on the science board.
>>
>C-cuck is still waiting for Linux Vulkan drivers
hahahaha
>>
>>135506638
then stop.

It is fun, there's just a lot of work to it, and it can be daunting task.
>>
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Tommy on Impostor Syndrome.
http://tommyrefenes.tumblr.com/post/141157110167/impostor-syndrome
>>
Yesdevs, don't worry. If anyone criticizes you or your game, just sue them.

http://kotaku.com/angered-game-developer-sues-game-critic-jim-sterling-fo-1765484317
>>
>>135506740
It's too much work even for a simple game. Also IVAN IN RUSSIA CAT PETS YOU
>>
Okay, dude who gave me the text box tutorial that honestly looks really, really nice. I seem to be getting a metric ton of errors now when I try and use my script designed for talking. Not that I want a spoon and bib to make my text boxes work amazingly, but can you tell me how to fix this?

http://pastebin.com/FahU018i

>>135506372
Thanks man. Honestly, I started there because it seemed like he knew what he was doing, for the most part.
>>
>>135506792
>In his video, Sterling had criticized the game for using generic art assets purchased online, which Digital Homicide defended as necessary from a production standpoint and part of the “cycle of cash flow that is the lifeblood of hardworking people in the indie community.”
I've heard that before somewhere.
>>
>>135506792
>directly linking kocucku
>>
the typewriter effect is objectively better
>>
I can't even into creating nodes for hex based map what's the point
>>
>>135506792
In their zombie game, I believe their first game, there are 61 seconds to each minute on the game timer.

Like how do you even do that.
>>
>>135506741
why are indie devs such weirdos?
tommy and the fat guy are misanthropes
phis well he's a dick
blow is just a misanthrope
Toby Fox is a furry
There's not a single normie indie game
developer that has had success.
Apart from Notch probly
>>
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>>135507071
...then being able to read.
>>
>>135507194
There is literally nothing wrong with being a furry

>Tfw no furry convention simulator 2016
>>
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>>135506792
>dat free publicity

Help me out gang, what stunt should I pull to make up for my non-existent marketing?
>>
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Minimaps now fully working as intended, still tweaking the slow-mo thing when the rooms get cleared, HUD not breaking anymore.

No more time for anything today though
>>
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>>135507010
>going out of your way to reply with pol memes instead of ignoring that post
lmao
>>
>>135507317
Make a good game that works.
>>
>>135507213
>then
Wew, you really are retarded.
>>
>>135507359
What are you making this is in? Also teach me to be as good as you
>>
>>135507194
Because we have the free time to be weirdos.

Wagecucks dont have time to do anything. They wake up, eat, travel, work, come home, entertain their tired brains and sleep. Rinse and repeat 24/7.
>>
>>135507359
>Sword isn't moved from the knight's hand when used

ugh dropped #groanzone

Looks pretty good, anon
>>
>>135507443
you wouldnt have caught that if the typewriter effect were used here.
>>
>>135507194
notch isn't a normie, he's just not fucked in the head
>>
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>>135507359
>mfw

>>135507401
Come on be realistic, If I could do the impossible, id make millions of dollars instantiate on my desk.
>>
>>135507194
Is this meant to be read as a song?
>>
>>135507194
Because you need to be actually crazy to successfully do 1MA or duo
>>
>>135507194
You have to be a bit weird to decide to spend several years working long hours for no pay. If you're a functioning human you'll be too busy attending society balls, or whatever it is people do with their lives.
Sadly a lot of people choose to waste their weirdness shitposting on flipbook appreciation IRC channels.
>>
>>135507918
I'm so chorry
I'm japanese
great apologies
>>
>>135507359
That looks fun! Good work.
Also the first time I've seen pixel art getting rotated, scaled, etc., which I don't hate. I think it's because you don't even pretend the game is pixel based. It's a good look.
>>
>>135506705
I just went to sci. I like how it seems like people are just talking about topics without trying to see whos e-peen is biggest. Though you can sometimes tell when the big words start getting thrown around to describe simple things.

They dont have a gamedev general though.
>>135506525
Risk of Rain;s and Undertale tier success games always scare me. There are devs who have been doing this for years maybe decades and have gotten no success. Theyve done the studies, the reading, the streaming/twitter marketing but still get piss all.

But then, some guys on their first few tries get something maybe not always a cult hit. But still something. And do none of it. That always scares the crap out of me as a beginner. Am I going to be another "so I got more than 10 views on my 7th game! New record guys! Like if you agree!" they post to their 4 followers.
>>
I got an idea, here's a hint. Your main character doesn't necessarily have to be human.
>>
>>135508681
yiffe!
>>
>>135507194
The kind of people who are weird and "quirky" like that come up with ideas and games people want to play.
>>
What about a world where instead of weather,

there's "whether"
>>
>>135508627
Theres a large amount of luck to having success, anon.

