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/agdg/ - Amateur Game Dev General
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Early Morning Best, Edition

>Waifu Jam (13 HOURS LEFT)
https://itch.io/jam/wj2016

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

>Game Dev Articles New article when?
boreal.aggydaggy.com

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

> Next DEMO DAY (Nine) #9
https://itch.io/jam/agdg-demo-day-9

> Previous DEMO DAYs
http://pastebin.com/Qi63yBxd

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity2d.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/
>>
>>143968234
Thank you for posting best girl
>>
in case you don't know about it, here's something cool
ithare.com

also I posted this a few days ago, but some people might've missed it gameaipro.com
>>
WHO IS THAT ANIME GIRL AND WHY IS SHE ALWAYS IN THE OP

WHAT DOES SHE HAVE TO DO WITH GAME DEV?
>>
1-3 - music
4-6 - programming
7-9 - 3d modelling
0 or dubs - sketch whilst listening to music
>>
jesus I should really get started
>>
vampire bit is pretty fun my only issue was that the controls seem a little sticky
>>
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>>143969016
what? who? why?
>>
>>143969016
Programming is the truest dev anyway.

Never heard of a music developer or a art developer.

There are two kinds of people in the world, software developers and nodevs.
>>
I'll ask here before I go with my implementation of a solution.

I have a lot of information in my save file, say, in total it's 50MB.
Saving and loading that would take probably 5-15 seconds~ (let's say, not actually testing it, but it isn't instant)

I want to save information every second, maybe some coordinates and some basic info about the game, nothing too much. Individually, it would take up maybe 5KB max if I serialized only what I needed to update frequently.

The problem is, right now I have a single save file, and if I update it, I have to update ALL of it.

>How do you/would you approach this?

My solution right now is to have a single class which stores extremely basic information and a list of strings which are filenames.
Then, I'll have individual chucks of info written to their own files.

When I go to save, I only have to save the info I want and the 'base file' that contains the filenames.
The end result is I may have hundreds of small files that I can update rapidly.

I feel there's a way I could turn all those files into 1 somehow, but I'm not sure how.
Though I don't think there would be a problem with what I'm doing since saving/loading tiny sizes only save a few milliseconds, which is fine since it runs on a different thread.
>>
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>>143969016

Programming it is.

0-4 - Enemy AI
5-9 - Targeting system


>>143969190

What is your question?

>>143969204

Gotta do it all if I want to achieve my dream, but it feels good to do programming.
>>
>>143969261
>I want to save information every second
Why? Just keep it in memory and write it to a file on exit.
If you're worried about savescumming or whatever don't bother, cheaters gonna cheat.

SSD owners everywhere hate you.
>>
>>143969261
splitting up a huge file to update it faster is the standard solution, yes

that said, 50mb of save data seems a tad ridiculous (unless you're talking about some huge proc gen'd world or something)
>>
>>143969261
> the Linux choice
mmap the save file, write your position updates
> the nigger choice
sqlite
> the patrician choice
compress your save file, use LZ4 or other fast method such that it can be written faster
>>
>>143969204
>>143969016
I think only game design is true game developement. A good physics engine or a smart AI in a maze does not make a game, however a well designed level, a celver puzzle mechanic does. I love this general, but it's kinda sad that what happens here is mostly art or programming discussion. That is the reason why seemingly promising concepts turn out to be average or bad games at demo days. Because we discuss what looks cool and not what plays fun.
>>
>>143969467
As long as Unity can guarantee that it calls a function on exit, I'd be fine with it.

That'd be preferred, and I'm not worried about cheaters
>>
Reminder to all nodevs or yesdevs having a break - play demoday/jam games and give feedback.
>>
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> make games you'd want to play

Anons, I have serious issue with this. The games I'd want to play are RPGs with
> deep story
> varied characters with development
> 100h content minimum
> great visuals
> music worthy of a symphony
> cutscenes and full voice acting

I literally can't make games I'd want to play, one lifetime is too short to become a great composer while mastering every other area in that as well.
>>
My gf almost broke my dick with her thicc this morning
>>
>>143969524
>compressing a file then writing it is faster
That's not necessarily true.
Compression time + writing smaller file might take longer than writing a larger file.

>>143969561
True.

Programming involves more design than art however, so programming discussion is more inclined to lead to game design discussion.

>>143969672
git gud.
Then:
just liek maek gaem.

Wisdom of the ages, son
>>
>>143969016
Rolling. because I hace to do a little bit of everything and I don't know where to start
>>
>>143969771

> Compression time + writing smaller file might take longer than writing a larger file.
Not everyone has pcie ssd, matey. It's certainly true for fast compression methods and hdds or slow ssds.

> git gud
I don't have enough time senpai. I'll be dead before I've mastered half the skills needed.
>>
>>143969672
> make games you'd want to play
what is it?

> deep story
what is it?

> varied characters with development
how?

> 100h content minimum
what content?

> great visuals
again how?

> music worthy of a symphony
like what?

