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/agdg/ - amateur game dev general
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Dead Monkey 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

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

Previous thread: >>144839460

>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/
>>
>>144894384
Does anyone have the deflating rhino webm saved? I want to make it into an agdg OP pic/banner.
>>
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>Added a chatbox
>Finally got it running in Firefox
Gonna start working on UI
>>
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Reposting for (you)'s

What can i do to make this thruster particle effect better? Do they move to slow? Are the particles too big?
>>
>>144894706
Thanks doc
>>
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>>144894594
>>
Stream when?
>>
>>144894815
Thanks, I'll try to have it ready by tomorrow.
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The player can now toggle various attachments on the weapons
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so where the games at?
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Set sail for progress!
>>
>>144894972
>>144894815>>144894594

topkek. Looking forward to it.
>>
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For those who have trouble coming up with a game idea, here's a challenge:

>think of a game you like that has a story (even a simple one like "the princess was kidnapped... gotta save her!")
>ignoring mechanics briefly, consider the core conflict of that story, and the thing that the player is trying to achieve
>figure out at least one totally different way to depict this "story"

Examples:

>Super Mario Bros.
>someone has been kidnapped and needs rescuing
>Original method: Jump through platforming levels until you kill the final boss and save her
>Alternative one: Stealth game where if someone sees you, you have to kill them before word gets back that they sent you to rescue the kidnapping victim, or they'll kill her
>Alternative two: Hostage negotiation simulator.

>Sim City
>you are the mayor of a city and have all the responsibilities that come with that
>Original method: Build your city top-down and try to make it thrive
>Alternative: Play as a selfish asshole trying to get as much campaign funding and prestige as possible by negotiating the minefield of politics, all while keeping your skeletons firmly in-closet, possibly eventually running for higher and higher office.

The upside to this is that you're taking tense situations that you KNOW players will find interesting and you're detaching them from the same old gameplay.

What this means is:

1. You can make the game as simple or complicated as you like.
2. You aren't stealing gameplay, but instead giving yourself a framework around which to build gameplay yourself.
>>
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Mid-boss music

https://soundcloud.com/zawazawazawachameleon/i-am-a-nice-fellow
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>>144894815
>>144894972
>>144894594

>mfw I will never be and AGDG OP
>>
>>144895221
Now I want ot make a sailing game.

Fuck you
>>
>>144895331
How long have you been reposting that? Feels like ages.
>>
>>144895331
I could try something with it. Cross your fingers.
>>
>>144895348
Naval combat game where you actually have to sail and think about the wind when?
https://en.wikipedia.org/wiki/Weather_gage
>>
>>144895249
Let me try:
>Pokemon
>kid wants to become the greatest at what essentially amounts to a sport everyone plays
>this is represented through turn-based, classic JRPG style combat
>could be a sports game where all the other players are AI and you build your stats up like an RPG. You have to balance between teamwork and making big plays to make your team successful and show off your own skill if you want to keep making progress and ultimately go pro.
>>
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Reminder to use trip #rocket to join the team that will win Space Jam. Open enrollment, we already have like 4 assets.
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>>144895302
Fucking awesome

>>144895449
Probably a week now. Promised to stop reposting it when someone told me to stop with progress. Have some new content:
>>
>>144895618

I always thought someone should expand on a blitzball-type game. Used to play that shit for hours at the save points.
>>
Reminder that the team rocket poster is the same person as the game thief and source poster

just some butthurt faggot trying to ruin this general.
>>
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>>144895639
It's ok I'm used to working with shit like this. I'll start working on optimization once the core design is finished.
>>
>>144895249
Holy shit, this is gold.
>>
>>144895302

I like this sort of wacky music. would be very fitting for an rpg.
>>
>>144894384
Godot Engine needs GTA-like open world game template. Something that newcomers can use to start building open world game without reinventing the wheel.
Someone please help me make it.
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>>144895249


you make me proud kiddo
>>
>>144895302
You should make animated+sound webms, it probably makes it even better in action
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Started to work on a new level and realized that an enemy is not designed to work on curved surfaces. It's an easy fix, though.
>>
>>144895249
>>Alternative two: Hostage negotiation simulator
desu Rainbow Six: Diplomacy sound fun, would play.
>>
What's the best way for me to "trace" a picture I have scanned in using krita?