Not to say you can't affect the odds to be more in your favor, but chance does play a huge factor. Same for a lot of things.
>>
>>135507478
Game Maker, it's more about spending a load of time on it more than anything else

>>135507643
>>135507875
>>135508223
Cheers
>>
>>135508931
Thats pretty polished for Game Maker.

Didn't realize it was capable of stuff like that. Aynone aware of any other titles in GM?
>>
Hey guys, did you know that, uuuhm...
to make good games you need to collab?
>>
>>135509062
Hotline Miami and the original Spelunky were pretty good
>>
>>135508931
How did you learn Game Maker though? Also how long did it take you to learn it and make that?
>>
>>135508627
It depends on your career goals. If you are fine with being a cog in the wheel, your failed indie game(s) can get you a job for a bigger dev.

Otherwise its something of a project for NEETs with nothing to lose, or a side gig for people who have another source of income.
>>
>>135509189
About 3 months, but I already had done stuff in flash and unity
You can get the basics on youtube in less than an hour.
>>
>>135508838
what about a world where instead of you we have someone useful
>>
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>>135509450
REKT
>>
>>135509428
The problem I am having is I watched the youtube tutorials for Unity 2d stuff but I am having trouble figuring out and implementing stuff on my own looking through documentation
>>
>>135509126
Did you know if I want to collab I need people I can trust.
And people who are fine working my idea diligently for no pay.
And people who wont get upset if real life gets in the way and I have to drop everything.
>>
is there a 2d game engine that has lighting support like unity?
I love GM:S but lighting is terrible, and Unity is just awful
>>
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>>135506930
>Find a temporary workaround disabling a few lines that run off older text reading that at least doesn't crash the game on attempting to talk
>Dialog doesn't work
I don't even know what happened this time. I don't even know where to look to know what line of code is screwing up. If you're still here, diestware, please, send help.
>>
>>135467724
>>135468180
No credit necessary. I made the jingles in like five minutes. I don't really care too much about them. Just download the vocaroo files if you want. If the quality ends up being too shitty, I'll upload the mp3s on a better site.

http://vocaroo.com/i/s0tugsdPO3Wj
http://vocaroo.com/i/s1YjmuPRyq3R
>>
Did any of the collabs actually work?
>>
>>135507213
I like that picture.
>>
>>135506792
>kotaku
yikes
>>
>>135509450
I'm just trying to give helpful ideas. If you don't find them helpful please keep that to yourself.
>>
>>135509645
If you do enough tutorials you eventually learn how to do stuff on your own
>>
>>135507359
Oh wow. This is nice. Good job.
>>
>>135510651
So basically what you are telling me is I have to watch endless tutorials non stop until I finally get it? And would have to watch the entire 2d Unity playlist and then more tutorials on youtube and more articles
>>
>>135510562
you were being cheeky instead of discussing gamedev and you know it
>>
A game where people have to say nice things instead of being hurtful for no reason
>>
>>135510795
The official unity tutorials seems like they should be used more as reference. I've followed the survival shooter and roll a ball tutorials multiple times and came out learning or remembering nothing. But its nice to go back to see how they did one thing specifically.
>>
>>135510795
Learning isn't easy, anon. Just watching a video doesn't mean you'll instantly get it.

Just keep doing it. Follow along with Unity's official 2D tutorials, make sure you understand what they're doing and why. Try riffing on what they do and adding your own personal touch to the tutorial games to see if you really understand.
>>
>>135510795
Not endless, after a couple videos that show you how to make basic games from scratch you should be set
>>
>>135511034
Also what >>135510985
said. Make your own shit, and don't be afraid to refer back to the tutorials or the internet if you need help with a feature.
>>
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if you're going to shitpost at least do it properly
>>
>>135510151
HAHAHAHAHAHAHAHA kek
>>
anyone used spine?
is it better than unity animation tools?
>>
tesuji
>>
>tfw googum will never be your dad
>>
>>135511387
I don't understand
>>
>>135511612
w8 u srs let me laff even harder etc. etc.
>>
>>135511757
What is so funny?
>>
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post your about to refactor code face
>>
>>135511989
I don't.
I just close my eyes and hope all my problems will go away
>>
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>mfw making best underground game of the century
>mfw normies will hate and only a few people will love it making it into a cult hit
>mfw I'm the John Waters of video gaming
what's your aspirations agdg?
>>
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>tfw want to dev because on break
>tfw can't dev because desktop is back at dorm
>>
>>135512345
>not setting up ssh
you dun goofed anon
>>
>>135512307
Killing you t b h
>>
>>135511757
nodev + nodev = yesdev

