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/agdg/ - amateur game dev general
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Just like make game edition.

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

> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early.
If you want to collab read this http://pastebin.com/NEPv0pPC (embed)

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

Previous thread: >>144703262

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

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

> 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://unity3d.com/

> 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/
>>
>>144777134
Continued from this.

Is there a specific podcast platforum I should use that isn't awful? Soundcloud is 16 human dollars a month. Surely there's something better for free.
>>
>>144771727
in my experience, freelancing is shit
most clients are not even sure what they actually want and i need to do like 3 revisions until they finally make up their damn mind.

not to mention some are making shitty excuses and drag project far beyond the time schedule
>>
>>144777661
Thats not just freelance anon
>>
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Spiders
>>
>>144777814
idk i have no experience working at companies yet
>>
>>144769404
I would really like an answer to this. Or should I take the lack of answer as "Just go, if I fail. I'll have atleast learned something".
>>
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"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
>>
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>>144778168
oh SHIT
>>
>>144770123
>"Board game" games
Hell yes. Keep us updated!

>>144772847
>HE ACTUALLY JUICED IT UP, THE ABSOLUTE MADMAN
You're going places, anon.

>>144774902
The original Captain Forever was fucking amazing.
The remake, uhhh. Looks arguably less so.
>>
>>144769404
>>144778143
I went Endless runner -> simple FZero clone
>>
>>144778254
The original was a tech demo fun for about fourteen seconds.
>>
>>144778168
did u fix the bone
>>
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It's 5:15.
I sat up all night making this.
I don't even know anymore.
>>
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Is it worth to remove?
>>
>>144778449
nah
>>
>>144778449
There's so many better ways to spend $135 a month. Unless you have some high-grossing games behind your belt, hell no.
>>
>>144778449
Why do you use an engine that you're ashamed to use?
>>
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HARD WORK
GUTS
>>
>>144778449
This piece of shit right here is why I decided to make my own engine.
>>
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>>144778605
>There's so many better ways to spend $135 a month.
could get dope rims with all that.
>>
>>144778723
Are you ever going to do anything with this model?
>>
>>144778828
Burgers and whores would still be a better investment
>>
>>144778845
I don't think he made it
>>
>>144778845
I don't think he made it, he's just encouraging us.
>>
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opinions on this piece of menu?

it's for my new game GALAX 12 a space trading/combat/exploration game
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>>144778437
Yup. Had to mess with blender sourcecode and also be very careful to make all unnecessary bones non-deforming when exporting as a work-around (letting me have unparented IK targets and the like.
>>
>>144778449
Use an engine that isn't shit
>>
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jump animation done, it's not that fluid but will do for now
i will start attack animations now
>>
>>144778996
>Burgers and whores
thats the name of my new mixtape
>>
>>144778004
Picture clients for freelance, but now each client is 12 middle managers all desperate to justify their jobs and feel important and also none of them are worth shit or have real authority.

And they constantly work against you so they can blame you if the project fails so they wont get fired.
>>
>>144779282
>stealing maplestory graphics
>>
>>144779898
its just a placeholder to test animation speed
>>
>>144779282
That lean back makes me feel uncomfortable, like hes about to wind himself.
>>
>>144778274
Oh shoot. Well, I guess I should just go for my little tactics thing. Thanks!
>>
How do I not get sued by ripping off a game?
>>
I'm not able to progress anymore... Any advice to get back to work?
>>
>>144778439
A moment of silence for the unsung hero of game development.

Great job, anon!
>>
>>144772809
>Could be costly on performance without some spatial partitioning
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
>>144780272
Re-texture EVERYTHING. Add an additional gimmick.
>>
>>144780350

This one weird tip will get you flowing progress immediately anon

fucking do it
>>
>>144780410
This is useful. I was already going this road already sort of. My basic entities were never truly generic. My worry was less the horrendous collection of components and rather the cost of traversing the vector I store them in and the implications of downcasting.
>>
>>144778449

Save the money and play the Unreal and CryEngine idents after it so nobody knows what engine you used.
>>
>>144781074

Obviously it would be the first one.
>>
>>144781058
>the cost of traversing the vector I store them in
Yeah, this solution deals with that in a nice way. By default, you don't waste any time traversing anything that you have to skip over - you add that yourself with the optional components and branching.