I drew it with pencil but just dragging the mouse over the lines makes it super wobbly looking.
>>
>>144896498
Will there ever be a playable demo?
>>
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>>144896424
I still need to make some cool attack/skill animations. Still kind of shaping the project as I go along, I have a general script to follow, but I really want to just get a demo dungeon out so I can get a feel for where I want to go with it.
>>
>>144896621

Maybe nest demo day. Either way, I'll do a more substantial release in October 2016. When Yooka-Laylee was originally supposed to come out :^)
>>
>>144896883
>When Yooka-Laylee was originally supposed to come out.
When's it scheduled for now?
>>
>>144894761
>another 2d top down pixel space game

Luh mayo
>>
>>144896117
Trove
>>
>>144897020

And it's more than you will ever accomplish. Sucks for you.
>>
>>144896339
Godot's 3D support is still pretty lacking. There's a big update coming later this year that's supposed to alleviate that a bit.
>>
>>144896996

"Early 2017".
>>
>>144896594
throw it into Inkscape and go Path -> Trace Bitmap
https://inkscape.org/en/doc/tracing/tutorial-tracing.html
>>
>>144894761

there's too much emphasis on the rockets and not enough on the ship. also, I feel the smaller particles could be made a bit smaller.
>>
>>144896339
It's not reinventing the wheel if there's isn't already a wheel you dingus.
>>
>>144896594
>>144897262
o wait
>using krita
IDK
Still do the Inkscape thing, then export result to fuckhueg .png, then put that into Krita (Unless Krita knows how to .svg already, then export as .svg)
>>
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Working on a player model (the back is too long in game so wil change it).

Apart from that I downloaded spacescape (free) which is a very good star, nebula generator and will export as a skybox for unity, ue4 and other stuff.

Right now I'm texturing the model and adding some acceleration onto the player movement so its less jerky and hopefully easier to aim.

https://www.youtube.com/watch?v=GMKNXJqyknA
>>
Any good tutorials on how to become a decent writer/director?

I don't even know how to approach something as bittersweet as this trailer:
https://www.youtube.com/watch?v=p19qjIf34zI

How do I even begin to make something like that. (Never played the game, but the trailer is so good until the lady starts singing, then it got cheesy with the fucking horseback riding, but it was good up until that point, even the ending, was very sad and I don't even know what's going on)
>>
Finally found myself an idea guy to collab with.
I think after all those years, I'm finally going to take part in an AGDG jam
>>
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>>144897376
I see what you mean
In that case, help me make the wheel
So that other people can steal it
>>
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>>144892898
>>144892740
>>144896149
First is called the "Bottom Up" approach.
Goes from the mechanics and systems to the player experience

Pros:
- Easier to prototype and see results quickly
- Rational approach, easier to iterate on

Cons:
- Harder to have a clear vision of where you're going

Examples:
Portal, Minecraft, Splatoon, most Nintendo games...

Second is called the "Top Down" approach.
Goes from the experience and the theme to the mechanic
Pros:
- Clear creative vision
- Natural creative process
- Easier to have a coherent experience

Cons:
- Harder to focus on the design
- Easy to miss the player's expectations of the theme

Examples:
Assassin's Creed, Far Cry, most AAA games...
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>>144897580
>9-11.webm
Can your use jet fuel to melt steel in the towers?
>>
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Well, I'm reading Bjarne Stroustrup principles and practice using c++ and going to do every exercise.

See you in three months /agdg/,

What are some recommended books to get good at programming. My friend recommended Bjarne books because he invented C++ so is the best.
>>
>>144897964
No, but you can trigger the explosives that you placed earlier.
>>
Weird question. Are real world locations copyrighted? Like, if I made a 3D model of a city, say New York, would I be in trouble if I used some of the NY skyscrapers like the Empire State Building or even some more unique places like the Yankee stadium?
>>
>>144897525
>>144897262

I'm gonna get inkscape purely for the bitmap tracing. Also seems like the kinda program I could use anyway.

Many thanks for your helpanon.
>>
>>144898121
https://en.wikipedia.org/wiki/All_persons_fictitious_disclaimer
>>
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Anyone have any advice for this shitty attempt at a blacksmith? Shading hasn't been put in yet, I know that. But general design ideas, anything. Right now he kinda just looks like bara bait
>>
>>144897942

You've been posting this same webm for months.
>>
>>144898121
gta4 was in new york buddy
>>
Reminder to post your progress webms on /wsg/ so we can hear your game's sound and music. Your game does have sound right?