2 negatives cancel each other
>>
>>135512307
If you honestly think that way your a huge douche
>>
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>>135512768
Why don't you go play some GTA you casual?
>>
>>135512345
is bringing your rig to your dorm a good idea? Ive been pondering about if I should do it or not.
>>
>>135512307
Are you making a game about eating dog poop?
>>
>>135513015
Yes, why the fuck wouldn't you?
>>
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>>135513096
you betcha!
>>
>>135512935
>>135513308
Avatarfagging is against the rules. Also your """game""" looks like shit.
>>
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>>135512307
My aspirations are simple.

Milestone 1.
Finish making the game.

Milestone 2.
Find a way to market the game well with my extremely limited funds.

Milestone 3.
Get greenlit.

Milestone 4.
Make enough sales to pay off all monetary costs of making the game.

Milestone 5.
Make enough sales to pay off all the time and living expenses involved in making the game.

Oh and I also want to get lucky and get rich cause a lot of people like my game for some reason.
>>
>>135513015
Depends on the size of your rig. Mine's pretty small, all things considered - mini-ITX board, etc.

So long as you don't have a retarded kleptomaniac as a roommate, you should be fine. I've never heard of shit getting stolen.

It's a bit of a pain in the ass to lug back and forth with the monitor + other stuff, but if you can fit it in a suitcase along with at least a little bit of padding, it's doable. I don't think I could have survived without mine. I was initially going to have a gaymen laptop, but then I decided I'd be happier if I built a desktop and bought a cheap laptop for word processing and internet browsing.
>>
>>135513308
Sounds great, send me a copy
>>
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>>135513437
I never play by the rules, and thanks for the compliment!
>>
>>135512307
1: make a game that 4chan likes
2: make a game that our japanese overlords love
3: get filthy rich
>>
>>135512748
But anon, nodev + nodev = 2nodev.
2 negatives only cancel each other if they're multiplied.
>>
>>135513639
Thank you , you filthy maggot.
I'm so tired of all these god damn casuals trying to do rehashes of the same old ideas they see getting popular.
>>
>>135513746
oh I forgot
>make a game that gets a porn doujinshi made
>>
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Ok so I fixed the issue with seeing 2D sprites through 3D objects (as you can see in the webm with the ant sprites.) I am using the DOOM style billboard technique, so I am drawing the sprites in the 3D space.

I think now I'm ready to make full 3D levels.
>>
>>135513490
milestone is by far the hardest and the area where you are most likely to fail
the rest is fluff
>>
>>135513978
Well, I don't see dog shit becoming popular anytime soon, so I think you're in the clear.
>>
>>135514019
>Ok so I fixed the issue with seeing 2D sprites through 3D objects

You mean other than the tongue attachment point thing?
>>
>>135509808
No, you just suck. Slautiosdev has fucking cool lighting and he's using GM:S.
>>
>>135514381
>(as you can see in the webm with the ant sprites.)
I said I only applied it to the ant sprites at the moment
>>
>>135514019
Looks really neat, man! I would say maybe make a tiny area on solid ground you could move a bit forwards/backwards, obviously a few different 3D objects would help, but still, gr8/8.

Do you mind spending a second to try and salvage this a bit for me, lad? http://pastebin.com/CrrA19eZ
>>
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>>135514306
Oh Gawd, imagine if I accidentally bring dog shit games into the limelight, and then adgd starts doing its own dogshit clowns.
I'll kill my own genre.
>>
>>135514485
You didn't, but it still looks good, anon.

Got some character to it, for sure.
>>
Going to a playtest session at my school today.

The basic gameplay is fully implemented, and there is minimal juice and content. How can I get the most out of the session?
>>
>>135514019
Whoa, that looks sick. How'd you get the boxes to work in GameMaker?
>>
>>135514306
hello dogshitposter
>>
>>135514498
what error are you having?

>>135514610
reread the post. I literally said
>(as you can see in the webm with the ant sprites.)
>>
>>135514153
Milestone 1?
Yes I agree its the hardest but 2 and 3 are just as important.

If I cant get a good amount of people to buy my game, especially on release, putting all the effort into making it would not be worth it.

Ironically, not finishing the game and releasing it as early access would be safer since I have more time to market it and could have multiple chances for it to get popular.
>>
>>135514616
observe players' actions and try to see the game from their perspective
>>
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Fuck AI programming.
>>
>tfw cant find out shit about the layout of a carrack or east indiaman ship.