> cutscenes and full voice acting
why?

to be honest you dont know what you want in an rpg...
how about you sit down and detail what you want, eventually you will find its not impossible...
if you know what you want that is of course
>>
Ok I beat the dragon, shot the weird pink bunny things and sucked some villagers. All nice waifu jam games, good job devs.

All that's left is Waifu Quest. Is that actually a real game? It's 60mb and there's no proper screenshots.
>>
>>143970178

I know exactly what I want, it seems you don't know what you're talking about.

> what is deep story
> how to make interesting characters
read moar
> what content
Game content, moron
> how visuals
That question doesn't even English
> like what music
Shedneryan, FF6, some of Nightwish
> why cutscenes and voice acting
It increases immersion like you wouldn't believe.
>>
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>>143969672
>"Well, it's not possible to create the perfect game, so why bother making any game at all?"
If you're gonna be a 1MA you have to limit your ambitions to something that's feasible for 1 person to do in a reasoanble amount of time.

Figure out exacly what game you'd want, and then try to narrow that idea down to its core and make it as small and simple as possible, while keeping in mind what you except to personally achieve not only code-wise, but also graphically and musically. If you're not happy with the idea that you end up with, you need to either git gud, come up with another idea, or not be a 1MA, or any combination of the three.
>>
these threads huh
>>
>>143970638
>or not be a 1MA
That's a shit suggestion.
1MA is the only way.
>>
>>143970425
> know exactly what I want
then go turn it to a game, easy as that, provided you have the expected dedication... i'll be here waiting
>>
>>143970381
He posted a webm to the thread when he first released it. I don't think it's a virus or anything. It looks like a standard Unity game.
>>
>>143970638
It's not about >perfect, rather it's about >enjoyable at all. I'm not able to create a game I'd enjoy in this lifetime.

> then do simpler games
I've finished more games than 90% of agdg. It obviously doesn't satisfy me when it's done for trying tech out, or money, or for others.

> git gud
Gief immortality.

> not be 1MA
Gief million dollars so I can hire people.

>>143970923
> then go turn it into a game
Which part of "it takes longer than I'll live" do you not understand?
>>
>>143970381
>>143971036
>60mb

Yeah the executable of an empty Unity project, amirite

>>143971093
Go give up somewhere else, nobody wants to hear you gripe and refuse advice
>>
>>143969672
Dreaming big might seem to be a good thing, but actually it is not. Like others have said it, you think you have an actual vision, but in reality, you don't. Having astonishing cut scenes, ear blowing orchestras, waifu characters and Tolkien level fantasy story does not make a game. What makes a game is concept. Tetris has become a well know game because it's concept is simple, the game play is easy to understand yet it is deep under the surface.

"Just" find your concept. Find that story which you want to tell the most, then find the elements which can help you tell this story. Many like to shit on Undertale, but it is the prime example of this. The dev realized that he does not need good graphics to tell the story which he had in mind. Hell, in the end, it even adds more to the whole experience and to de-constructive game play.

Explosions don't make a movie, anon, but there might be explosions in a movie if they have a reasonable place in it.
>>
>>143970381
>pink bunny things
Weird. They were meant to be brown.
Maybe I need to calibrate my monitor.
>>
new jam idea

call it "just like fly plane"

theme is planes
>>
>>143971252
That theme sounds plane boring.
>>
>>143971195
Dreaming big and then figuring out what the core concept of that dream is is a good exercise in design. Indie games succeed based off really solid core concepts. Keep dreaming and then take those dreams and apply design principles until you have a viable concept.

Getting rid of unnecessary components that don't add anything to whatever experience you're trying to evoke in the player is the core of good game design.
>>
jam idea
make a game
>>
>>143970425

>nightwish
>voice acting

disgusting desu
>>
>>143970381
I'm glad you enjoyed sucking those villagers, anon. I wanted to make an actual animation for it but didn't manage to make it look good in time. Someday, maybe.

>>143971226
They looked brown to me, but I'm somewhat color blind.
Anyway, I liked your game, senpai.
>>
jam idea
make money with game
>>
>>143971195

The thing is, I don't much care about game mechanics, I play for the story. If it had astonishing cut scenes, ear blowing orchestras, waifu characters and Tolkien level fantasy story, I'd play it even if the game mechanics consisted of cookie clicking.

> Explosions don't make a movie
This is something we frequently fight over here. I say a good story makes a game, and the job of gameplay is to advance the story. This in turn makes a lot of anons really buttmad for some reason.
>>
>implying you need huge budget 3d graphics to make interesting characters and story

you need some VN tier emotive sprites and good writing, that's it. you can tell your big story on a budget of a few thousand dollars
>>
>>143969672
>i have insane standards but i would never work with someone else because he would kill my vision

get in line faggot
>>
>>143971507

Did you intentionally target some console, given the looks? It looks doable on a SNES or Genesis, a bit too much for NES.
>>
>>143971550
Anon, I don't know how to tell you this, but I think you want to make movie. Or write a book. Maybe a comic?
>>
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hey adgd

rate my party
>>
>>143970870
Well, if he wants to make a AAA game, and can't settle for anything else, clearly 1MA isn't a feasible solution for him.