Here's my progress:

http://i.4cdn.org/wsg/1465299336639.webm

Please no bully.
>>
>>144898739

Looks like a machoke mixed with a koopa
>>
>>144898739
Kinda looks like he has tits and is wearing a dress. Maybe make his tunic longer and more ragged?
>>
>>144898739
roids squirtle
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>>144898739
nice freddi fish clone
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>>144894761
Noted!
I definitively agree about the particle size. The ship isn't lighted because it would require some really sprite specific light masks and this isn't the final ship design because i'ts not mine
>>
>>144898946
>>144899027
All true. I'll keep these in mind going forward

>>144898951
I'm thinking of starting fresh, maybe giving myself a few extra pixels uptop to work with. The form seems kinda fucked and stiff at this point

>>144899038
Didn't even realize, that's pretty funny
>>
>>144898792
No it wasnt it was set in Liberty City.
>>
>>144899359
Meant for >>144897293
>>
>>144895249
Games are gameplay, not story. Think of mecânica and good gameplay first and then make your story around it.
>>
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Put up my first game on the google play store 2 days ago. 2 years of very messy development with it starting on the PC with a friend as an online game, then scrapped once we didn't get any kickstarter funds. It was only scrapped because my programmer friend lost interest. Decided a year later to try to learn programming myself, then by chance found playmaker. Used it, learned it, and bam. Went through 6 different unfinished projects before I went back to Dega Madness to try and do it (as a single player game now) on android. Took around 4 months to make (I also work fulltime)

I find that the alpha maps in the title screen don't work properly on some of the lower end devices, just the ones that are set to unlit/transparent cutout (unity), so I'll have to go back and try to find out why. Also with my joystick that I designed myself, I had a problem with confining it to within a certain spacial distance. So you can move the controller all over the screen, but the player will only move if you keep the joystick within the bottom GUI area. Some players have problems keeping their thumb in that area, as they just tend to keep pushing it up the screen. Also some fairly bad lag on lower end devices. I'm not sure if that's because my game isn't optimized or if it's the phone.

Anyway if you have a decent android it should run fine, I'll have to find a way to try and bind the joystick though. For now just keep it within the bottom gui. Was fully made in playmaker btw.

***Game is called Dega Madness

The goal is to try to dodge all of the "Dega's" and reach the end. Each vehicle has it's own ability that can be used by hitting the "ability" button, and most abilities can only be used once per life.

No idea what my next project is gonna be now...anyway hope you enjoy it!
>>
>>144892628
I just checked Ableton, its pretty sweet but the price tag is a bit too high for now I guess I could download it for free somewhere...

Probably will end up using pxtone that >>144892865 suggested, so far it looks just what I need (a lightweight way to make/"sketch" some music out)

Cheers!
>>
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>>144896339
The next Godot version is going to support an "asset store"-like system. It will have templates too.
So go make that GTA template anon, you'll be famous.
Right now I think the templates and assets are going to be free only.
>>
>>144899804
>Reading comprehension: the post
>>
>>144900040
He is literally saying to create a diferent gameplay based on a existing game story.
>>
>>144899905
Nice. Did you get pic by compiling Godot from Github?
I'm a freetard, so I care for freedom more than I do for money.
>>
>>144899804
Very lucid point, shitposter #87. How about you go make a game.
>>
>>144900236
And?
>>
List of reasons why you shouldn't use Gamemaker or Unity
>>
>>144900587
https://www.gnu.org/philosophy/free-sw.en.html
>>
>>144900587
because Defold exists
>>
>>144900587
>Gamemaker
>3D

>Unishit

If you're not making a custom engine you're basically a nodev.
>>
So there's four players and they are ranked.
In case of a draw, should they be ranked like this:
1 - player a
2 - player b
3 - player c
3 - player d

or like this
1 - player a
2 - player b
4 - player c
4 - player d

I would like to have multiple of those ratings and give the players points for each round
So rank 1 would get 4 points, rank 2 would get 4 points, rank 2 would get 1 points and rank 1 would get 0 points. Does this make sense?
>>
>>144900304
Yup, I compiled it from the github. It's updated pretty much every day.
>>
>>144900863
are you retarded?
>>
>>144900682

you can make GPL games with Unity.
>>
>>144899867
It looks good and is well made. My oncly concern is that in the levels I played I never felt the challenge was really coming from the level, but rather from a lack of being able to control my vehicle well enough
>>
>>144901036
Neither GM nor Unity are free software.
>>
>>144900863
1 2 3 3 obviously.
Makes the player feel better about being shit.
>>
>>144901024
Maybe. I've also been coding all day, so I can't think straight.
>>
>>144900587
because Godot and UE4 exists
>>
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Nobody here mentioned this. Massively disappointed

https://twitter.com/SteamDB/status/740625050638913537
>>
>Can't decide between Monogame and GameMaker: Studio

>Monogame gives me more control, I know the language better, it's something I can show off to potential employers