I just want to find out how they stored cargo, food, and where the hundreds of crew members slept. It seems like the ships are pretty small so I have no idea where they kept everything.
>>
>>135514734
Is this my long awaited spiritual successor to Morrowind?
>>
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Fuck AI programming 2
>>
>>135513558
Thanks. A bit scared my case might be too big. But I guess well see when time comes.
>>
>>135514672
the 3D boxes? there is a built in function to make 3D boxes
>d3d_model_block
>>
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>>135514719
>doing gamedev for the sole purpose of "making it" and getting rich
>>
>>135514734
you're not kill
>>
>>135502570
>advocates for juice all the time
>calls an example of juice a meme
>>
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>>135514686
So far, issue seems to be a combination of the text not actually appearing and the portrait sprite messing up and sitting away from the actual dialogue box.
>>
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>>135514734
them dated compressed textures have their charm, but the guy looks significantly higher res and it makes everything look like shit

look at some of the good early Gothic games
>>
>>135511034
>>135510985
I am at this part trying to figure out shit on your own after watching a tutorial reading through documentation is hard as fuck How you guys do it?
>>
was a tier list ever made of this demo day's submissions?

I dont want to have to wade through the shit to reach the not so shit.
>>
>>135515148
they are all worth playing
>>
>>135515083
A higher resolution on some of the objects would be nice, but I didn't make them, and they're actually pretty old, like 2002 old. Except the bed, that's newer.
>>
>>135514719
>releasing it as early access would be safer since I have more time to market it and could have multiple chances for it to get popular.
That tends not to happen.
The sales pattern of a game released on early access is extremely similar to a standard release. There's only a small bump in sales when the "real" launch happens. And unless your game is already very popular no media covers stuff moving from Early Access to release.

14 new games released on Steam in the last 24 hours. No one has time to form more than a single first impression of a game. Make your first impression with the general public be the best it can possibly be.
>>
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>>135514952
What else am I going to do it for?
Art?
Learning?

Lets not kid ourselves, making it is the ultimate goal.
>>
>>135513978
>I'm so tired of all these god damn casuals trying to do rehashes of the same old ideas they see getting popular.
So you decided to make a surreal faux-retro adventure?
>>
>>135514720
To what degree should I explain my game? My original goal with this game was to make it very understandable and natural to play.

The only controls right now are up down left right in free space and people still only use one of the directions at a time which makes the game not very enjoyable. They also have troubles understanding what's happening when the game starts but it's literally only your animated character and the background to start. I don't really know what else to do.
>>
>>135514734
You're back!
>>
>>135514952
this is what failures tell themselves so they can continue funposting

make it big or die trying
>>
>>135515090
"What feature do I want?" Break it down into smaller components (input from this, uses this, and that). Google to see if theres an easy way to do it or a tutoiral then if I come up with nothing look up each thing individually.

>How do I access other scripts? >variables/bools from other components?
>How can I make a sword stick to my MC hand then holster?
>How to change parents using code...
So on and so forth...
>>
>>135515380
Whats your game then brosephine?
>>
>>135515380
>>135515610

where's your game
>>
>>135515368
Yes, thats why im leaning for a polished release.

Not to mention the fact I dont have enough content to impress people going from alpha/beta to final.
>>
>>135515429
Do a little loop-de-loop and show them how your controls are supposed to be used. Don't be afraid to give them tips or nudge them towards stuff that would look cool.
>>
Chillin with my game
>>
>>135515697
>>135515765
My current WiP will only garner shitposts so I wont bother.

But feel free to call me nodev if you are skeptical.
>>
>>135515418
with tones of transgressive black comedy
>>
>>135515078
well first of all I recommend going back and rereading everything so you can actually understand the code.
You have an extra "draw_text" function in there that shouldn't be there. You're "space++" and "i++" should be at the end of the while loop. Your text effects section is inside the "draw portrait" switch statement.

it seems to me you just skipped to the pictures of the code and copied it.
>>
>tfw i literally need to unplug my internet in order to get any work done
>>
>>135515806
Noted, thanks!
>>
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>mfw a known publisher contacted me
>they want to publish my game
>>
>>135516613
How much % do they want to steal from your sales if you play along?
>>
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>created current state of game from branching out from a tutorial series
>tutorial series doesn't cover some advanced topics
>find different tutorial series that does cover them
>have to create entire game from scratch using his base code
>>
>>135516613