>>143971093
You seem to be entirely focused on the problem, rather than on looking for solutions. If you honestly feel that the only way you could make an "enjoyable" game is if you were either a millionaire or you were immortal, you're simply being ridiculous and entirely dismissive of any possible solutions.

Also
>>143971550
>>143971710
>Anon, I don't know how to tell you this, but I think you want to make movie
It really does seem like you're talking about a dream-movie, rather than a dream-game.
>>
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>>143971729
>>
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>make her close her eyes
>suddenly looks 100x times better
wew
>>
>>143971618

I would work with others, but I can't afford to hire them, and no good artists or musicians work pro bono or for a future cut.

>>143971710
This is also something we fight over often. It needs to be a game, because the immersion is magnitudes higher vs a book, a movie, or any other medium when your choices affect things.
>>
>>143971729
Your artstyle is like early 2000s webcomics.

Pretty good collection of cliches. Have at least 2 be non-cis and you're golden, the rogue and blackadin are good choices.. I'd also add a unifying colour or uniform piece or something to all of them.
>>
>>143971507
Thanks man. I really like your game too. Your graphics were really solid and consistent and your gameplay seemed a lot more focused than mine.
What engine was that?
>>
>>143971729
I recognize that middle guy, though it's been a while.
You're doing that rpg with the first person battle screen, right?
>>
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>Pokémon Sage is an upcoming role-playing video game developed by members of the 4chan board /vp/. Sage is a fangame of the Pokémon game series with an entirely new region, plot, and cast of human characters and Pokémon creatures.

they have 50+ devs all working on this game, not counting the artists/musicians/etc

they literally have more devs than all of /agdg/, collaborating together on a single game

is this the true power of pokemon-ism?
>>
>>143972259
How much time have they been working on it?
How much new stuff is there aside from new pokémon?
When is it coming out?
>>
>>143972259

Be bretty good if it actually materializes, but the power of pokemonism dwarfs in front of waifuism, and KS was barely completed.

> The game's development began in 2011
RIP
>>
>>143972259
>they started literally 5 years ago and still have nothing to show for it
>>
>>143971658
Yeah, I mostly followed NES restrictions.

>Game resolution.
>Palette colors and the way they can be used (amount of total colors, and how many of them you can use in a group of tiles or on a sprite)
>Sprite sizes
>Amount of channels for the music and sound effects

I probably went over the top with the amount of actual tiles on the background, and the amount of sprites on screen, (it would probably cause a shit ton of flickering on a real NES), and the yellow layer on top of everything when the sun rises (it can be done on a real NES but the effect won't be that noticeable.)

Maybe some day I'll get back to it to add all the ideas I had in mind and double check the limitations to make it even more accurate.
>>
>>143972367
https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sage

I don't know what the current state is.

...I guess one of us could go to /vp/ to find out...
>>
>>143972259
The majority of those 'devs' probably chipped in one pokemon design to get into the credits.
I seriously doubt there's more than 5 tops actual devs working on it.
>>
>>143972259
not really relevant to agdg. this is a general for amateurs creating their own original content, not idea guys wanking over corporate IPs
>>
So I want to implement a targeting system in my unity game.

I was thinking about having a child gameobject with a box trigger collider and having a lookat event when an object with the enemy tag comes in to that range.

Does this sound like the best way to go about it?
>>
>>143972259
>>143972476
>>143972518
>5 years dev time
>Using RPG maker
>Using prebuilt scripts to turn RPG maker into pokemon maker
>Still not finished
Game's never going to be finished.
>>
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ok you convinced me to try waifu quest

i don't know what i expected

(still i like this sort of shitpost game, the victory screen was satisfying)
>>
>>143972519

You could get it made for a real NES, physical release and all, if you can get the limitations squared. If not, SNES or Gen are good targets - much more sprites, I'd say hellish flicker would take a bit away from the enjoyment.

t. console dev
>>
>>143971849
Cute as fuck, anon.
I loved the witch game, played it a few times last night and this morning my roomate asked me why I was trying to murder my spacebar. Yu know? I would totally play a full RPG game with those Dance Dance mechanics for fights.

>>143971918
Thanks! I'm glad you liked it too.
A really, really, old version 6.1 of Game Maker
I'm very used to it so I'm pretty comfy working on it, and I can run both the engine and all the stuff I make even on a potato.
>>
>>143972764
>You could get it made for a real NES, physical release and all
To be honest, that would be a dream made true for me. Playing NES games as a kid is when my whole "I wanna make a game" thing started.
I tried learning Assembler for NES games, but it the end it was a real pain in the ass. I admire the knowledge and patience of console devs.
>>
>>143972870
Thanks, I'm really glad you enjoyed it.
I was thinking of expanding on it myself, both making the casting system more complex and varied, and making into an actual RPG with overworld, story, different spells and enemy etc.
I'll put it into my "game ideas" folder and go back to it eventually.
>>
>>143973102
Please, do. I would play the hell out of it, and I can see a lot of people doing it too. It could even work great as a mobile game.
>>
>>143971849
this is a good lowpoly character, do you have a blog
>>
>>143973280
Thanks. I only have itch.io, sorry.
I guess I will make a blog when I have something concrete to show for my main game so not anytime soon ;_;
>>
>>143971849
post wires pls
>>
>>143973057

With the patents expired, there's several companies making new physical games for NES, SNES, Gen, GBA and a few others. You could hire some, and some have publishing programs.