>the implications of downcasting
Just don't do it.
>>
>>144780131
i will fix the lean later
>>
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>>144780406
Thanks, Anon.
I spent so many hours on this, and yet it's not really smooth or anything.
Pic related.

I'll go kill myself now.
>>
>>144781561
These are some tasty sprites. Make your game first, then kill yourself.
>>
>>144781561
They seem to be laid out randomly and not in some easily parsible grid. Is this true? Am i missing something.
>>
I'm completely new to version control, does anyone have tutorials/advice for using it with Game Maker?
>>
>>144781684
Thanks. Okay. Gamedev will probably give me cancer anyway, so I suppose I might try.

>>144781719
Completely random. Drew all that shit in MS Paint (color adjusting in GIMP), and just hoped it would animate decently.
I really should try that aseprite thing.
>>
>>144781239
What if the first engine did nothing but call the next engine?
>>
>>144778439
holy shit after being on AGDG for months I only just realised you can CLICK ON THE QUESTION MARKS

fml
>>
>>144781372
The optional seems like a good way to avoid both of those. I didn't know it was available. Is it in std?
>>
>>144781975
(I use both 8.0 Pro and Studio Free, if that helps.)
>>
>>144782067
What the fuck, anon.
>>
>>144782029
Then the developer is a retard and im going to stop playing.
Additionally, if that was true, i wouldnt even have enough ram to run 3 engines in the first place.
>>
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>>144782067
You best be joking
>>
Any hope of a stream tonight?
>>
>>144782067
DUDE
>>
>>144782247
shh, I can't hear
>>
>>144782067
Do you know you can click on every image to show the original resolution, and not just the thumbnail.
>>
>>144782067
i dropped my toothpick
>>
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>>144780410
Am I understanding ECS correctly?
I just don't see how I'd have unique behavior. How can I make a specific entity act differently from the others? I might want a swarm of bats and I want one or a couple of bats to act differently.

Also would the Hittable component just contain the health/pushback strength or whatever?

How do you do spacial queries efficiently? Push a bunch of indexes into a quadtree?

Should the world also be stored like this? i.e. tiles with ground effects, or should that be done in some other way?
>>
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Still practicing that pixel art. I was kind of going for something like a Super Contra or Super Castlevania vibe here.

Opinion?

I know it's bad, but need some advice for improving.
>>
>>144782067
Haha that's just silly facebook-anon. Do you think we all just love this completely random question mark box from no particularly recognizable source? ;) :P XD
>>
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>>144782425

Here, with 300% size version as well.
>>
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>>144782417
>>
>>144782425
>>144782654
Maybe dress her more? I suppose that'd clash with older styles but she's so generic. I'd stick her in a backdrop when the hero approaches the amazonian queen or something.
>>
>>144782417
The entity is essentially a blob. Components are things you can stick on your entity . You have a system handle that entity for any relevant component.

Say for example you have a flight system that makes only entities with a wing component float in the air. Entities without that component arent processed.

Essentially entities are collections of components, components contain data, and systems are logic that act on that data.
>>
>>144777895
Looks less like a swarm of spiders and more like two holes in the floor surrounded by TV static.

Also, what's with the glow effect?
>>
>>144782654
>>144782425
I can tell that you just downscaled a picture, because it looks sort of decent, but you don't even know the fundamentals of pixelart.
Any retard would know not to leave that single dot on the head, for instance.

That said, it looks okay, if you can figure out how to animate it well.
Which you won't for years yet.
>>
>>144782207
>implying you'd even know as you just stated you would assume the first logo is the engine used
Face it kid? You've got fooled by the "retarded" developer
>>
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>>144782425
Tyris Flare and Blaze's love child
hot
>>
>>144782425
I had a critique, but the more I look at it, the more it looks like you scaled down some larger art and forced a number of colors.
>>
>>144782654

I'm new myself but this looks great anon, good work.
>>
>>144782932

I'm just learning about pixel art, from this guy.
>http://2dwillneverdie.com/tutorial/fix-my-sprite-volume-3/

I am am animator though, so I am already in good shape there.
>>
>>144782067
Ignoring your severe case of newfaggism, there are people here who still click on pictures?

With 4chan-x you just need to hover over pictures, gifs, webms or whatever. Much more comfy and easier, especially when you just want to see progress and ignore shitposts.
>>
Who is stuck in the waifu design grind?
>>
>>144782951
>144782207(You)
>144781239

Put your ego away.
>>
What sprite style should I emulate for my first 2d game? I am new to spriting but can draw a little.
>>
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Fixed the AI bug. It will now try to hunt its enemies down, regardless of how far away they are.