Is it BlackShellMedia
>>
>>135516926
>being this much of a fucking script kiddy
>>
>>135516926
>create game from scratch using base code
>reverse-engineer the code into your own project
>>
>>135516926
or
>learn how code works
>actually learn from tutorials to adjust your code to implement features
>>
>>135516613
>wanting to be cucked by your own game
This fetish has gone too far.
>>
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>>135516752
haven't discussed that yet, they think I'm a whole studio when it's just one person.
I got contacted by some other people too, it's pretty confusing.
>>
>>135516926
>import code that does needed functions
>I dont understand how it works
>watch tutorial and make simplified version myself

Importing pages of code from other people is just asking for the inevitable moment you want to deviate and cant because its too complicated to write in your own shit without breaking the rest.
>>
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>>135516301
Also, don't be afraid to explain your design processes, I've found people can find our weirdo explanations fascinating. Why /does/ your movement system behave the "confusing" way it does? What makes it good/different and what led you to the current iteration? Be sure to adapt your explanation to the understanding of games you expect from them.

It helps to show you have a confident understanding of how your game works, field any questions they have, explain things they seem to be interested in.

Of course, temper this with a healthy dose of letting them do their own thing. They're exploring this world that you've crafted, be sure to enjoy watching them be surprised at what they find. Act more as a knowledgeable companion than tour guide.

Most importantly, have fun. It's your day to show off your work, and you can be proud of it if you want.
>>
daily reminder that if you're not making games for the purpose of artistic expression then you're not a real game dev and you will never make it
>>
>>135517326
Id love to keep up with the process from the beginner perspective. Is there a blog i can follow?
(and by follow i mean bookmark cause im too lazy to sign up for anything)
>>
>>135516613
It's Black Hell isn't it?
>>
>>135508627
name me some experts who've made "great games" like that with no recognition or financial success.

I feel like knowledge != ability to make interesting games. Yes there is luck and building a fanbase is something that will either catch on or not at all. But simply because you can make a FPS with complex mechanics, doesn't mean the game will be appealing and fun. Undertale got a lot of advertising by being an earthbound clone, which seemed like an untapped market before it and lisa. There's also the furry thing but I don't know much about this side of things. But the point is they seized an opportunity and had the talent to make something of it instead of another "blond guy in steel armor with blue cape who fights of evil goblins in the wilderness".
>>
>>135517823
wtf is Black Hell?
>>
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How do I into particles
Does this look flamey enough?

Also in general is there a good number to usually "cap" particles so as to keep memory use from eventually potentially going higher than it should?
>>
>>135516926
why even make a game?
just download fucking RPG maker for your shitty "story-driven" rpg. or go play dark souls because I know you're making a "DaS" "inspired" rougelike
>>
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>>135518148
how's your pong game coming along guy?
>>
>>135517729
What if I'm making games for money?
>>
>>135518128
it looks flamey but maybe add some transparent particles infront of the sprite
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>>135518128
Looks good! You'd want to cap it if you could potentially have a ton of emitters going at the same time, like tons of enemies dying or hundreds of explosions.
You'll be fine with 10 or so characters emitting maybe 50 particles a second? When you're at that low level of particles its easier to change the individual emitters.
>>
>>135518291

How's your game that doesn't exist coming along
>>
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>gamedev tutorial series
>#ep 01, 100k views
>#ep 02, 40k views
>#ep 14, 990 views
why is this agdg?
>>
>>135517729
Does thinking other people are making "x games wrong" so "I can do better" count as artistic expression?
>>
>>135518676
Why do you think?
>>
>>135518676
Humans being humans?

Same reason there are a hilarious amount of people going into "game development" classes and then complaining that there was "more math than they thought"
>>
>>135517326
Beware, there's a great deal of awful "publishers" that approach indie developers. They do virtually nothing to promote your game other than tweeting about it or a post on their blog. Neither of which is likely to get you any serious public awareness, and is absolutely not worth 20% of revenue.
If you do enter into an agreement make sure it's very clear exactly what they're going to be doing and when. "Promote your title to our extensive network of journalists and other games media thought leaders" almost always means they'll send out a generic press release. Very few people will read it, and you could have sent that out yourself. Journalists don't hide their contact details.

Actual useful things publishers can do:
Give you money in return for a cut of revenue when the game is done.
Pay for the creation of physical versions of the game.

As already mentioned, BlackShellMedia has recently been made famous for being utterly useless and skimming revenue off large numbers of developers. But there are many other similar companies out there.
Be clear on exactly what they're providing you with and exactly what you're providing them with. If at all possible talk directly with people that have released a game with them already.
>>
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>be artist
>some programmer complain he wants to collab because he can't into art
>I show him my art
>he likes it
>show him my email
>2 days and no email
;u;

Why programmers complain about no art but when someone shows ready to collab they leave.