There's little need for asm unless you run into performance constraints, most of what I write for NES is in C. I've made several NES games, and a few of them are already in physical distribution.

If you want to make it a reality, look up 8bit evolution, they have a setup for people like you, though the bare program assumes a ready game - if you need programming and music too, the terms might change a bit. But finish the game first, and check limitations, so that there's more to work with.
>>
>>143973479
Is this ok?
>>
>>143971814
sorry for the adgd bait.

>>143971906
indeed. can I roll with it, though?

>>143972054
indeed. made some solid progress in the meantime.
>>
>>143973102
Your models got really good since last year.
>>
Unity now requires you to have a paid subscription to create multiplayer games.

>dropped
>>
>>143973595
yes thanks
>>
>>143973509
That sounds great, I'll keep working on it then.
Thanks for the advice!
>>
>>143973649
Haha, that's true! Watching those Sebastian Lague's tutorials helped a huge deal.
>>
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>>143973678
>multiplayer indie game
>>
>>143973784

what is risk of rain?

I hate this because I'm creating a multiplayer game too.
>>
>>143973678
Doesn't it say 20 users, right there?
>>
>>143973784
>superman's skeleton is a superskeleton
spooky
>>
>>143973678

What game are you making that needs more than 20 players at once?
>>
>>143973678
I think you should learn to read first.
>20 concurrent players
>>
>>143973756
I might give them a watch if it means there's a chance I can get models as good as yours.
>>
>>143973420
Just set up a tumblr blog and post the progress you post here, so there will be a collection if someone would be interested in your development process.
>>
>>143973886
>>143973872
>>143973839

20 concurrent connections are pretty low, considering a strategy game that may go on for about an hour each session.
>>
>>143973678
Technically you can still use the old raknet API or any other external API.
That said, what is up with the criminally low CCU numbers on all the network providers?! Photon is the same. 20 CCU is complete bullshit, a game that has any success has at least 100 concurrent players at any time, heck even back in the modem days, fallout tactics (that was hated by the fallout community) had 300+ players.
Anyone have any experience with the steamworks P2P? I'm considering switching to that, just worried the punchthrough/relay service is not reliable enough.
>>
>>143974034
No it's not? Not even Doto needs more than that.
>>
>>143973839
>>143973872
CCU is a global limit, not per game/lobby.
No more than 20 ppl in the entire world can play at the same time.
>>
>>143974186
Source?
>>
>>143974121

what? Dota has millions of concurrent players.
>>
>>143974034
>>143974186

You're talking about free software here. Not to mention If you have peer to peer connection this has basically no effect.
>>
>>143974186
that doesnt sound right
>>
>>143974186
Any kind of MMO is discarded.
>>
>>143974237
Granted, I'm basing my claim on my interpretation of the Photon EULA, Unity might be less retarded about it, but I doubt they are any less money-grubby.
>>
>>143974265

I think I will have to drop Unity at this point. There's no guarantee that they will not restrict more stuff in the future.

Anybody know a game framework with an entity component system that is not complete garbage?
>>
is ipad pro with stylus any good for drawing art assets / sprites for your gaymu onii-chan?
>>
>>143974373
Someone linked xenko here the other day, looks pretty good, but a little lacking.
>>
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>>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
>http://tools.aggydaggy.com/#

>REPORT BUGS, COMPLAINTS, SUGGESTIONS

Where, how? There are no feedback links/tools on the site.
>inb4 derailng the thread with webdev shit
Nah, just implement some way to provide feedback. Best way to continue tradition from http://alloyed.github.io/agdg-links/ and use Github to get changes in from of pull requests and feedback in form of issues.
>>
>>143974690
I think he had an email at [email protected]
>>
>>143974690
Just suggest it here. I have done it before and the guy that makes the website replied me in a matter of seconds. A feedback section would be a great suggestion too.
>>
>>143974880
Or maybe [email protected]. You should send it to both just in case
>>
>>143974690
Just post it here and ill see it eventually since im usually gamedevving too. Or email me at [email protected] .
>>
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>>143973678
> multiplayer indie games

wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeew

> unity
> for multiplayer

wheeeeeeeeeeeeeeeeeeeew

Clearly a person has made a mistake if he uses uNET for fucking multiplayer.

PROTIP : if you use a custom networking solution, you don't need to pay for CCU. This is only if you use their cloud.