I also fixed the height issue so that maps are scaled and traversed as expected. Still no jump animation, units just kind of levitate to where they need to go.

Not sure if I should start up on items or move back to fixing my busted particle system.
>>
>>144782080
No. There's boost::optional, but since you probably don't want to pull in boost just for that you can implement it easily yourself with a tagged union.
>>
>>144781561
>>144782023
Didn't you say you wanted to make a Patreon with Pixel art tutorials by the way? Still gonna do it?
>>
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>>144782067
NOT ONLY fucking that, but Ive been on 4chan for nearly a decade :/

I just thought people were being sarcastic or just being comfy and asking how things were in general, and that the question mark was a meme.

Like "so guys what do you think" QUESTION MARK
>>
>>144783816

You might just be retarded.
>>
>>144783650
>answers question that isn't directed at you
>surprised people assume you're the one who the question was directed to
>>
>>144783665
paper sketches

don't think I've seen a game like that before
>>
>>144782369
Yes ofcourse, but whenever I saw the question mark I never clicked on it, because why would it have a high res version of a pixel art question mark. I just assumed it was a palceholder.

Man Ive been missing out on all the progress :/
>>
>>144782417
>I just don't see how I'd have unique behavior. How can I make a specific entity act differently from the others? I might want a swarm of bats and I want one or a couple of bats to act differently.
You do unique behaviour by doing it, there's nothing about ECS that somehow precludes it. How do you do unique behaviour with OOP? You subclass and override, right? Well, you can think of that as setting a flag, and branching on it to do something different. You can also do it with something like a function pointer if you don't want a finite number of behaviours.

>How do you do spacial queries efficiently? Push a bunch of indexes into a quadtree?
What's the difference between ECS and OOP when it comes to this?

>Also would the Hittable component just contain the health/pushback strength or whatever?
>Should the world also be stored like this? i.e. tiles with ground effects, or should that be done in some other way?
Up to you.
>>
>>144784132
>pixel art question mark
How old are you, seriously?
>>
>>144784132
All the naughty progress to boot.
The best progress.

>>144784069
We are on an anonymous image board, poster continuity is a thing of the reddit.
And im not surprised by your stupidity.
>>
>>144783816
>Ive been on 4chan for nearly a decade :/
>>144784132
>pixel art question mark
>:/
Yeah, okay.
>>
>>144783665
>new to spriting
>wants to know what "style" to copy

Don't do that. Set your limits with a palette and just sprite from there--try to stick to low numbers of colors in order to increase your workflow. Start simple and small. Don't copy the ideas in other pixel work until you've sprited your own stuff for a while, just so you can recognize your shortcomings first, then seek guidance for fixing them.
>>
>>144783737
I've read boost may be useful for other things. Is std:: experimental::optional not the same thing? That turned up in my searches.

Also thanks for the implementation rip. If I can't justify boost for some reason I'll do that.
>>
>>144783816
>nearly a decade
>:/
More like a week
>>
>>144784381
Yeah, looks like the same thing. I'd use that, then.
>>
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too many flies?
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>>144784556
Yeah, either less flies or turn them into cute little butterflies
>>
>>144784315
>directed questions aren't a 4chan thing!
>you must be from reddit!
thats some nice damage control you have got going there
>>
>>144783816
>Ive been on 4chan for nearly a decade :/
Yeah no.
>>
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>>144784501
Thanks friend. I've got a plan to roll with now. That traversal time has been bugging me since I started implementing ECS.
>>
>>144784556
Yeah too many, just put two or three around a cow turd and then it'll be farm like.

Also butterflies/bees.
>>
Want to participate in space jam, but can't decide between Sobolev or Hausdorff
>>
>>144784714
I didnt say directed questions, i said poster continuity.
Your starting to get to me.
>>
>>144784920
I can't decide between top down and third person.
>>
>>144784354

Thank you for the advice
>>
>>144784934
Then my point still stands
>>
>>144782797
Seems sortof consistent with what i'm saying. Right? I accidentally started my index at 1 but whatever.
I should have been more clear. Every row is an array.
>entities without that component aren't processed
So I'd do something like
//pretend there's an enum which counts ENUM_Movable=0x1,ENUM_Hittable=0x2...
if(entityArr[currentIndex].Bitfield&ENUM_Movable){
move(movableArr[currentIndex]);
}
currentIndex++;

Right?