I want to make an audio game for blind people, so 0 art (i want to make the audio).
>>
>tfw implemented a third person camera
It doesn't even work remotely the way I want it to yet, but hell, it follows the character at least.
>>
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how to maek good 3D rpg:

http://www.worldofgothic.com/gothic2/?go=g2komplettloesung
>shit ton of branching quests that the player has incentive to do and good story coupled with it, with a decent amount of effort to make it look less railroaded by either not marking them and making the player go trough puzzling instructions to even get to the nearest shitter and the actual quests even more so, people love it when a quest is a puzzling mess on purpose you cant make left or right out of, but is still not impossible to get right and feels good when you do it

>odd as shit combat mechanics, literally anything is better than a "cleik buttan to maerk enemee go boom" world of warcraft pushover

>villages and locations with npcs that have set routines along with the day/night cycle, random street walkers are optional/unneeded

>add in some shitty mechanics which can be as simple as jumping half a meter in the air and grabbing on to a ledge, or sneaking around to steal shit from NPC homes and hide shit that makes the player's life easier by using this gimmick

>lots of magic related shit abusing the fact that YOU HAVE A 3D GAME HOLY SHIT, ranging from the shittiest , player aimed, fireball, to some black magic summoning shit and the most situational but extremely useful shit like Sleep, and a bunch of odd shit like "Will O' The Wisp"

>interesting wildlife and enemies that aren't uguu kawaii animes, or polished beasts like something out of a power ranger episode. Something that looks disgusting but believable for "low level" , and something as disgusting for the higher level, but more majestic by adding a trophy piece on it, along with a stitched together optional hunting system that just works and gives the player incentive to go off exploring the deepest shitholes you made just to find the next rarest purse material

>as many unintentional features as possible, as long as they dont crash to the desktop too often, or wholly impede player progress
>>
>>135518956
Programmers aren't good at socializing.
>>
>>135518676
Same reason gyms are nice and quiet after the January rush.
>>
>>135518291
I tried making a DaS inspired rougelike and gave up
>>
>>135518956
You can make art for me. The catch is you will only receive generic instructions for each piece of art I need and wont know the game being worked on.

And by art I mean models I can import.
>>
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>>135517586
I have no idea why people are confused with it. You seriously just move up down left right in open space. I was thinking of just bringing a controller so they can use an analog stick with a hacky implementation.

But I'll be sure to explain some design decisions I made should it come up. I think you've explained a good mood to have during the process, thanks for the advice!
>>
>>135518872
oh well thank you, it's not like I need the money.
I'm just doing games as a hobby, I have a job as an engineer, so I know all about contracts, NDAs and all that shit. It's just so odd that someone would want me to make a full game and publish it.
>>
>>135519243
I can only 2D, sorry.
>>
>>135518676
Who do you think makes the "i give up" posts
>>
>>135518998
Ive always wanted to make a game like that but its practically impossible for a 1MA unless you willing to spend 10+ years of your life on it.
>>
>>135519361
>why people are confused with it
It's because there's no static reference by which they can understand their motion.
In that GIF are you moving to the left and the camera's following you? Or are all those little fish swimming to the right? I've literally no idea.
The swirls overlaid just make it even more confusing. Are those fixed? Parallax? I don't know what's going on.

Start the player in a cave or near some fixed rocks. Moving around in that environment will get them used to how the player position, camera and background motion relate.
>>
>>135519361
No prob friend, I've been demoing my own project all year, so I've built a little experience in how to make it go well for me at least.

P.S. ur game looks neato.
>>
>>135518956
Here's the thing.

As a NEET programmer, you're asking an artist to do hundreds of hours of work for no pay in exchange for a percentage of profits that might never exist and you don't know for sure if you'll even complete your project which would screw over your artist, and vice versa if the artist flakes.

Collaborating is an awkward thing made worse by the social anxiety of the people involved.
>>
>>135518956
Elaborate on this game
>>
>>135516129
I reread it again to try and understand what I did wrong, and did the fixes you said, but I have two major "problems".
1. I'm not sure which instance of draw_text you want me to get rid of. I assume the one not in the modifier section, but whatever.
2. When I attempt to run it now and chat, it tells me that "modifier is an undefined variable".
http://pastebin.com/Gy5VWLYt
I did read over the text portions, and I thought I had a decent understanding as to what went wrong.
>>
>>135518956
>I want to make an audio game for blind people, so 0 art (i want to make the audio)
funny you mention that. I'm using sound effects for my game in a way that if a blind person tries it, they'll be able to play without looking because of the cues. Even thinking about color palettes in case color blind people want to play.
>>
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>>135519642
of course it is, but you dont need 80 people for it either

these schmucks must have had about 4-5, maximum 7 people when they started off

their game got moderately successful at first, but it skyrocketed, and even today thousands of people are buying it on steam and giving it retardedly good reviews

then they kept going, hired a few more, made a better game and so on, until they hit a spiral of "bettur grafik = gooder gaem" and shat out some dysfunctional crap that lost all its charm and fun, with gigantic maps, but nothing to fill them
>>
>>135520250
basically pacman where you simply try to find a key while avoiding some basic squares, but there's no maze.

