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You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 162
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Our Lord & Savior Edition

>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
http://tools.aggydaggy.com/#

>Another new thing
boreal.aggydaggy.com

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

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
Unity: https://unity2d.com/
Source: https://developer.valvesoftware.com/

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

> 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/
http://freemusicarchive.org/
>>
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first for real gamedevs
>>
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Today 405 games were greenlit. Does that include your game?
>>
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Progress, got the web store working again
dev music: https://soundcloud.com/pixelations/comfort
>>
>>143638904
>Waifu Jam still not on OP.
You had one job
>>
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>>143639030
>>
>>143639209
glad we got that out of the way early
>>
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>>143639042
Definately not.
https://www.youtube.com/watch?v=eJc_J5cmxQM

Maybe one day with a different game.
>>
>>143639209
So, 8's agdg confirmed best agdg?
>>
>>143639389
if you don't mind the slowness, sure
>>
If I'm making my own animations does it matter how many bones I use?

e.g. I have one for head, one for neck, one for each hand (not bothering with fingers), etc
>>
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programmer art is the best art
>>
>>143639738
You are the best judge on that.
If its your very first try then consider following a tutorial.

But if you know your character isn't going to have finger movement then you don't need finger bones.

If it a human character then its worth having a head and neck bone.
>>
>>143639797
Why is there a penis next to that ball.

Furthermore wouldn't it be blue closer to the penis (which I assume is the source, where it's hotter)?
>>
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Moving out of my apartment, so not much time for progress.
Did some iterating on the "company" logo (double resolution, less "pixelly").
>>
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>>143639915
do you not cast spells from your penis?

I don't know how fire works dude, I just know there's blue somewhere in it
>>
>>143639797
http://opengameart.org/content/painterly-spell-icons-part-1
>>
>>143640023
that's no fun

3d models and animation are hard and boring even to make crappy ones, but little 2d gui elements that I can draw in 3 minutes are fun to do
>>
i have 33 d/l's at opengameart
>>
>>143639738
I was thinking about doing that too. Most of the time my characters will have closed fists and their hands aren't probably going to be shown on their cose ups so I was thinking about only using 3 bones for all the fingers to be able to open and close their hands without having to rig an animate each the finger on their own.
>>
>>143639738
one bone for each joint, and it don't matter
>>
>>143640283
link ur work
>>
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I need to clean it up but am i going in the right direction?

pls advise
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>>143640372
I think you will have some issues with animating because of the model's topology.

The bone structure looks ok, Maybe the start of the wrist looks a bit high. (unless you are using it as a twist bone for the arm)
>>
>>143640527

Is there anything I can do to salvage the topology or is it a case of making something from scratch?

desu I'm editing a template, I couldn't make something like this at this stage.
>>
>>143640605
your topology is fine
dense topology don't affect the weights, its usually more about polycount
>>
>>143640372
>subdiv
that's not for games. turn that shit off.
>>
This is probably a stupid question, but in GM, how do I set the resolution? Is it the width/height option in room properties/settings? Do I need to set the same resolution for every single room? Why would I ever want to have different ones, won't that mess up my sprites?
>>
>>143640652

I was actually considering lowering the polycount, though I don't even know at this stage what a decent polycount is for a low poly model.
>>
Suppose I want to make a game that parodies various other video games.

What are the most iconic video game "scenes" that I could parody? (like how movies often parody Taxi Driver, The Matrix, etc)
>>
>>143640527
Has anyone here tried Crocotile 3D?
Seems like it could be a great tool for easy and fast low poly modelling.

https://www.youtube.com/watch?v=iZaZt5BfW74
>>
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>>143639049
Don't you need to replace that dashboard graphic? I made pic related but couldn't catch you here.
I can also give you animated shader for this.
>>
>>143640712
for a model basic as this, 1k polygons will do