I just find it rather disturbing because without any form of polymorphism here the unique entity behavior would have to be defined

Or is ECS more like
struct Entity{
EntityType_ENUM type;
Movable* m;
Hittable* h;
Fooable* f;
};
and then you point to something that inherits Movable/Hittable/Fooable (or really they could just be void pointers) which you then in your update function cast depending on the enum (switch on the type)?

Or is there something I'm missing. The first system I proposed doesn't allow entities to be very unique. They all have the same fields and follow the same logic except some don't respond t
>>144784189
>OOP
I don't consider OOP really.
>there's nothing about ECS that somehow precludes it
Maybe, I just don't see how. I'd be rather limited even with using a 64-bit value for my flags since they all have the potential to have a type of component. Is the idea to have many of the different types he proposed in the transition from OOP? The Prop and Char?
>>
>>144782207

You don't understand, this program wouldn't be a full version of UE4, it would be a simple media player that played the UE4 ident before opening the actual game EXE.
>>
>>144784934
>poster continuity
Anon it's easy to do and it's been done forever.
>not that guy but
You can often see if they're the same poster or not either way but being explicit about it is the nice thing to do.
>>
>>144778439

Looks like an Amiga game from the 90s.
>>
>>144782207
>implying the engine has to stay open after its done displayed the splash screen
>>
>>144784902
>>144784556
And some birds, maybe?
>>
>>144785587
You can never see if they are the same poster. I think there is a way to show IP's but even that isnt guarenteed as multiple people can post from 1 ip and 1 person can post from multiple ip's.
What you ment to say was, "you can often correctly assume if theyre the same poster." Which did not occure.

>>144785550
>>144785747
You are correct, that is exactly what im implying, it obviously isnt necessary, but that is what i was implying.
>>
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i want to make something like this so badly
>>
>>144785424
The "ECS with flags" approach, what I call "pure ECS", is what I'd stay away from. It's kind of an extreme where there's a single entity type and all of the components are optional.

Also, it depends what the "unique behaviour" you're thinking of is. Do you just want to have a couple bats that are more aggressive, or something like that? That can be handled with a different-valued field, not a whole new "type".
>>
>>144783731

I appreciate the genre you're doing but I'm not too fond of the cel shading look you've got there.

Of all of the elements, the bridge and the interconnecting stone look pretty cool, the water is okay enough, and the grass/cliffs clash so much with the units and make it look unsettling.

Is the style temporary?
>>
>>144786089
>but that is what i was implying
That clearly wasn't the case, even if that's what you intended with your post.
>>
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Christ, guess it's time to start animating.
>>
>>144786227
I never liked this artstyle. It's kinda hard on the eyes.
>>
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I already posted a webm yesterday but here's a video with sound:

https://youtu.be/WrWm09MT_KE

There is not much happening in case you are wondering if something happens hah.
>>
>>144786227
It's really easy, anon. That style of "pixelart" is literally the easiest shit for gamedev newbie hipster "omg it's so RETRO tho!!" kiddos.
>>
>>144783816
well its true :( now yall being mean
>>
>>144786227
I like parts of this a lot. The background, the stone, the building. I hate the tree trunks, the canopy, the bushes. The characters are eh ok.
>>
>>144786412
Where'd you get them beep-boop sounds?
>>
>>144786460
Yeah, keep telling yourself that.
>>
>>144786227
>gradient mixel backgrounds
>no palette
>random pixels instead of actual texture
>"pixel" "art"
>>
>>144786730

I recorded the sound while randomly switching through the frequencys here

http://websdr.ewi.utwente.nl:8901/
>>
>>144786412
what is this supposed to be?
>>
>>144786791
>body rectangles
>head rectangles
>limbs literally single-pixel lines
>large, simple shapes for all background elements

Gladly. It's not only easy as fuck to create, it's also only used by people who want their game to look "retro" or get treated as ""art"" instead of a video game.
>>
>>144786297
her bottom part is especially well made, keep up the good work
>>
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>>144786412
Is that seriously just a static mesh falling through a pretty sky box with an obnoxious filter? Please tell me you made the skybox yourself at least.
>>
>>144787352
>>144787009

Let's see your spritework.