The game is played in a black screen and you use the sounds to guide yourself.

The music reacts dynamically to the actions on the level, such as enemies instruments change volume, chords, key, motifs based on what is happening.
>>
So CryEngine is completely free now. Anyone giving it a shot?
>>
>tutorial explains his life story 90% of the entire video before starting the actual tutorial
>>
>>135520430
>gothic 2
>better than gothic 1

When will this meme die?
>>
>>135520391
I need a dynamic audio system for this game (which is basically pacman).

for performance reasons I can't simply use 500 diferent audio loops and try to make them sound like a song in unity.

I need a programmer to code some dynamic audio system.
>>
>>135518998
>be giant AAA studio with lots of money and talent and investors willing to take risks
got it
>>
>>135520632
The price was never the problem
>>
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What's the best approach for making a tile-based game in Unity?

Well, my idea is to have a code that, once the game starts, snaps all objects to the nearest tile. The problem is how to make the tiles.

I tried using a nested for loop. It works, but it's reeeally hard to add objects to something you can't even see, since the tiles aren't generated in editing mode.
>>
>>135520632
Making it free doesn't make it less shit.
>>
I'm into linear algebra and want to do hands-on math stuff.

Where do I start with shaders, or I don't know, whatever else you suggest.
>>
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>when you nuttin but she keep suckin
>>
>>135520725
i feel the first one has a bit too many "features" for my taste

the controls were bonkers retarded, and plenty things made it less fun of an experience

>>135520809
>get like 3 other retardeded neet artists and programmers
>just like make gaem
refer to
>>135520430
>>
>>135520812
OH I know, but it's a new version. Surely is better now. Maybe.
>>
>>135520430
Well if I ever make it and have the funds to hire 5-10 devs I will definitely consider trying.

Gothic is up there in my rankings, in the shadow of all time goat Morrowind.
>>
>>135521036
>add more features (like volumetric clouds that are cool but just eat up pointless draw calls in anything except a flight sim)
>dont' fix any of the real problems

I swear to god CryTek is filled with retards.
>>
last time I ask.

It's any programmer here willing to collab with some art guy?

Or should I look up other places?
>>
>>135521202
I've never tried it so I don't know. What's the tl;dr of why it's bad?
>>
>>135521306
>art
What does that even mean

Do you do 2D or 3D?
>>
>>135521441
2D but I'm planing on making an audio game so I'll be making and designing the audio.
>>
>>135521306
Post some examples.

Also can you do animation?
>>
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Hey fellow devs and GM users.

I have a question if anyone is kind enough to help.

Before my AI shoots a bullet I want to check whether there is no wall/ally affront of the shooter.
I do this with collision_line(x1,y1,x2,y2,obj,prec,notme).
But some bullets are quite big, so even though collision_line finds no collisions, the bullet will still collide because it's collision box is bigger.

How can I make collision_line thicker?
Or rather since that's probably not possible, how can I use collision_rectangle(x1,y1,x2,y2,obj,prec,notme); to check this? Basically I would use it as a thicker collision_line, but I'm having problems getting the rectangle to be centered on the AI and towards it's target in the right direction and position.

Pic related, top left is how collision_line checks. Top right is how collision_rectangle checks. But how can I check like bottom right?

Any ideas?
>>
>>135521381
Biggest issue is that the pipeline is entirely reliant on Max and Maya. You can't get any assets into the engine without them.
>>
>I'm an art guy
>>
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>>135520632
>follow Star Citizen development
>dont want to touch Cryengine with a ten foot pole

Its become synonymous with bugs for me.
>>
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>>135521549
nigga.
I'm cristian
>>
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>>135511225
Like this?
>>
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>>135521690
>>135521753
>>
>>135521634
Use two offset collision_lines. You'll need some trig to deal with the rotation but it's simple.
>>
>>135520279
Here is the complete code from the tutorial. I highly recommend you compare it to yours so you can see what you're doing wrong rather than just copy/pasting