>GameMaker takes care of a lot of engine boilerplate shit like window management, sprite and object creation, and allows me to work much faster

Shiiiiit
>>
>>144901417
How come no one here uses Cryengine? Is it a clusterfuck?
>>
A wild progress appear!
I just made it so some kind of places change the "gravity". This is the water, which is not really impressive, but some other will be more, like wind.
>>
>draw 2spooky basic enemy for my game
>literally 100 percent sure everyone is going to think it looks retarded
>working on it anyway

I'll show it when it's done, because fuck giving up on things.
>>
>>144901417
I would use Godot if it didn't have it's own scripting language.
>>
>>144901787
It takes like 1 day to learn, provided you know at least 1 programming language well.
>>
>>144901658

Personally I'm using GM:S to get a game made and get accustomed to scripting language, then I intend to move to Godot and learn C++ later for cred.

I think if you want to just get a game made sooner rather than later, GM:S is your best bet.
>>
>>144901154
Thank you!

Yeah It starts to get very challenging around lvl 8, as the vehicles grow bigger and slower with each level.

Also yeah the controls is a big point of frustration to me right now. Hopefully within the next few days I'll have figured how to deal with it.
>>
>>144901787

You can use C++ I thought
>>
>cvant draw people for shit
>dont want to waste years learning how to draw from scratch

maybe this whole "dont be a waste and do something artisitic with yourself" thing aint for me.
>>
>>144901928
I'd rather use a language that's actually usable outside of gamedev.
>>
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>>144901973
Hey guys, I've got a website now. Podcast and history and pictures and wowow.
https://remproject.wordpress.com/

Youtube videos SOON.(tm)
>>
>>144901973
I think my main problem with them was that having a joystick would seem to imply 360 degree motion, but its still locked into 8 way movement. If you took away that restriction I think the game would improve 10 fold.

Also, while having the menu require you to move the tank is cheeky, I think poeple generally like to have buttons on a menu. Something like the level select could makeyou move a vehicle
>>
>>144901658
GM fucking sucks dick. Didn't someone on here post that GM deleted their entire game and his project just had empty objects/sprites/scripts?
>>
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Ideas on how to make JRPG turn-based combat more interesting? One of the more fun things I've seen was the Judgement Ring from Shadow Hearts (https://youtu.be/C9TEFC1vDAo?t=48s) or maybe the Baten Kaitos TCG/battle setup (https://www.youtube.com/watch?v=CVK3A9G1eqU - please rock out to True Mirror while watching), but I think the first is actually patented, and the latter is a little too complicated to undertake. It's difficult for me to think of anything that really stands out from the norm.
>>
>>144902240
>Wordpress.com
:l anon why
>>
>>144902286

Nice basis for that extremely damning statement mate.
>>
>>144902072
Sort of, you can make custom modules http://docs.godotengine.org/en/latest/reference/custom_modules_in_c++.html
But you can't use C++ in the editor. It's just a lot better to use GDScript for most stuff.
>>
>>144902438
Worked for Yanderedev, and I got better things to do than fuck with a website anymore than I already have done.
>>
>>144902286
I've heard of people having the same experience with Unity and Unreal. You gotta back up regularly
>>
>>144902119
It's basically python, which is very useable outside of gamedev.
>>
>>144902552
>Worked for Yanderedev

No, a Youtube account is what worked for Yandere
>>
>>144902286
But I use source control, anon.
>>
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>>144900682
>making your game open-source/"free" as in freedom
>>
>>144902641
Well, in any case, I have one of those too and videos SOON. The wordpress is going to just be a place to go to fine aggregate information about it.
>>
>>144902278
>Something like the level select could makeyou move a vehicle


Sorry I'm not exactly sure what you mean by this.

And yeah I'm gonna try for 360 of movement rather than 8 directions when I figure it out.
>>
>>144902848
What's wrong with this?
>>
>There are people in this thread RIGHT NOW who do not make regular (weekly at a minimum) backups of their work.

What's the matter? Never worked on a game for more than 2 weeks before? Or are you just retarded.
>>
>>144903142
I make daily backups to my dropbox. :^)
>>
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>>144902894
>>
>>144902997
So in your main menu you have to move a vehicle to the "Start" or "Tutorial" platform

If you are planning to have a level select, you could do that same thing. That is, you move a vehicle to a platform labelled with the level you want.