Or even do a rough approximation of that style. I'll wait.
>>
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>>144784902
>>144784691
>>144785958
I can't into butterflies, this is the best I could get it
>>
>>144786227
>wants to make a boring walking sim

Fukin' ell anon
>>
>>144787624
not an argument
>>
>>144787352
one day maybe you will understand that form is only one of the elements of visual art
>>
>>144787196

Trying to get a spoopy atmosphere. The scene is going to be the start screen.

>>144787612

yes!
>>
>>144787062
Oh man, I've heard of that. I've been meaning to give some shortwave stations a listen.

>>144787612
He probably just wants to present his progress in an interesting way. Anything to fight off discouragement.
>>
why does the ksp general say

/agdg/ devs post progress here edition
>>
>>144787907
Other than the forms, that image is 100% solid colours with random dots to add "texture".
>>
>>144787806

You just said it was easy to do, and yet can't replicate what you described as an extremely quick process. Either you are talking shit, or you do not have the expertise to back up your salty claims.

You're just a petty jealous nodev.
>>
>>144788214
we're all about space games now

where did the boat games go though?

or are we about to see some space boating?
>>
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Is any of this shit worth it?
>>
>>144788214
Because their general is ded
>>
>>144787612
Why are you so negative? Have you ever made anything?
>>
>>144788250
I didn't say it was easy, I said that it wasn't pixels and that it wasn't artistic.
>>
>>144788304

a spaceship is a space boat.

space ship
>>
>>144788334
>paying $15 for a course to make assets on the level of THAT
kek
>>
>>144788403
its more like a space submarine
>>
>>144788354

Then you're wrong twice.
>>
>>144788334
If you want to give yourself a financial incentive to make a good game and put it up on Steam or some shit, sure. Otherwise, there's loads of free tutorials out there.
>>
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>>144788304
>space boating
gettin spelljammer in here, I'd be okay with this
>>
>>144788565
>Otherwise, there's loads of free tutorials out there.
Yeah, loads of shitty ones.
>>
>>144788403
Woah...
>>
>>144788334
never learn anything from a teacher who is worse than you are.
>>
>>144788556
Am I wrong? My post is >>144787009, if you haven't figured it out by now.
>>
>>144788745
But I don't know anything about pixel art OR game maker.
>>
>>144788510
It's just 15$. As a programmer it's probably worth it if I would stick with my own art.
>>
>>144788663
Nothing about those looks non-shitty.
>>
>>144787931
Good job

>>144788043
I just feel like he is disguising it rather than being honest with him making 0 progress, which is fine. Its like posting the same picture of source again and again with a different filter and claiming its progress

>>144788348
I make tons of things, I just remembered that this guy stole his textures and tried to pass them off as his own last time he posted, something that I personally think is a douche move, don't you agree?
>>
>>144789065

I never said I stole anything, why do you keep repeating it? I said I got some textures from gametextures.com

Maybe its some projection on your part thinking I must have stolen it.
>>
>>144788830
I can promise you that your pixel art is better than that shit
>>
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>>144787726
I-I made you a little butterfly, Frog-senpai, I hope you like it
>>
>>144787062
Great. Now I have my music, my soundeffects and my ambient sounds. Thanks anon.
>>
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>>144787624
k
>>
Anon working on the beta site here, thanks to everyone who's given feedback through the feedback form so far. I've received all of it (hopefully) and am compiling all of it into useful lists, but I want to run by what I've got here in case any anons here want to weigh in:

>1: My dad beats me and won't stop drinking
Make a game anon. Then he'll love you.

>2: (Several) Requests for some sort of collaboration tool where anons can create a collab request and other anons can sign up somehow.
I don't know how to build this and keep the site anonymous yet, but I'm trying to work out a solution that will be useful. Any ideas appreciated.

>3: (Several) A "Completed AGDG Games" section where devs with complete games can have their itch.io, steam, google play, etc pages linked so people can download their game.
I think this is a great idea and I'll include it as something to add to the site. When the layout and page are done I'll start taking submissions on games to include.

>4: (Several) Additions to tools section and the inclusion of a tutorials section.
If you suggested something be added to the tools section, I've added it. A tutorials section is definitely in the backlog as something to add -- for now, an anon is hosting his own gamedev tutorials blog at boreal.aggydaggy.com.