subdivision looks like but lowpoly models are usually modeled by hand
>>
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Daily reminder Runescape and Minecraft, /v/'s favorite two games, were made in Java. So stop hating it on it and just like make game.
>>
>>143639915
it's double penis so it's technically dragon porn
>>
>>143640865
And they both run like absolute shit?
>>
>>143640690
width and height at room settings are the windows total size, if you want a huge world map for a rpg like game you can have a 10k x 10k room. Of course you don't want to show all of that all the time and you'll want to keep the window resolution to something smaller, like you too keep everything at the same size and don't mess with your graphics. That's where you use views. Google a little on that, you will love the shit you can do with them
>>
>>143640714
just make sure it's any entry level game from the NES era or earlier
>its dangerus 2 go alone xD fug tage this
>brincess is in another gastle hhehe
>>
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Any comments? I decimated it.
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>>143640914
Actually...
>>
>>143640968

btw please excuse the hands, I still need to decide how to deal with fingers.
>>
I wonder if unity finally implemented some way to go from a ragdoll back to animation without snapping. They have been promising it for years.. so far i don't see it in beta.. shit i hate doing it the hard messy way with double rigs
>>
>>143640945
I did a tutorial once, but his explanation of views was a bit janky.

Thanks for the explanation! I'll look into views more
>>
>>143640968
it don't matter, those little things are not important yet.
the only thing that is interfering with animation is triangles and ngons
>>
>>143641024
rs runs at like silky smooth 15fps, but that doesn't matter because it's basically turn based combat
>>
>>143641156

Okay cool, so am I in an okay position to start animating now?

My intention for this model is to just have it as a loose basis to build my animations on them reuse them for all the human characters with edits.
>>
>>143641156
>triangles and ngons are bad
when will this meme end?
>>
>>143640762
Nice, a bg that won't get my reported for hidden vulgarity like the last one
Is there a non-ant version?

>animated shader
Ill try anon, is it plug and play?
>>
>>143641253
for a beginner its not good to dabble too much on topology, it will come with practice, just move on to other basics
>>143641260
for animation yes
>>
Finally done with the cowgirl texyuring.
I'm not too happy about her mainly because I didn't have a clear idea of what hair/face/clothes to give her so I kinda came up with things while doing the model.

Now I either rig her, move on to cat girl or go back to retexture bunny loli.
>>
>>143641332
then how do you explain the fact that ALL geometry is converted to triangles before it's put on GPU?
>>
>>143641404
those are two different things

a quad that is cut into 2 triangles have different shading than a triangle you made
use decimate and triangulate your model and use specular and smooth shade on it and see what i mean
>>
>>143641310
https://www.shadertoy.com/view/XdKSDW
Welp, glsl heroku is down.
Needs some adjustments, but with shaders the size shouldn't be a problem.
Not sure if it's usable with flash or whatever you used for your game.
>>
>>143641150
Yeah a lot of times GM tutorials are really bad at explaining basic stuff.
>>
>>143641359
is that the topdown game?
>>
>>143641359
Are these for waifu jam? I'm loving how cute they look.
>>
>>143641789
I wish but no. I barely started with the coding and modeling.
I have already (almost) finished the witch game for Waifu Jam though.

I will try to have a demo ready for DD9.
>>
>>143641597
on the contrary, triangulated quad will behave exactly the same as two triangles, what you said doesn't make sense. your model editor and the game are two different things

you can fuck up any face to deform terribly, triangles and ngons have nothing to do with animation and not using them won't save you from problems. it's a subdiv modelling boogoeyman that has nothing to do with realtime models and animations
>>
>>143641858
I see, great news anyway, keep on it, anon!
>>
>>143641024
>couple hundred untextured polys at 500x300 and 15fps requires 64MBs of RAM and a 300MHz CPU
>this is good performance

lol
>>
>>143641785
The one with the wizard? No, I wish I was half as good as the guy making that.
Mine are for a rhythm game.
>>
>>143641359
at least make her legs longer. or torso shorter
>>
>>143641882
animators say to avoid them, they probably have a reason
>>
>>143642630
animators say that animators say to avoid them, they probably have a reason
>>
>>143640006
why the c before the name on the bottom left logo? aside from that i like both.
>>
>>143642796
http://blog.digitaltutors.com/ngons-triangles-bad/
>>
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i wanna put it in the onion
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Got my 4 starter spells up and running. A single target spell (flame bolt), an AOE spell (fire ball), a spell that uses a different skill (shock), and a healing spell (cure light wounds).

These 4 test almost everything, except for spells which don't require a target to cast. I expect that works, but I don't really know until I add a spell like Cure-All. Another time though.