http://pastebin.com/WjiJ855y
>>
>>135521306
Are you an art guy in the wall David Hellman is an art guy, or the way Shad0wTheFlameHog03 is?
>>
>>135521381
It's basically just UE4 but worse in most areas, with less support and slightly nicer terrain editing.
Proprietary formats (not even in a 'muh freedom' sort of way, they just make things more complicated for any engine that uses them)
Very unstable in my experience, and I didn't even do any coding with it.
>>
>>135521689
Oh I see. That's retarded.
>>
>>135521856
I'm not a pro, just an amateur, but I just want now to get gud at art and learn to work in a team.
>>
>>135521306
It's sad, but it's hopeless. Neo-AGDG doesn't do collabs.
>>
>>135514734
>>135514929
Hello you faker
I miss the REAL WiNdowsNME
>>
>>135521987
What game do you want to make? I know how to program a bit, if it's not really hard I might help. Or you look for someone else
>>
>>135522049
I guess I'll ask my facebook indie group then.
>>
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>>135519689
Yeah the background is definitely a placeholder. It's all one image in parallax. I knew relativity was an issue I needed to solve but I didn't think it was that crucial. I guess I was wrong! I'll definitely add some more but I can't do it before the session unfortunately. Bumping that up on the priority list!

>>135520097
Thanks! Here's a bit more of the actual game.
>>
>>135521987
What are you looking for? In game, time, tools, etc?
>>
>>135522276
see
>>135520587
>>135520746
can you code a midi player from scratch?
>>
>>135522390
see
>>135520587
>>135520746
>>
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>66 total hours of maya courses spanned across 11 weeks
>66 hours advanced 3D modeling
>16 hours of tablet drawing courses
>8 hours how 2 mek compooter moosek
>these fucking sky high prices

are these worth doing

i don't know how far becoming an ace in all fields of game design is going to get someone

most studios need someone to do one thing good
>>
>>135522354
Whoooa, shit man, that's cool as hell.
>>
I am going to use a loop to find 287 objects. Once it finds one, I want to assign it to a variable. I was going for:

Transform Grid + AmountLooked = GameObject.Find("Grid" + AmountLooked);

But I can't use "+" when declaring a variable

What should I do?
>>
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Not much has changed visually, but I've mostly redone the logic for using the moves and whatnot so it can now be actually approached and edited without nearly as much bullshit.

I don't have a hammer move right now, but in the webm I do have a placeholder for it to show that Mario can now use multiple moves instead of just jumping.
>>
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>>135506525
does anyone have a torrent/link to the gamemaker language book from benjamin anderson ?
>>
>tfw ur game thinks ur good at kissing
Th-thanks, game
>>
>>135523005
never read that but you dont need it. the gamemaker documentation is fantastic and explains everything plus provides example code/images
>>
>finally get my system set up to compile the Vulkan loader and layers
>ten billion warnings
Why are programmers so shit?
>>
my dream is to make an ero game that people can fap to
>>
>>135523326
my dream is to make an ero game people will play for the plot
>>
>>135522662
>I can't discipline myself so I have to literally pay to be spanked for not doing my homework
>>
>>135523503
>getting someone to teach you shit constructively rather than going off and blowing 200 hours on shitty tutorials and barely managing to make anything
>>
>>135518956
me coder, show me you art
>>
>>135522662
where do you live? i'd kill for classes like these

only thing near me is generic figure drawing and zbrush classes for like $500 each
>>
>be a beginner to programming
>start working on a game in fucking pygame
>very slowly add new features, decide I'm gonna need a real engine
>decide on godot
>>implying real engine
>pretty much relearning everything from the start
>I'm exactly where I was 2 months ago
>>
>>135523817
Stop deceiving the poor little kid
He's clearly lost
>>
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>>135523839
romania is a disproportionately great place for everything IT related for some reason

prices are proportionate to the average wage, i can afford them easily as well, but it will leave a bigger hole than usual

Bucharest and Cluj are really great in that regard, i fucking don't know why.

http://www.clujit.ro/en/
>>
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If you're gonna do the "Coder looking for artist" or "artist looking for coder" thing, showing some of your stuff is probably the best start.
>>
>>135522607
That sounds interesting. I haven't coded anything like that so I'm not sure how hard it is. I can give it a shot, though I'm very busy so I'm not sure if the time I can dedicate will be enough, depending on your scope.
>>
>>135522726
You make me happy anon
>>
>>135524347
trieded, didn work
>>
>>135524380
if you're interested you sent me an email to be in contact.

There's no time pressure, just want some programmer to have fun doing cool stuff togheter.

I have done 2D games on libgdx so I understand coding and won't be asking stupid shit.
>>
>>135522354
>>135524510
not him but that does look very nice anon

best of luck
>>
>>135524560
Did you link a portfolio or sketchfab/tumblr/whatever or did you post a single sprite?
>>
Is it remotely possible to make a top-down game look good?
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