>>144789463
This is the best pixel art I've ever made, and it's literally just recolored squares.
>>
>>144789432
I'm unsure who you think I am but this is the first time I posted about you. You posted a picture saying "Doing some texturing" (or something of that effect) whereupon like 3 guys called out the fact that you had made none of those textures, "stealing" might not be the right word, but taking credit for making someone elses textures is close i'd say.
>>
>drama
Take it to /qa/, please.
>>
>>144789628
Shortwave radio music can still be copyrighted, my dude. Unless you consider beep-boops as music.
>>
>>144789703
did you even try
>>
>>144786412
Wait are you that anon who tried to pass of some default textures packed with substance painter as your own? Isn't that the same precise mesh and texture even? its like 3am here so I might just be imagining things
>>
>>144789703

I can't tell the difference.
>>
>>144789718
Forgot to add at least two anons requested a "Jam Poll" page where anons can submit ideas for jams for people to vote on, but I don't know how I feel about that.
>>
>>144789951
proof that using gradients is completely fine for pixel art
>>
>>144783731
You know what i think would make this look nicer?

Shadows under the units>>144786281
>>
>>144789743

Using materials in Substance Painter = stealing. Okay.
Substance painter doesnt just fart out finished textured objects you know.
>>
>>144789718
collab submissions based on IP so each IP adress can only submit one entry? its not fool proof but I doubt people would use vpns just to submit joke entries. as for how you would go about doing this, i have no idea
>>
>>144790506
Then anons with dynamic IPs can't participate in collabs.
>>
Are blueprints a meme? Feel like I can't even create the most basic logic without it being a complete spaghetti mess compared to just writing it in C++.
>>
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I like this thread. There's not a ton of progress, but shitposting is down to a minimum

Post progress, please
>>
>>144789951

That's because he just cropped an image.
>>
>>144790636
You get better
>>
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>>144790421
>Look guys I made these textures! == Look guys i just put on this texture generator without tweaking it!

Calm down man why so mad? Either I'm lying for no good reason or you're mad that people remembered that you tried to pass something that you didn't do as your own.

If that anon that shitposted about him for like 30 mins last time is here please take over
>>
>>144790590
what if something similar to 4chan where it knows your ip so if they can use 4chan, they can use the collab service?
>>
>>144789602
ty friend, I cut it in half to make it look more like its flying up and down better. I hope you don't mind.
>>
>>144786281
All the stage textures are temporary. I've not had a chance to go back and redo them and I've not yet settled on a final art style either. Most of my work is just getting the engine and the necessary features working.
>>
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>>144790714
Does old progress count? I got a basic asset purchasing system down last night with a UI layer.

>>144790887
I'm not sure what you mean anon. 4chan doesn't require you to have a static IP.
>>
>>144790714
I can't, I'm not able to work...
Well I have progress but not for a video game, but a classical game....
>>
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>>144790307
Whoops, my bad, forgot the gradient light source.

>>144790739
Wrong.
>>
>>144790985
but people with static ip's use it
so they could use this service
im just spit-balling here and dont know how to implement any of what im talking about
>>
>>144786297
oh hey, you're back! she's a lot cuter now.
>>
>>144791118
The best thing I can think of is some sort of tripcode-like-system where someone can make a collab request and when they do, they give it a password. Then other people can join it if they have that same password. But I don't know.

Shit this would be so much easier if I could just make a site that lets you make a user account and create your own collab page that other people can join but that is the exact opposite of what a 4chan tool site should be.
>>
>>144789703
>I can do it, therefore it sucks
Why do you hate yourself?
>>
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Post good space movies for space jam inspo
>>
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>>144790714
the prog frog coming through.
probably going to upload my game soon, maybe add a few more plants before then. I was going to try and get building working, but I don't want to risk breaking it and run out of time
>>
>>144791753
>He'll never win if I just keep moving the goalposts!
That's enough of that shit, Dan Backslide.
>>
>>144791870
Space Jam (1996)
>>
>>144791870

The Martian.
>>
>>144789718
>keep the site anonymous
Use this:
https://tox.chat/
As contact. Note that it doesn't anonymize your IP, it's just a very neat small client. Which has very disposable ID's. You can use private/public key encryption to secure an owner/guest relationship.

For instance. If I want to submit a request I'd take a Tox ID (or any piece of information that I'm willing to share really). Encrypt it using a public-private key encryption scheme (could be implemented clientside on your site). Publish the public key along the request. This way we have a one way link between the requester-contact info and the people who sign up. Everyone gets the person who requests ID (in the case of Tox you require a 2 way add to establish communication). There can be an anonymous chat where you sign every message using your private key (can be implemented in site) and for reading there's a list of the public keys (with some sort of information behind the key, not everyone needs to ) that have been associated to the current request thread.