Then the main menu could just be tapping start or tutorial, which is far more intuitive, especially because the average retard may not know how to use the control stick or that they're supposed to, and will just close the app
>>
>>144896779

What engine is this?
>>
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Ignore filename
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I was just going back through my folder of saved images from AGDG and stumbled upon this. Good times, eh?
>>
lol if you are developing an ECS and aren't using an MPL
>>
>>144903842
Yeah I just did the moving in the start screen because I wanted a more original start screen...but that doesn't mean better. I'll just make it touch based on my next update so people dont get confused, thanks.
>>
>>144904197
What's an MPL?
>>
>>144902317

Being able to freely move about the battlefield while awaiting your action bar before you can attack? I dunno, turn-based is a little boring now. Maybe something like a tactics game?
>>
>>144902848
>being scared that people are going to make fun of your code
kek
>>
>>144903142
>not storing your progress in titanium safe so the unity assassins won't steal your information
>>
>>144904197
What does metaprogramming have to do with procedural, compositional entities?
>>
>>144903142
What do you use to backup your work? Currently I just add all my GM files to dropbox
>>
> Look everyone, I made a game

Jokes aside, what does /agdg/ think about stencyl?
>>
>>144904173
What happened to magic meisters anyway

Did he an hero after the kickstarter failed?
>>
>>144904786

I have a folder which stores all of my relevant files. Music, SFX, concept art, notes, everything. I make a regular zip of this and store it on 2 hard drives.
>>
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>>144904858
It's shit, Philip.
>>
>>144903142

autosaves to onedrive
>>
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>>144904505
>Maybe something like a tactics game?
Tactics games aren't as entertaining for me to play or make. I feel like each battle tends to take too long for me to enjoy them. If you can think of JRPGs with relatively fast tactics mechanics (less than ten minutes per battle), let me know. For instance, Resonance of Fate had a pretty cool system that was relatively quick, from what I've seen so far.
>>
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>>144904878
That's a good question. Where are you now, David?

Posting more old AGDG games.
>>
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>Everything seemed to be okay
>Ready to move to the next step
>Before that, try to polish and review code
>Find an error
>Fix it
>It fucks up everything

I've build the whole game upon that error, and now that I've removed it, everything just collapses like a house of cards. Now I have to do it all over again from ground zero.
>>
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Darkened the colors on my little space fighter, looks better from a distance. Does it look like a space ship? A friend didn't realise the yellow thing was the cockpit, so I'm worried it doesn't look right.
>>
>>144904502
Meta-programming language.
>>144904707
You can take advantage of using templates to auto-generate your data-types for you, add tags to your entities so you can easily sort (at COMPILE time) your entities by the components they are composed of, and much much more.

https://www.youtube.com/watch?v=NTWSeQtHZ9M
>>
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>>144905889
>>
>>144905889
>Posting more old AGDG games.

do you have any of red tactics?
>>
What exactly is a 'material'?
>>
>>144906086
Shader + associated data that isn't part of the geometry
>>
>using krita
>whenever i hide the base layer the top layer disappears too

what the fuck is happening
>>
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>>144906062
>>144906080
It's funny you asked, I was just about to post one from there. I don't know if I have in-game shots, but I have this.
>>
>>144905986
Can you give a tl;dw of how metaprogramming works here? I can't really imagine how it would help.
>>
>>144906258

Hmm, I don't remember it looking like that. Weird
>>
If I want to work in 2D and do know how to code, do I still choose GM over Unity?
>>
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Please watch this, /agdg/.

And please think twice about pressing that 'Post' button when you know you shouldn't.

https://www.youtube.com/watch?v=Sq60ccWHJcQ
>>
>>144896339
>>144897173
>>144899905
how does godot handle >20 multiplayer game? im starting to make a game that might escalate a lot, im trying to know if godot is alright for it, does it rely solely on my programming skills with the gd script?
>>
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>>144906258

>>144906513
Unfortunately, I didn't save as many images as I now wish I did. Maybe it's from a later/earlier version or a mockup?
>>
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>>144906565
anon is a feg
>>
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>>144906634
Whatever happened to Pornoblade dude?
>>
>>144904858
graphics sort of remind me of paper mario
>>
>>144906540
You choose neither.
Unity is shite for 2D and GML isn't a proper language.
>>
>>144906540

Yes, absolutely.

Or monogame, or godot. Unity sucks ass for 2d.
>>
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>>144906821
Was this the one where people raged when it went from 2D to 3D? Can't remember.
>>
>>144904858
>Thick outline pixel art

Fuck I love this shit
>>
>>144907038
We raged when it went from being developed to absolutely dead.
>>
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If I ever were to collab it would be with someone who could set up the animation BP's for me. They are like black magic. Can work 40 mins on one without finding whats causing it to spazz out, then i rotate my char 13' clockwise whilst my foot is touching my pc case and BAM it just works.
>>
>>144906916
>>144906925
Thank you.