I mean...you CAN write your own networking implementation, right? You are not a complete script kiddie I hope.
>>
Mixamo fucking sucks.
>>
>>143975164
I like this picture
>>
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Spending a day looking at different marketing and how to promote Luvvie Ducks (shill).

The game is on both itch and google play.
If you want to play a PC version then I created a link for agdg to download for free.

https://gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4

I'll probably give shilling a go for a day, then I'll start on something new, I prefer devving.
>>
>>143976128

How did you come up with the idea for luvvie ducks? I'm so envious that I didn't come up with an achievable yet charming idea like yours, all I can think of is adventure games :(
>>
>>143968234
Thank you for making a pedo OP!
>>
>>143976128
>>143976227
>2 mins apart
>>
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>>143976364
>>
I love cocks!
>>
man you're game is so great how do you even make such a great game
>>
>>143976423
>posting from two different machines
>>
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>>143976227

I have completed two game before and I wanted to make a game where I could create some 3D models, rig, animate and control in Unity.

So I needed a really simple idea where the game focuses on a few characters.
So I thought of an pet simulator, the idea has been done loads of time before, but usually with more popular animals like cats and dog.

I thought of an animal which would be fun to make in 3D but also not been done loads of times before, so I ended up on ducks.
>>
>>143973678
You don't have to use unity matchmaking, you know. You'll just have to handle things like port fowarding/tunneling and hosting a server list yourself.
>>
>>143976227
No offence to the guy but it's hardly a new concept.
>>
>>143976459
its just pure skill anonymous what can I say I'm a hero of game development
>>
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>>143976483
Now you just need to make the ducks fight like in Monkey Puncher.
>>
>>143976442
>>143976364
>2 minutes apart
>>
>>143976483

Man. Wow. Ducks. What a concept.
>>
>>143976591
Well, I assure you that I do like cocks, but that wasn't me.
>>
>>143976459
>>143976561

>being jealous

Post your game and maybe someone will like it

Oh wait, you have no game :(
>>
>>143976665
I can't compete with ducks.
>>
In blueprints I have some errors like "cant access X because its due to be killed", nothing thats causing any functionality issues just simple things. Putting a "isValid" node in makes them go away, but is this a valid option? Or am I just putting a band-aid over it so the error messages stop and I should find out why its happening to begin with?
>>
>>143976483
I kinda wish you had chosen goats.
Ducks are kinda boring, but I guess goat simulator spoiled it.
Anyways, good luck with it!
>>
>>143976702

Clearly.
>>
>>143976483
nice..
>>
>>143976754
I agree, after creating the 3D duck and a basic level I read what its like having a pet duck.

You can't pet them much in case you break their feathers and there favourite thing to do is waddle, swim and snooze.
>>
>>143976753
What is the object getting killed, and what are you trying to do to it?
>>
>>143975174
Look on the archive, some threads ago someone posted a mega link with everything from mixamo, really usefull since their servers are powered by african kids putting coal in a furnace. Guess than link could also go on the aggydaddy tools website.
>>
>>143972519
>>143972764
NES sprites can only have three colors, plus mandatory alpha; yours are four colors.

And I don't think you really understand how tiles work. They aren't treated the same as sprites by the hardware; you get to fill up as much of the screen as you want with tiles basically for free. The sprite limit of 8 sprites per scanline and 64 sprites total is way too strict for the number of tiles, which is always 960(sort of)

The limits on tiles are four 3 color palettes(with alpha and a choosable background color) and sort of the number of unique tiles. Though theoretically you could have 960 unique tiles on screen, that's not realistic for an actual game(I), and you should probably limit it to 32 or 64 or something like that.

Your game is nice, but tbqh it doesn't look anything like a NES game to me at first glance.

Also, Consumer is best palette.
>>
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twitch / artificialintelligencia

I will be streaming my game dev progress for anyone who is interested , the stream actually works from this location.

Have a good progress agdg
>>
Is there any way to download UE4 without using their shitty launcher?

I don't mind using it to start the program, I just need something that can limit the download speed when I download it, like a torrent or something.
>>
>>143977498
is this whole thing made in javascript?
>>
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>>143977652
yep ( half of it server side though ie node.js )
>>
>>143977285
>game(I)
Meant to write in those parenthesis
>You could do that for a title screen(Smash TV) to basically let you draw whatever you wanted, not really but almost
>>
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In UE4, is there any easy way to subdivide a text-components faces? Currently its just one flat face but for the effect i want I need it to be multiple faces(ergo +4 verticies). Any ideas?
>>
>>143977275

The problem is their animations just have all sorts of errors for me. I even use a mixamo-created avatar and the movements fuck up.
>>
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>>
>>143977285
I'm using an implied sprite overlay to get the extra color on the sprites (think about the face on Megaman's sprites or the eyes on SMB2), I'll probably get rid of it on the npcs and only leave it for the main character, that would probably help me a lot on the theoric sprite-limit/flickering issues.
If I recall correctly the number of tiles is defined by the cartridge hardware, do i'm not putting to much thought on it for now, but as you said I don't want to go too crazy with thm either. I respected the four palettes on the background too, except for the hud, wich has a different pallete. A lot of NES games did that by using a small trick with scanlines, Felix the Cat is the first example of it that comes to my mind.
I used Bisqwit's palette generator to get the colors, as I have plans to use the color enhacent modes too. I'm not familiar with Consumer's but I'll look on it.