This scheme works well because:
There's voluntary contact information sharing (no 'add me on this' shown publicly)
There's an easy way to verify identity in thread ('encrypt this for me if you're X', then you get something back and attempt to decrypt using the matching public-key)
There's no signup process. There's a risk of garbage/spam though. But there's that here on 4chan too.
Negative:
Still no preventing request spam. (though any scheme to prevent request spam can be implemented on top)
Contact info like Tox are pretty important to prevent people from just adding Skype ID's en masse.
People may be a little bit confused if there's no good tutorial.

If you need a better explanation (I suspect you do) just email:[email protected]

I'm not a crypto expert in any way but the properties of a private public key pair is pretty obvious. It's not hard to get. But you may not have thought about it.
>>
>>144791939

>caring about winning

and this is why you lose. not him btw.
>>
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>>144790926

Cool, keep on trucking on. I'm watching you
>>
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>>144791870
Disliking this movie is a violation of federal law
>>
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>>144791870
Earth Girls Are Easy
>>
>>144789432
>gametextures.com
When there's stuff like this.

How do artists even make money?
>>
>>144792240

I havent seen that since I was a kid but I remember being bored shitless.
>>
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Anon, tell me about your game's setting/story.
>>
>>144792153
k.
>>
>>144791870
MOON
>>
>>144791929
this game looks amazing. while i want to play it so dam bad, i also want you to make it have lots of quests, story, whatever to make it amazing
this will be a great game one day. millions will play
im calling this as the next undertale
>>
>>144792390
>Gondor goes to Asia
>>
>>144792390
Mine is a globe trotting adventure through many different cultures and settings.
>>
>>144792390
You're a survivor in the post-apocalypse. Nothing else matters because the main character is a top-shelf waifu, like 9/10 (at the absolute least), so people will buy it and jerk off over it no matter what. Plus, I've left things in the world vague enough to where tumblr will think they're super clever for making connections (which don't actually exist) and make stupid blog posts like "OMFG you GUYS I can't even BREATHE this game is so fucking DEEP it's literally perf."
>>
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Post space jam game ideas ideaguys. Please.
I don't wanna come to the collab empty-handed.
>>
>>144792153
it became pretty clear they were taking this way too seriously when they drew a fucking picture to "prove" their point
>>
>>144790370
Shadows are on the todo list and will be done once I revisit lighting. Although the game certainly suffers visually for it, it's not within my current scope.

>>144792232
Will do.
>>
>>144792707
>I've left things in the world vague enough to where tumblr will think they're super clever for making connections (which don't actually exist) and make stupid blog posts like "OMFG you GUYS I can't even BREATHE this game is so fucking DEEP it's literally perf."

next undertale coming through
>>
>many hours of game dev
>lose interest in project due to [insert reason here]
>kill project and start new one
>repeat ad infintum.

How can I break the cycle?
>>
>>144792784

that was literally what he was asked to do tho?
>>
>>144793029
>Plan atleast the basic mechanics
>Don't get burnout on your project
>Finish
>Update/patch it later
>>
>>144792773
You're an pod-person type assassin on a human space station, you have to kill as much of the population as you can without being caught. If you're discovered you could still try to take everyone on but you will be vastly outnumbered and have no realistic hope of success that way.
>>
>>144793029
Stop quitting? Super easy solution. When you want to quit, don't, and work on your game instead.
>>
>>144793067
give me 1000 dollars
>>
>>144791870
not a movie but this scene is so epic that it will make you orgasm space juice
https://www.youtube.com/watch?v=E6vs3-2gdGc&feature=youtu.be
>>
>>144793029
By lowering your scope to something that you can finish before getting bored. Figure out a project you can finish in a week or so.

Then you can start working your way towards bigger projects.
>>
>>144793234

i don't get the joke
>>
>>144791870
This >>144792519.
>>
>>144793029

https://www.youtube.com/watch?v=tdbORXEmbnk
>>
>>144793386
because you're it
>>
>>144793228
Also some adventure/choices you can make to avoid conversation, and various mini-plots involving the hand-crafted crew instead of them all being NPC copies.