>>144906916
Of Monogame, Godot, or Defold, do you have a preference for any particular one?
>>
>>144905893
That may not be the case anon. Perhaps it just takes some minor retooling. I believe in you
>>
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seeing all these dead AGDG games fills me with indescribable sadness

is this like what war veterans feel when visiting military graveyards, seeing their dead comrades rotting in the ground?
>>
>>144907287
Monogame
>>
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>>144907265
Didn't this guy have a history of doing that?

>>144907038
Was this the same dev? Again, can't remember.
>>
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>>144907287
I used monogame for my roguelike and I'm using it for my shop simulator, and it's fun. If you know how to program then it's easy to pick up and prototype with after getting done with some boilerplate state management stuff.
>>
>>144907401

Yes, that is exactly how they feel you absolute fucking retard.
>>
>>144907492

did I trigger you? calm your vagina
>>
>UE 4.121.1 crashes when trying to compile BP

Thanks EPIC GAMES!
>>
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My second attempt at a blacksmith enemy. I think it looks a lot nicer, but also more generic. Doesn't have much pizzazz, and I'm not sure if it matches my usual art style. Considering making him into a turtle (recoloring to green and adding a shell)
>>
>>144907418
>>144907459
Thank you for the input. Going with Monogame.
>>
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>>144907426
I'm mostly trying to pick out ones that are no longer being developed and aren't too obvious. Blockhead falls into both categories, right?

This one was for the "Mundane Jobs" game jam.
>>
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>>144907669
I always wondered what happened to this dev. Tiny gifs, but the horror-esque elements kind of reminded me of Catherine.
>>
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>>144907871
Holy fuck thats like a frame by frame implementation of one of the bosses I'm planning to have, colors and everything.
>>
>>144907669
>This one was for the "Mundane Jobs" game jam.
What happened to that trap maid game from that jam
>>
>>144907669
Lucas?
>>
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I've just started to switch to pbr, I'm pretty sure I've fucked up my shaders somewhere but I'm too tired to work on this shit for now
>>
>>144907459
if you choose the windows setup in visula studio can you then use it on linux too? because there's an option to choose linux when you choose the project
>>
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Any opinions on the menu to the right? Position, color, size, anything really.
>>
>>144907492
Thank you for your service
>>
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>>144907669

>>144908110
>Lucas?
Me? Nope.
>>
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28 years old knownothingnodev with no job beginning right now for the first time with: learncpp.com
an entry level Lynda course on Maya
and the tutorial series for unreal engine from the unreal engine website

Anyone else in this position? Just about to start on getting ready to even put your foot on the starting line?

Anyone have faith in folk like us?
>>
>>144908328
Monogame 3.5 just has one "Desktop Project" that you can build games for linux, mac, and windows on since it uses opengl.
>>
>>144908562
25 years old and started more than a year ago
i know i can do it, i just need to push myself some more

the key is: don't be just that guy that make "things", you need to stand out
>>
>>144906460
Sure. Using a MPL library, like boost.Hana, you can do this:
struct Position{};
struct Velocity{};
struct Collider{};
struct Health{};

using StaticThingy = tuple<Position,Collder>;
using Monster = tuple<Position, Velocity, Collider, Health>;
using Player = tuple<Position, Velocity, Collider, Health>;

using EntityList = tuple<StaticThingy, Monster, Player>;

Using template black magix, you can now take that EntityList and create a tuple of vectors for each component of each entity.
This allows you to have multiple "Entity Managers" without having to explicitly declare them.
You can also write some metafunctions, that would automatically filter out all entity types that didn't meet some requirement.
For example, you can have a metafunction that would, when invoked, iterate over all Entity types (StaticThingy, Monster, and Player), figure out which ones had the components <Position, Velocity> (or <Velocity,Position>, it would check for both), and operate on those component vectors.
You won't have to write, for each Monster do X to it's Velocity, Position
For each Player do X to it's Velocity, Position
For each Whatever else that has Velocity, Position do X to it

The meta function would figure that all out, expand out at compile time, and do that for you.
If you're writing an ECS, please look into boost.Hana and read up on the tricks that MPL does for you. I wish I would have known about these dark arts long ago

https://www.youtube.com/watch?v=L2SktfaJPuU
>>
>>144908738
Right, that all makes sense.