Again I took some liberties, and probably made a lot of mistakes due to the time limit, that's why I can't claim the game is 100% NES accurate, but I have the intention of making it the closests to NES restrictions I can.
>>
>>143974452
anyone??
>>
What do if I want to make a 2d lightweight game with C#?
>>
>>143978113
Can't help ypu on that, I have downloaded the animations but haven't used them yet. But that's really weird, they should work fine with their avatars, unless you choose one that isn't rigged properly. Have you tried with another avatar/model?
>>
>>143978113
I've never had any issues
>>
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>doing Unity's roguelike tutorial
>says to use Application.LoadLevel to restart the level
>monodevelop says Application.LoadLevel is obsolete
>I should use SceneManager.LoadScene instead
>SceneManager.LoadScene doesn't exist
>>
>>143978326

I've tried all sorts of combinations. I either get the "hip bone not found" message (despite having it present) or the animation plays with backwards feet etc.
>>
>>143978165
I don't know.
>>
>>143978214
XNA/Monogame imo.
>>
>>143977740

which javascript framework?
>>
>>143978427

You're probably missing a "using unityengine bla bla" thing at the top.
>>
>>143978445
thanks, have a (You)
>>
>>143978463

My intention is to make a smaller, 2d game first and then work my way up to unity later. I have about 3 months of C# knowledge so far. Will monogame be too in depth/low level for me?
>>
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>>143978512
node.js m8
>>
>>143978528
Any idea what namespace the command's in? The script is already using UnityEngine and System.Collections
>>
>>143978912

I mean the game framework
>>
>>143978912
>that weak as fuck animation
triggered
>>
>>143978926

using UnityEngine.SceneManagement;
>>
>>143978705
I recommend that you ask less specific questions the next time.
>>
>>143969016
>That feeling when you want to make music and listen to music
>>
>>143977996
You need it to bend or something?
>>
>>143978954
I built the engine from scratch dude :/

but on the plus side I might open source it in some way
>>
>>143978434
Weird shit, hope someone can help you here.
>>
>>143979614
Yeah, generally distort it, Can obviosly just add my own textures but having dynamic text would simplify things a ton.
>>
I wish there was an open source engine that could handle 3d to a reasonable extent. Unity seems like a shady company and I dont feel comfortable developing with their engine.

I'm on laptop so I dont think UE4 is an option.
>>
>>143979843
>unity is shady
now thats a first world problem
>>
>>143979843
see >>143974479
but there are other 3d engines out there, google it yourself!
>>
>>143979938

Well I live in a first world country, so..

Besides, my issue isnt moral. It's that I don't want to dedicate years of my life learning a software only to have features swept from under me and possibly be unable to use what I have already made without paying more money than I honestly have.
>>
>>143979843
https://en.wikipedia.org/wiki/List_of_game_engines

Tons of those are 3D and free
>abloo bloo it doesn't have feature X that unity or UE3 has
That's because they don't have teams of full time software engineers who get paid from the proceeds of their nonfree engines.
>>
>>143980034
> babby's first realization into free software principles

Watch it, before you know you're installing Gentoo GNU/Linux and growing a beard, while laughing into said beard when others complain about Microsoft and Facebook being evil.
>>
>>143979038
Thanks mate.
On one hand, that got MonoDevelop to stop bitching; on the other, it didn't fix the problem I had with the level not resetting properly, so it's probably the fault of a different script.
>>
name my gamedev company of which im the only member
>>
>>143980432
The cheese stands alone
>>
>>143980432
The self erected member
>>
>>143980559
kek
>>
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I have ascended to a new level of programming art
>>
>>143980597
nice engine, friend :^)
>>
>>143980432
Fire Fetus
>>
>>143980432
Trump Game Studio - Make Gaming Great Again
>>
What's a free, or close to it, program that allows you to load reference images, scale them down while keeping their resolution, and use them to trace pixel art with?
>>
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>>143978138
Yeah, but that would make your character 8 sprites, 4 per scanline, which is kind of a lot. I think Mega Man's face was only on 8x8 sprite on top. Also, if you're going to do that, you may as well go for 6 colors.

Also, now I noticed how you tried to limit the colors for some tiles, but they don't line up to the tile grid (mixed tiles = miles?) so it's not quite right.

Also, you have a really of unreasonable amount of tiles. Of course you can do some crazy shit with the right setup, so it's pretty hard to decide on an actual limit, but if you look at a simple game like Castlevania I think there is always less than 64 tiles at once on screen, including the hud, which causing some obvious tiling in the bush/trees/thing.

A lot of that is stuff like the grass tuft things, which you repeat, but again, don't align to the tile grid.