Next up I have 3 magic tasks left before I can move on:
- Characters shouldn't be able to cast spells they haven't learned
- Characters have to learn spells from spellbook items (and must have the required level of mastery)
- Spellbook pages shouldn't be visible if the character doesn't know any spells in that school
>>
>>143642950
cute gf
she's no rotate though
>>
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>>143641359

looks good. could add a bit more detail to the face/head by making it slightly shaped like this.
>>
>>143643010
please get a tripcode
>>
>>143642880
>Ngons and triangles can also cause some strange issues at render time.
how can triangles cause problems? triangles are THE ONLY THING that GPUs can draw

>Ngons and triangles both cause issues when trying to smooth a model.
not related to realtime

>Quads Are Accepted in Every Area of the Industry
animators say that animators say that animators say to avoid them, they probably have a reason


Quads help with workflow. That's it. Stop parroting this shit.
>>
>>143643082
you: doggo on the left
me: witch doggo
>>
>>143643117
https://www.youtube.com/watch?v=VudCtEtNXbI
>>
>>143642950
wut
>>
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>>143642858
Yeah, the C makes no sense.
I think I've arrived at the final designs now.
>>
>>143643359
that's subdiv. again, sudbiv is not what you see in games. in the end it won't matter how quad-correct your model is, it's gonna be turned into triangles
>>
>>143643745
but lots of animation models are using subdiv when rendered
it helps to make quick changes
>>
>>143643672
Does having a team name/logo design make sense when you are only one guy doing all the work? I usually read people discorauging it only, but I don't want to attach my real name to my stuff.
>>
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>>143643201
>>
Can anyone explain why my bones in blender are moving when i switch between edit and object mode? They move back and forwards quite significantly.
>>
>>143644028
You should be running your own company if you're doing this seriously (for tax reasons), and having your company be your name is a bit silly unless you're Donald Trump.
>>
>>143644028
If you want investors it helps to present yourself as a "professional company" instead of "guy making digital toys in his basement".
>>
>>143643921
not gamedev
>>>/3/
>>
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>>143644028
iirc he was doing it because he legally needed a company to get grant money
>>
>>143644089
>>143644105
>>143644125
Yeah, it makes way more sense to me that way. Thanks for the answers.
>>
>>143644081
Do you have any bone constraints on them?
>>
>>143644123
not gamedev
>>>/trash/
>>
>>143644081
did you move them in pose mode?
>>
>>143644276
But then you also lose the "This was created by 1 man?" appeal, and you get sales and recognition purely on that
>>
>>143641634
I'm using Unity which uses HLSL (Or maybe something called CG?)
>mfw converting from one language i dont know to another language i dont know

I want to use this but I need help converting it
[email protected]
>>
>>143644335

I actually dunno, this is my first time doing this to be honest.

>>143644395

umm, maybe. I've been moving everything in edit mode as it was the easiest/most malleable way.

Am I doing it wrong?
>>
>>143644419
Only AFTER you've already gotten massively popular, and then it doesn't really matter anyway.
>>
>>143644491
i don't know what you wanna be doing so i can't say that it's wrong

edit mode reverts the pose to default state (hiding what you changed in pose mode). unattached bones can be moved (not only rotated) so i'm pretty sure that's what happening.
>>
>>143644081
because edit mode is for editing your mesh and pose mode is for posing your character.

in object mode you still get the pose mode preview
>>
>>143644419
I was thinkling on making a website with a small "About me" section. that explains a little that I work alone.
I kinda have a small support team (an art guy that is supossed to help me, but never does, and guy that is amazing at bugging shit so I always use him as beta tester)
>>
>>143644591