Metaprogramming is a confusing thing to me nowadays because I'm used to working in systems where the line between "regular" programming and metaprogramming is blurred.
>>
>>144907392
Thank you for the encouragement, anon. I've realized since then that the whole thing is rotten to the core. However, I don't mind it after all. Recreation should be much more faster, and I'm happy I'm realizing my errors and that I could learn along the way. Not to mention the joy of the moment when everything will fall into place, and the fact that from now on everything will work as intended.
>>
>>144895249
There was a princess in Super Mario Bros.?

I legit don't remember that.
>>
>>144909492
If I remember correctly, in the original SMB, the story was only mentioned at all in the instruction booklet.

But yes.
>>
So, does VVVVVV prove that addictive gameplay, a story, and pretty colors can make people buy a game even if the art itself isn't all that great?
>>
>>144908725
>>144908562
There has got to be more people boarding the self education train around now.
>>
>>144910197
No? It doesn't prove anything.
>>
>>144910197
it proves that titles > graphics
>>
In an ECS what's the best way to have systems communicate with each other? Or should I design them in such a way that they do not ever need to communicate?
>>
>>144908562

I'm 28 too bro. I started a month ago, no experience coding at all. Some experience as a musician, and havent drawn a single page since I was 17. I've started work on my game now and even though I'm using GM:S I have big plans. I am finding myself taking to coding well.

I get depressed about these people 8 years my junior that are better than me at all of these things, but then I just have to remember that it's not a competition. If someone can be 25 and amazing at this, why can't we be by the time we're in our early 30s? It's hours and effort in, results out.

Anyway, sorry for the rant. Good luck and stay positive.
>>
>>144910467
It proves that gameplay> graphics
>>
>>144910713
They "communicate" through the memory in the components. It's not really communication, though, just compatibility and interaction.
>>
Making low-poly models in blender and then saving screencaptures as sprites: Good idea or bad idea?
>>
>>144910882
There's almost definitely a better way to do that
>>
>>144910874
By my systems shouldn't ever really be calling other systems themselves, correct? All system calls should come directly from the game update function?
>>
>>144908725
>>144908562
>the key is: don't be just that guy that make "things", you need to stand out
wrong, at least at first. Don't make your first project your dream FPS roguelike with randomized world and detailed storytelling. Focus on making a game you know you can finish. If its a 1 level platformer, good. It'll give you the experience of making a whole game, not just starting one. You'll learn way, way more from 1 platformer than you will 5 unfinished dream games. It doesn't matter if its good, it doesn't matter if its new, it doesn't even matter if anyone plays it other than you and your friends, it just matters that you finished and released a game.
>>
>>144910865
ive seen plenty of games with good gameplay and poor graphics fail
clearly vvvvvv succeeded due to its title quality. not just of the game but of every screen of the world.
>>
>>144911009
They could call each other, but it wouldn't make much sense to do it that way.
>>
>>144908562
I'm the guy in the thread who released the dega madness game on android, I'm 30, and I taught myself everything I know. It's never too late, and although it can seem like a lot to take on at once, if you just concentrate on just getting it done piece by piece, focusing on the smaller individual aspects instead of everything at once, it becomes a lot more do-able.
>>
Anyone have any experience using Krita Animation Edition?

I'm starting to consider drawing all my characters and stuff on paper, scanning them, tracing the lines, and then animating them that way.
>>
I'm gonna make a detective game
>>
>>144910882
>>144910959
https://www.youtube.com/watch?v=QSVwtVir5fM
1 second of googling blender sprite sheet render.
>>144911240
If you draw better with pencil sure, but I always find the ability to undo mistakes digitally makes the drawings better.
>>
>>144911410
I know it's possible, I just don't know if it's optimal or even a good idea at all.
>>
>>144911467
Try it and find out
>>
>>144911561
Cool thanks for the help anon
>>
>>144911410

Oh yeah, the pencil stage is just for me to get the idea down comfortably. After that I tidy it up in Krita, then I'm thinking I can just animate it with onion skin.

I've never really animated before, but I haven't animated pixels either, so I wonder which way is better.
>>
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you guys are all pretty great
>>
>>144912036
thanks
>>
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Just made this guy in Blender over the last couple days for a 3D platformer I'm making.

I'm currently looking for an artist to work with who can do 3D and 2D art. Sometimes my art isn't too bad, but I find it really stressful and I'm not that good overall.