Speaking of the HUD, it would be borderline impossible to construct that on the NES. Compare it to the way Castlevania does it.

As for Consumer and other palettes, check out
http://emulation.gametechwiki.com/index.php/Famicom_Color_Palette
and keep in mind if you actually made this a NES cart/rom, it could be displayed with any of these(or more).
>>
>>143980597
Like a young Andrew Gower.
>>
>>143981779
Only he made a software renderer for runescape, that's a level even I am not willing to go to.
>>
>>143968234
whos the girl
>>
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>>143981929
Well, art-wise at least, you're on par.
>>
>>143981989
TSF
>>
>>143981404
gimp
>>
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>>143982110
TSF? Like the Pixiv tag?
>>
>meant to be devving today
>instead can't even decide what engine to use or what game I want to make

does anyone else have days like this?
>>
>>143982230
Not him, but I've used GIMP for a long time and I have no idea how you would even do that. Care to elaborate?
>>
>>143982579
go google it
>>
>>143982896
No idea what you would even google for that. Is it a plugin I guess?
>>
>>143981404
are you retarded
>>
Guys I'm doing it. I'm switching to GM:S from Unity.

I want to make games with scale, and I'm never going to accomplish that with 3D as a 1MA.

Kinda sucks as all my dream game ideas are 3d, but I gotta be realistic.

Am I making a mistake?
>>
>>143981575
>which is kind of a lot
>you have a really of unreasonable amount of tiles.
Yeah, I totally agree on that, that's why I want to rework them a little.
Castlevania 1 only has 128 tiles avaible for the backgrounds (without counting the HUD) and those 128 are usually shared on various screens, for example that area in your screenshot shares its tileset with the whole first level (the castle hall) and that's why they ended repeating so many tiles. With more experience and better hardware they improved that. In Castlevania 3 for example the amount of tiles is larger and so the backgrounds look less repetitive.
I did mess up a lot in the HUD mainly because I reused an old font from another instead of making a new one, But I'll change it too.
Thanks for the link on the Costumer palettes, will make small mockups of the game in all of those to see how it looks like.
Weird I didn't notice the missaligned grid while working on it, will have to check that, maybe the game ended not being scaled properly? I did that on a hurry too.
>>
>>143983203
Why do you have to be a 1MA?
>>
>>143983203
GM is great.
>>
>>143980432
anon and the 18 half made games
>>
>>143983303

I've tried to work with others before. Everyone pulls out or works too slowly. I want to have control over my game's progression. I work for 8-9 hours a day some days and I can't reasonably expect someone else to follow that schedule for free. I am also poor, so paying someone isn't an option.


I just want to make a game.
>>
>>143983203
Depends. How far did you get with Unity? What was your biggest problem?

>>143972870
>Using GM 6.1
Shiiiiit, and I thought -I- was weird for sticking with 8.0
What convinced you to keep to that version?
>>
>>143982230
Thanks anon.
>>143983031
yes.
>>
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>>143979843
UE4 is hella more shady though.
>>
>>143982963
>how do I create pixel art in gimp?

the other necessary steps you should already know since you claim to have experience with gimp
>>
>>143983493
I've been using Unity for about 6 months now.

To be honest aside from what I've mentioned, my biggest problems are
A) the amount of time needed to model 3D characters and environments for a game that is anything beyond a small scale game

B) I find the interface to be kind of restrictive and clunky. It's not really a comfortable environment to work in honestly.
>>
I need some inspo for my farm life game, what music should I listen to? movies should I watch?
>>
Anyone need a musician?

http://vocaroo.com/i/s0iE3kq5U78o
>>
>>143983836
>http://vocaroo.com/i/s0iE3kq5U78o

Sure, do you know any?
>>
>>143980034
Do you really think they'd lock already available features from free behind a paywall?
>>
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>>143983836
im crying
>>
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>>143983883
>>
>>143983670
I wanted to know how to draw at low resolution on top of a higher resolution image. The only way to do that would be to use a large square brush and manually align it to a grid, which is retarded.
>>
>>143983776
Eurobeat
https://www.youtube.com/watch?v=sA2gLffBpPc

Make tractors drift
>>
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tfw you built your own 3d engine but cant figure out how to install ffmpeg
>>
>>143983776
Animal Farm
>>
>>143983964
fits your game graphics perfectly
>>
>>143983203
GMS is perfectly fine for 2D games. People like to meme on it, but people have produced some really good/fun games with it.
>>
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Working on a pretty brutal idea I had this week.

Explanation in next post. This is just a goofy face that came out of a stretched texture.
>>
>>143983493
>What convinced you to keep to that version?
I got a pirated version of it some years ago, and by the time 7 and 8 came out I couldn't find a full version anywhere, so I just kept playing with 6.1 and I got used to it. It works perfectly for the stuff I want to do, and even works on my really outdated laptop so I can dev even on the bathroom.
Also some shit I love like Ultimate3D seem to have some compatibility issues from 8 onwards.
Only downside of sticking with an older version is that I don't have the android/html export option, but I guess most stuff from a GM6 project will work if I import it in studio, so I could always try that.
>>
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====Weekly Recap====
Here's this week's recap!