I'm just trying to set up the bones at the moment. Is there any way I can just totally reset the pose position?
>>
>>143644419
no game is being made by 1 person.
modern day indie still pay licenses fees and tools/assets. you are dependent on others.
>>
>>143644726
clear the pose. there might be a key for that but i'd say just go to pose mode, select all bones and press alt+r, alt+g, alt+s
>>
>>143644726
your pose is always set to the first key
if you want to clear the pose disable the armature modifier then parent the weights again when you are done editing
>>
>>143644442
https://alastaira.wordpress.com/2015/08/07/unity-shadertoys-a-k-a-converting-glsl-shaders-to-cghlsl/
Doesn't seem as hard as I would expect.
>>
>>143645004
>parent the weights
could you not?
>>
>>143645093
im not big on animation
>>
tfw your progress gets nothing but an obvious pity reply
>>
>>143645218
In pose mode just go under pose > clear > all
>>
>>143645084
Specifically Im getting
invalid ps_2_0 input semantic 'POSITION'
on this line
float4 mainImage(float2 fragCoord : SV_POSITION) : SV_Target
>>
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>>143645417
>>
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>tfw the dude i'm working on our game witch gives me shit about using funny code comments, or making jokes on function summaries and such
>"b-but anon this is totally unprofessional! what if our game makes it and then we hire some people to work on it and start a company or some shit, or even sell our game to like microsoft or some such and then they will look at the code, see those comments of yours and think we are some sort of retarded or noobfag shitters!"
like holy shit chill out dude
>>
>>143645450
I think you must have a proper output in a separate vertex shader.
>>
>>143645797
the funny thing is that professional devs do that all the time since programming is one of the few things that the higher-ups will never see because they can't understand it
>>
>>143645389
nice work anon! keep it up
>>
i think my artist/animator bailed on me. he was really good too and i was paying him so there was no problem there. he just up and ran off.

im fucking helpless now kill me please
>>
// doesn't fucking work thanks microsoft
>>
>>143646325
He probably found a more profitable commission. We warned you about artists, bro.
>>
>>143646325
he'll come back in a week with an email saying "oh shit sorry I had <URGENT SOUNDING EXCUSE HERE>, it won't happen again, please forgive me I won't let it happen again"
then you'll fall for it and start paying him again as his work gets more and more sloppy until you realize he's playing you for a chump.
all artists are scum, anon
>>
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>>143646214
>hi anon i got hired as your new boss because i am experienced programmer unlike your old boss who couldn't code. okay, let's see your code so i can evaluate the work you have been doing for us
pic related, it's you
>>
>>143646338
Are you using ANSI C?
>>
>>143646494
all elite programmers have insider jokes, its normal
>>
>>143646325
Oh so that is why i haven't seen any of the call of duty looking weapon animations posted here lately.


I solve this issue easily, when i hire an artist the contract he signs requires him to wear a locked explosive collar which will detonate and tear him apart if he breaks the contract and fails to deliver the contracted amount of work in agreed quality
>>
>>143645797

https://www.vidarholen.net/contents/wordcount/
>>
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>>143646494
haha okay
>>
>>143646658
thats from the guys vs girls programming meme image
>>
>>143646643
We are talking about professional coding such as windows.
Of course some shitty open sores Linux stallman garbage will be low quality mess since it's made by amateurs.
>>
>>143645450
>Compiled shader code uses too many instruction slots (231). Max. allowed by the target (ps_2_0) is 96.
JUST
well at least its past any syntax errors
>>
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>>143646407
what was i suppose to do i cannot into art of characters, the farthest ive done is bad ui

animation might as well be an arcane ritual to me
>>
>>143647076

you're hurting my feelings friend :(
>>
>>143647058
I would like to see this meme image
>>
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>>143646494
>Oh i see here that when you did this for fun you had fun with it.
>Sorry we aren't looking for people who can have fun whilst programming, we only want soulless husks!

Anyone who has done any amount of professional programming would not look down on your programs that you wrote before your game became a business that contained jokes and unprofessional comments.
>>
>>143645797
Your dude sounds like a huge faggot who's desperate for outside validation. Is he by any chance also a sjw?
>>
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>>143647076
>professional
>>
>>143647228
You'll find it somewhere on /g/. Its a shop of a Twitter discussion featuring Karlie Kloss, that super model who's financing some sort of coding camps for girls.The other image was some kind of an overly commented, super simple if-else clause and that was supposed to be the "girl" example.
>>
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>>143647228
>>
>>143647058
That's fast inverse square root you goose.
>>
>>143647876
> people are unironically praising the code on the right
>>
>>143647980
>being this stupid
>>
>>143647980
It is a shop, maybe somebody has the original image.
>>
>>143647876
>if (a < b)
> return b;
>else if (a > b && b < a)
> return a;
>else
> return 5;