I love ideaguying honestly, not ashamed
>>
>>144793246
>all this hallway walk-and-talk
Did Aaron Sorkin have something to do with this?
>>
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>>144792390

Two hostile dark-age kingdoms and a neutral city-state witness a false flag attack by assassins posing as diplomats, resulting in the regicide of one of the kings. A succession conflict occurs when that kingdom's dukes back a different heir to the throne, and the second kingdom prepares to attack the first during their rival's political weakness.

Meanwhile, there are signs that an empire from a foreign continent has orchestrated various sabotage and acts of instability (including the regicide) as a way to pepper up the two kingdoms and annex them.

The player's role as a mercenary is to wade in all Yojimbo-style, play noble houses off each other, unite them, betray them, and keep your comrades alive over the course of the 7 days this chaos sparks.
>>
>>144793620
Long Live Griffith?
>>
>>144793212
Sounds logical, I try not to burn out but it ends up being obsession of the week for me.

>>144793232
So.... Quit quitting then?

>>144793293
I never realize the size and scope until feature creep starts setting in

>>144793439
Aye.
>>
>>144793386
if you explain a joke it's not funny anymore
>>
>>144792390
There's a ball, and it goes up and down.
And the ball is in a world, and the world story is inexistant.
And there's a goal, which is literally to get to the goal.

I'm really thinking about stopping making that game because I have no idea where it goes, and that makes me awfully sad...
>>
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>>144793849

Hell yeah baby
>>
>>144791929
looks fun, let me play it daddy
>>
>>144794081
I have to say, I enjoy the politics and character interaction of Berserk far more than the monster-slaying.
>>
>>144793927
Yeah. Stop quitting and keep working instead.
>>
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>button and text have the same white color.
>somehow button color is darker

fucking UE4!
>>
>>144794434
Is it under the box or something
>>
>>144794824
nope, it's on the same level as the text.
>>
>>144795007
Check your alpha value. Just set it to fully opaque and see what happens.
>>
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Re purposed the lightning gun thingy to this.
Activate to erect the turret, any enemy in the vicinity (fairly close range) will now be quickly zapped and dealt damage to. Great for offense but can also be used defensively as it targets incoming asteroids and enemy projectiles (the slow ones) as well.
>>
https://www.youtube.com/watch?v=GYwafK4HttY
>>
>>144795007
when it comes to transparent objects the order in which items are rendered can also fuck things up a bit, check if maybe one text get rendered before and the other after the box?
>>
>>144788334
Non-meme answer here :

Avoid the pixel art course. It's not bad per se but it isn't worth $15. I don't find Heartbeast to be a very good artist, his fundies are right but that's it. If you need to learn pixel art there are plenty of tutorials and such out there.

The GameMaker Course is good and I'd recommend it if you're new to GMS or programming as a whole. I'd recommend subscribing to his news letter or whatever FIRST because then you get his spaceship course for free which is also really good, and so then from there you'll be able to know whether you want to learn from him more and support him or not.

I don't know about the movement engine thing. As for the book, the current version is 1.1 but he's said a few days ago he wanted to update his book once more. Perhaps you should wait (I still haven't read it personally).

Also you can find all of these things for free if you're tight on money.
>>
>>144795521
another gorgeous update but can i ask what the gameplay of this game will involve or do you know yet?
>>
>>144778168
way 2 spooky man
>>
trying to get into game dev in my free time, where should I start?
>>
>>144795953
Check out the agdg website in the OP. Pick a tool and get started.
>>
>>144795953
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
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>>144792145
The extent of my cryptography experience is having to set up salting/hashing of passwords for websites and locking down web APIs with authenticated tokens but I'll definitely check this out when I'm creating the collab system because it sounds promising. I'm going to keep this post and your e-mail for future use. Thanks a lot anon this was really helpful.

I'm not working on it today because I want to practice my art more.

>>144795642
I'm not tight on money so I'd buy buying it. I'm also not new to programming -- I'm just thinking about shifting from using Monogame to using GMS because I've found that I get more bogged down in enginedevving than actually making a game so I'm exploring alternatives. I'll do what you said and check out the GMS course and his free course.

Do you know of any really good pixel art courses / guides / tutorials for an absolute beginner? Because I'm the opposite of an artist (Pic related)
>>
>>144795953
sign up to collab for space jam, info in the OP, make sure to mention you're absolutely new and want to work with others like yourself for the last two weeks in July
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