Let me know if you see any issues or have any questions or suggestions.
>>
>>143969261
50mb is an awful lot of data for a save, even if you procedurally generate the world, consider saving it separately upon generation (It's not going to be constantly mutating is it?), and keeping the rest of the data in your save file.
>>
>>143984517
I need to remember that monday is recap day
>>
how do i learn to 3d model if im a complete beginner
>>
>>143984637
google 3d modeling for absolute beginners
>>
Hi,

I'm a professional nodev with no progress or inspiration. Ask me anything if you want to know how I do it, so you can do the exact opposite.
>>
>>143979843
How about trying Xenko?
>>
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>>143984216
Oh sorry, didn't mean to offend
it just sounded like someone was making a joke
if that's not the case, try switching up the "instruments" to sound less dopey and tone down the intensity of the drums, they're not fit to be the bread and butter of your melody

then again i am full of shit
>>
>>143984637
google
>>
>>143984637
Download blender and Google some tutorials
then give up after 2 days like you always do, you miserable shitpile
>>
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Remember: practice
>>
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>>143984517

Hey guys I accidentally made progress!

Notice the yellow traingle that comes up, when you hover over it, it pops up an animation of what is happening at that location. It still needs some more ...

That took me a week.
>>
>>143984889
>then give up after 2 days like you always do, you miserable shitpile

oh my god this is me 100%. i only learn or work for anything when i really need money. i have an online-business right now and it feeds me barely. but "barely" is enough not to do more. i'm so lazy, it hurts. how to motivate yourself to be productive when you have enough resources to be lazy?
>>
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>>143971729
The nurse looks like Consuela, Peter Griffin's maid in Family Guy
>>
>>143983203
Exactly how I feel senpai.

Gonna try to finish off this relatively small scope 3d project, but switching back to 2D to actually make something worthwhile.
>>
>>143985093
>how to motivate yourself to be productive when you have enough resources to be lazy?

productivity is just means to become independent, as an ideal you owe nothing to no one
>>
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>>143984946
Don't stop posting these, I love how much butthurt they can draw out.
>>
>>143985308
you are right, but why did i never realize this? i should stop trying to be productive for idealistic reasons. i'll be lazy now until i get tired and bored of laziness.
>>
Does anyone have the latest version of Aseprite?
>>
>>143985513
you become motivated, not productive

productivity is a result
>>
>>143985597
i'll gift you a copy if you can prove your talent and aspiration.
>>
>>143985769

>talent
none
>aspiration
lots, but can't prove it.
>>
>>143985814
a refugee asked me if i can purchase him something to eat today. why should i spend money on you instead of gifting him a meal next time i see him or someone like him?
>>
>>143985597
Compile it yourself.
>>
>>143986039

Don't, I'm sure someone will post a compiled version for free at some point. Save your money.
>>
>>143984364
I had this idea for "The Hanger" who's a tall goon running at you with a noose so he can step on your legs and hang you with it anywhere he pleases.

Then I remembered my necro game has save points in the form of a hanged guy that explodes into a portal/death sigil.

Connecting the dots, I turned the hanger into a haning pole mimic.
>>
What's a good pattern for a bat in a platformer? It should be decent for a first area and killable with a stomp.
I'm thinking
>Move back and forth horizontally very quickly, the laziest fucking option
>Flying slowly in the player's direction when it has line of sight; keeps player moving forwards
>More aggressive, dashing in the player's direction whenever they come close
>Hanging on the ceiling, dropping to the player's height when he passes under, flying horizontally in that direction, and then returning to its hanging spot
The previous two seem interesting, but maybe a bit too dangerous for a simple bat.

Any other ideas?
>>
>>143984748
Original musician here. Yes it was a joke. Sort of. I couldn't get the beat and melody to line up so it sounds off even though I know how it's supposed to sound in my head. Maybe I'd be able to fix it if I was an actual musician, but I don't know what I'm doing or what it is I'm trying to fix. The timing should be the same between the melody and the beat, it looks the same, maybe it's just the instruments? It's sounds so bad you can't help but laugh, I figured /agdg/ would enjoy the laugh as well.

This anon is isn't me, I'm not that sensitive:
>>143984216
>>
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>>143986186
wrong pic
>>
>>143984946
>>143985350
So this practice meme is bait? How are people getting upset about it? I'm an artist so I wouldn't understand but I mean, I need to practice code and that's all good. Isn't it?
>>
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I changed the movement handling script to support arbitrary rotation, so now i can easily implement some extra, fun mechanics.
>>
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>be making art for my game
>someone sees it and brings up how i need to practice until i'm an old master before continuing
>>
>>143986765
how did you do it? I've written scripts that use the ground's normal and make that the upper direction for the character but it wouldn't work in like in your webm when crossing the middle horizontal point of the sphere.
>>
>>143986765
>2016
>still believing the earth is a globe
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