This would never get past any test unit...
>>
>>143647376
Well he is also the artist so that kind of goes without saying, but beggars can'T be choosers
>>
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>>143647876
>returns 5 if a == b
>(a >b && b < a)
>"this is the end of the program" when it's just a single function

>look at her wikipedia page
>Kloss is an avid coder.
>coder

This is too much. Is this even real? Tell me it's not real.
>>
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I finally did it, after 10 months of Greenlight Hell
>>
>>143647876
The hotter the grill is the crappier he code is, because the hot ones only do it for attention
>>
>>143648283
Shoulda used a publisher
>>
>>143648283
wut game
>>
>>143647876
reminds me of this chick who got two guys fired from their jobs because at a programming conference, during a talk about source control solutions, when she walked past them one said to the other guy "i would forked her repo"
>>
>>143648328
women remind me of that phase in your teens when you're trying really hard to define yourself so you claim to be like eighteen things in rapid succession, and you find an outdated book on writing perl or something and try it for an afternoon and sort of vaguely want to pick it up again some day, and this translates in your mind to posting
>I'm a coder.
on your livejournal

women just collect titles and buzzwords to put in their rainbow glitter tumblr autobiography
>>
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https://www.youtube.com/watch?v=PXKjjhwy46U
Some more tests, got modules scripted.
Missing HP/Shield/magnet and grinder.
>>
>>143648448
Thats not what happened
>>
If you had a model/sprite/code anything you made but don't plan on using, would you share it online FOR FREE?
>>
>>143648532
Yeah, who in their right mind would fork her repo?
>>
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Is this okay? I need to fix the model itself but are these bones acceptable?
>>
>>143648654
No
>>
>>143648808
Proportions are all wrong
>>
>>143648448
Sounds justified. One is supposed to manage to say such things without being heard.
>>
>>143648919

I figured. I am guessing I need to make the upper leg bigger than the lower leg (i.e. a human body) for a start right?
>>
>>143648808
Looks fine, Kane.

You shouldn't even do the armature until you're done with the model though. Guess it doesn't matter if you haven't rigged it yet.
>>
>>143649152

I'm keeping the general body shape, just need to fix the hands and feet really. Going for low-poly toonish (programmer art) stuff.
>>
>>143649238
Okay Kane.
>>
>>143649258

please no bully
>>
>>143649304
citizen kane
>>
hi kane
>>
>>143648654
Yes. If someone else can make something good out of the stuff I'm not using, sure.
>>
>>143647132

http://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
>>
can someone post the order of unity tutorials on the website i have to learn from? i recall there being one

also any other unity tutorial is welcome
>>
Progress time!
>Made a small icon for the game.
>Fixed some bugs.
>Added local hiscore system (probably will use the same data saving system to store other info like player configuration later)
>Added different keymappings and joystick support
Still have to fix some bugs, add the sound effects, fix some assets and tweak the AI's difficulty because is a fucking cheap bastard right now.
>>
>>143648654
Yes, if I don't plan to use it.
I will probably upload outdated versions of my stuff to opengameart when I get an interesting stock of them.
>>
>>143649893

roll a ball - space shooter - survival shooter - rest
>>
>>143640101
>Having fun while devving
>Finding enjoyment in unfinished games
How dare you
>>
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Filter magic
>>
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Got stairs working now that there actually are some.
>>
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Almost finished with this menu. Need to juice the selector a bit and modify its color, and finish the icons. But I think I may just be lazy with the icons and not do them till I implement the screen they lead to.
>>
>>143651431
This screams Timesplitters to me, probably the color of the level + building/level design + font with no hand on the gun. Mite be cool.

>>143651312
I really like the middle logo, it's not busy like the far right and tells people who you are while keeping a decent design.

Anyways, I tried to find some in the OP and /agdg/ website, but does anyone have a good starting point/source for blender tutorials for modelling, texturing, rigging, and animating? I'm a musicfag who knows how to do simple/basic coding logic but I'd like to start learning 3D stuff.
>>
>>143651431

you could put ammo and health display on helmet visor.
>>
>>143651431
You need to smooth the walk animation when going up the stairs- it resets when you collide with each individual step so you kind of spasm up them instead of walking.
>>
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Remember: practice
>>
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it's just me or using textures for hair on low poly a terrible idea
>>
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Its hard to explain but the infinite black void that surrounds this rooms really freaks me out in VR. Its hard to test stuff because of it..
>>
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I'm trying to do 1 Animation A Day to learn how to animate.

Why is my animation shit?

And if you have some advanced tutorials or resources I'd be grateful. Every youtube tutorial I find is some shitty walk cycle done with basic knowledge, which I've done countless times
>>
>>143652261
Only the standing up part on the end looks terrible, the rest looks really good for a beginner.
>>
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>>143651806
Thanks. I agree that the big one gets pretty noicy with these filtering effects. Tried to cancel out some of the noise in the big one by only giving the name and the frame shadows.
>>
>>143647876
>girl, furthermore, doesn't know about the languages standard library's max function.
>>
>>143648283
Which game, nigga?
>>
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>>143647876
This is the same girl isn't it?
>>
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>>143652261
>advanced tutorials
most cover rigging and joint/bone/effector solutions

this is an "I need to study life" problem

go find some videos of a long jump and go from there
>>
>>143652001
you didn't draw that
>>
>>143653264
neither did you. go practice some more
>>
>>143652337
Figures that just reseting to the default pose for the finish doesn't look good. Thanks.

>>143652959
Well I mean more like "tips and tricks" and when to use which kind of curves, and that kind of stuff. I'm sure even seeing a professional and his workflow with no commentary would be beneficial.
>>
If you genuinely believe LLC isn't a meme you have no future.
>>
This is probably a stupid question but is raising anxiety nonetheless. I'm having trouble deciding if using unity is worth it. The pricing kinda turns me off as I already purchased GML on a humble bundle package a while ago. However, I feel like If I don't use unity I might end up pigeonholing myself by only using GML's scripting language instead of sharpening up my C# skills with Unity.
Any advice and feed back is welcome.
>>
>>143653708
Well what are your goals?
>>
>>143653264
>>>143591386
>>
good tutorials for learning 3d modeling/animation?
>>
>>143648283
Which game, nigga?
>>
>>143653754
I want to make a top down action rpg that you can jump in. In the future I'd like to make some 3d environments with 2d sprites in the spirit of old ps1 games. I figure that will be too much right now and just want to focus 2d. I saw Unity has some good 2d support and uses c#.

I guess I'm trying to figure out if it's worth it to go the extra mile. I'm also kinda worried I'll pick a bad engine if I go Unity because of its rep.
>>
>>143648448
That's not her and that's not what happened.
https://twitter.com/adriarichards/status/313417655879102464
http://arstechnica.com/tech-policy/2013/03/how-dongle-jokes-got-two-people-fired-and-led-to-ddos-attacks/

Unless you're talking about something entirely different.
>>
>>143652701
No, it's the other Karlie Kloss that pretends to program and get's 1000s of likes on her shitty social media posts.
>>
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>>143653436
those are usually dcc specific i.e. blender, softimage, maya, etc and usually behind a paywall
>>
>>143654185
>get's
get's what?
>>
>tfw terrible at coming up with names for places and characters
>>
>>143653436
cgpeers
>>
>>143654521
Let's see what you got.
>>
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reposting yesterday's progress
>>
>>143654521
Don't try for specifics early on.
Just build the world/city/town/etc and the name will come.
>>
>>143653708
>>143654063
Unity is perfectly fine for the most part. I don't know what rep you think it has but it's probably just memers.

It's not like Gamemaker is even good.

I don't know what you mean by pricing though; Unity has an incredibly fair, even praiseworthy, business model.
>>
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Thinking of having the level/difficulty selection being the player placing a statue on the table, whereupon text information about that level appears around the candle.

Opinions?
>>
>>143647876
>>143652701
Why are females so terrible at programming?? I mean its a huge, huge gap between the top males and the top females, and there are at least 10-20 times the amount of male programmers than females.
>>
>>143654716

I'm just a cheaper with the 75/month thing. Thanks for the feedback. Also is it perfectly viable to work in the free edition and then license it just for release?
>>
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>>143654668
Spooky shit
>>
http://poal.me/5ax11v
>>
>>143654823
Because it requires logic and reason.
>>
>>143654871
Technically, you're not obligated to pay the 75/month unless you're making $100,000+/year, at which point the cost is fairly trivial ($900/year)
>>
>>143654953
It's ridiculous to group 'store bought assets' into one thing.

Buying some footstep sounds isn't the same as buying your gameplay mechanics.
>>
>>143639083
But he had to force he's Anfield Goose Down Gatherers acronym for AGDG meme xD
>>
>>143654953
Nothing is okay.
git gud at 1MA.
>>
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>>143654953
Reminder even Yooka-Laylee uses store bought scripts/assets to help with the development of the game.
>>
>>143654752
2slow

Would make for great area name text though.
>>
>>143654823
not all of them
https://youtu.be/Wpv-Qb-dB6g?t=6m48s
i'm pretty sure it's the "you're a special snowflake" thing. with males you can easily find someone good but with females there's not a lot to offset all the coding princesses
>>
>>143655436
What do they use?
>>
>>143655534
They bought a kart racing script to help with the development of the mine cart sections of the game.

Wouldn't surprise me if they bought more to streamline their dev process.
>>
>>143655442
Yeah the speed is variable so thats not a problem.
>>
>>143654871
Yeah, that's perfectly fine.

https://unity3d.com/legal/eula
see 2.1a
>>
>>143655456
That thing isn't a girl.
>>
>>143655631
Isn't the point of coding not to reinvent the wheel?
>>143655686
>>143655073

Thanks Anons. I've been watching some videos for tools with unity and it's vastly superior to GML from what I see. Especially sexy is this Pyxel tilemap importer which lets you directly import tilemaps into unity.
>>
>>143655826
You shouldn't make a decision only based on what two anons tell you. GameMaker is definitely better for 2D. And thhat tilemap whatever you're talking about is worthless in the grand scheme of things.
>>
>>143655929
>tfw making 2D in Unity because GM's license explicitly forbids lewds
>>
>>143655816
You do know that unattractive woman exist right? my aunt is a butch lesbian, she looks like a man with tits.

Remember that the lipstick lesbian is only an elaborate hoax created by Hollywood.
>>
>>143656045
>Remember that the lipstick lesbian is only an elaborate hoax created by Hollywood.
Nice misinformation David.
>>
>>143639042
where did you get this graph?
>>
>>143656293
http://greenlightstats.com/
>>
>>143656402
>some games lose their Greenlit status
How does this happen?
>>
>>143639042
Looking through the 'recently released' section on Steam it seems ~30 games are released each day, how can the greenlit numbers be in the 100's?
>>
Is there a way to copy one side of the model onto the other side in blender? i.e. I want to have both hands the same without doing them both
>>
>>143656537
Turn on symmetry.
>>
>>143656462
Copyright issues maybe, or because the Author decided to not release it in the end.
>>
>>143656462
some games get kicked off of steam for being too low quality. like paranormal patrol
>>
>>143655929
I'm still kind of on the fence. On one hand I know a bit about GML but have run into a bit of clunk here and there. On the other Unity kind of interests me for the C# and potential 3d applications.
>>143656006
kek
>>
>>143656262
Keep falling for those fake "college lesbians" at your frat parties Josh.
>>
>>143656715
If you have 3d aspirations and don't plan on releasing a game anytime soon then yeah in that case perhaps you should just get started on Unity.

But if your nearest goal is to release a 2d game I'd stick with GM.
>>
>>143648189
Tell him a real dev from a real company that works with a real programmer for real money who puts real comments in his code that your guy would consider unprofessional says to consider the fact that he has never met or worked with this phantom 'real programmer' that he's so afraid of and neither have I.

But wait, there's more. We work with another one-man studio. That guy leaves even more comments than my boss does that your guy would consider unprofessional. These are programmers who built an entire game engine and accompanying JIT compiler. Google's code has 'unprofessional' remarks in them. I put 'unprofessional' in-jokes and such in all my concept art for the game.

Tell him he doesn't know what a 'professional coder' (or a 'professional game development environment') is. Code-comments are good documentation and a good stress relief and he's bogging down development by forcing you to whitewash the codebase rather than make the game. Ask him what his objective is: selling the codebase or making a game. We all fuck around a little when we make games; what's the point of it if you're not having fun? It's not like your customers/players are going to see your code comments or my terrible concept-art jokes.
>>
>>143657127
No you dumb kike, I've known real, attractive lesbians.

Not all lesbians are butch dyke.
>>
Now we're getting somewhere. Now to figure out the segmented parts. Also I knew the block needed to be fixed as it is on the to-do list, but I didn't realize how badly I broke it. Accidentally pressed it and then I was unable to do anything else.
>>
>>143657150
Will my experiences with 2d in Game maker continue to help me outside of game maker?

I'm probably beating a dead horse but I'm afeared to dive into something and have negative results
>>
After a failed attempt at making the cat girl, I went back and redid the texture for the bunny loli.
No way I'm forgetting to save the texture ever again.
>>
>>143657573
General concepts and techniques.
Beyond that no.
>>
>>143657783
cut af
>>143657817
Alright so would I be correct in assuming that perhaps using unity and c# will give me some broader experience?
>>
What are my options for making game in C
>>
>>143658010
C++
>>
>>143657573
I'm the anon who've replied to you positively about GM. I did so because GM is the engine I choose to work on for the next couple of years. But that's just me, I'm not you. You could very well find your way with Unity2D and realize whatever you wish to realize. Besides I noticed /agdg/ being biased towards GM regarding 2D (I'm guilty of this too), I'm pretty sure no one exactly knows how good Unity2D is because none really have tried much more than that. Worst case scenario if you realize Unity2D isn't quite what you need then just somehow "port" your game to GM.

My point is no matter how many questions you ask here and how many replies you get the final decision is yours. Engine are just tools, what matters is what you wish to do mate. So download Unity and try it out yourself. No reason not to. If you consider yourself to be a dev that's the least you could do anyway, and you'll gain some experience by doing so.
>>
>>143657978
Same thing as GM, as C# is rarely used outside of Unity.
There's people who move from Unity to Mono for enginedev.

But ultimately C/++ is the only "portable" so to speak, language that carries over.

But don't get it twisted, GM/Unity are still fine.
>>
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Ignore the misplaced bone. Is this foot OK for a low poly/toon character

please be gentle
>>
>>143658010
SDL.
>>
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The AGDG May Recap is now officially online at recap.aggydaggy.com! Thanks to everyone that submitted games and gave feedback. If I messed anything up (or you want more stuff added to your gallery) or you think your game was missed, please let me know.

I'll start taking submissions for the next recap (June) Toward the end of June.

Here's what's next for the tools site:
> Design changes based on tons of feedback from anons that it's "too big"
> Tutorials section to link useful documentation for engines, coding tutorials, getting started guides, etc
(If you have content you have written or that you found useful and you want it linked here, let me know)
> Some anons have asked for a "collab" section. Not really sure what this should do. Ideas?
> Still offering subdomains to anons that want to run gamedev blogs or want something to link to that isn't xxxxx.tumblr.com

I'm going to take a break this holiday weekend to get some actual gamedev time in, but in the meantime please leave feedback or suggestions either here in the thread or e-mail the site at [email protected]

Thanks again for putting up with my nongamedev nonsense and I hope this stuff has been useful to you guys so far.
>>
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>>143657783
Needs bigger eyes and more subtle mouth.
>>
>>143658406
I forgot to mention, if you've visited the site recently, make sure to clear your browser's cache so that you can load the latest styles and scripts. Otherwise you may be looking at an older version.
>>
>>143638904
>>143639083
>Waifu Jam, 3 days remaining!
https://itch.io/jam/wj2016
>>
>>143658110
I appreciate the well thought out response and perspective. I'm horrible with decision making so I appreciate the correspondence. I'm still a little on the fence but I'll make a decision today.

>>143658161
I like to get a bit of feed back before I start anything so I appreciate the info. My only assumption was that c# might be more of a "legit" language than GML
>>
>>143658646
The thing is players don't give a shit about which language you used.

Undertale was made on GM and the guy got millions.
Stardew Valley was made with RPGmaker and the guy got millions.

What matters is your end goal.
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