Let me know if you're a competent 2D and 3D artist who would like to work on a 3D platformer.
>>
>>144908725
What are you learning? Managed to settle into a regular curriculum?
>>
>>144908725
>>144910820
>>144911230

This is wonderful news. With discipline This can surely work, can't let those mistakes of the past take away the future. How did/do you folk structure your day? What are you doing today and what are your plans for the future?
>>
>>144904858
>stencyl
hey, if you can make the game you want to make in it, then it's a good enough engine. That being said, I would advise Unity or GameMaker instead. I've used stencyl for one tiny project in the past and it's not a development environment I would want to return to personally.
>>
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i think this is the hardest level i have ever made
>>
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I want to give the smaller ships a sort of "melee" tool to use in space. Anyone have any wacky ideas? The smaller ship class needs a close range alternative too.
>>
>>144913886

Can one reasonably work on the free version of gamemaker when they're just starting out, or should I invest the 140$?
>>
>>144898121
IANAL but I heard that you can't actually use the Empire State Building without permission either by name or looks IF it's mentioned that the setting is actually New York City, this is also the case with a lot of notable, famous buildings.

So like GTA4 could get away with having a building that looked very much like the Empire State building because it's not actually set in New York City and the building isn't called the 'Empire State Building'.

The Division on the other hand couldn't include the building (Along with a bunch of others) because it's specifically set in New York City and they'd have to get permission.

The Eiffel tower is another notable example, you're allowed to include the tower itself, but you can't have the night lighting on the tower, because it's protected by copyright/trademark or whatever.
>>
>>144911361
Is this the first clue?
>>
>>144913514

28 yo here,
I spent all day drawing today, which I feel a little bad about cos programming, but practice is practice. I tend to just wake up and either draw, program, or make music as much as I can whilst avoiding everything/everyone else as much as I can desu. Probably isn't super healthy but I'm hyped about making a videogame. I'm unemployed at the moment, which is shit on the wallet but pretty good on the progress.

I have found putting targets on a whiteboard to be a really good motivator. It feels really good to tick things off. Good to keep records of your progress too.

In the future I just plan to finish this game, then move on to making something more complicated. Probably with C++ or C# and a relevant engine.
>>
>>144914042

You can work on the free version of gamemaker without ever upgrading and you'll be totally fine.
>>
>>144906617
I have no experience with multiplayer in Godot. It does support multiplayer, but I don't know how good it is.
What kind of game is it? Is it going to be 3D or 2D?
>>
>>144914075
Thanks for responding with a serious post. I remember hearing about that eiffel tower thing as well.
>>
>>144913982
Pressurized hammer or battering ram?

What about groups of small ships that attach themselves with high powered magnets to your ship and begin cutting away at you?

Ships that have a sort of short range radial emission? At a distance the AI can activate it defensively as a burst shield and then use it to attack at close range.
>>
I set my HUD to just be an object with x and y coordinates based on the current screen view

In GM it basically looks like
x = view_xview[0] + 25;
y = view_yview[0] + 25;

But the HUD lags behind the camera a little bit. Anyone know why / a better way to do a simple HUD?
>>
>>144915178
https://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/events/draw%20gui%20event.html

There's a special event for it.
>>
>>144905896
Why does your space fighter look like a dual gun wielding chav?
>>
>>144914960
All good ideas anon, thanks!
>>
>>144915178
use Draw GUI
>>
>>144914260
This is my exact plan also, going to go full hermit mode and simulate as best as possible a class environment with each of the different disciplines making up the subjects in the curriculum.
Got to split time in Year 1 fundamentals between:
C++
Fine Arts
Music Theory/Production
Maya
UE4
Exercise/Sleep/Nourishment

At the moment I'm following Kimon Nicolaides Natural Way to Draw and getting poses from that Pixelovely pose site. What do you do for drawing and music?
>>
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>>144913982
In Lover in a Dangerous Spacetime you can upgrade your ship with a directional electric barrier that can serve as a melee attack if you bump into enemies with it. there is also another melee attack that is basically a boulder and a chain it's really satisfying to use.
Both are in pic related but there is probably more, I recommend you check this game for inspirations.
>>
>>144915790

I'm doing Loomis at the moment (check out the book thread on /ic/ for a lot of great books to do with drawing btw). I've been making music for a good while, so these days I just make music for practice (probably the best practice you can do desu)

What are you using to produce?
>>
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post game dev:
>Manga
>movies
>documentaries
>series
>youtube docs/series/movies
>anime?
anything
I need some inspo here
>>
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>>144913982
WHAT THE FUCK DO YOU THINK
GIVE IT ARMS FOR PUNCHING
>>
>>144911038
yeah but don't get comfortable telling yourself that you are hot shit and you can make a fortune selling indie games.
i see lots of indie devs doing this, they are simply not willing to invest in their and see indie devving as "plan B" that is going to fail anyway so why put everything you have into it
>>
>>144916468

https://www.youtube.com/watch?v=vVBdhADeAAE
>>
>>144914260
good, really good
>>
>>144917109

I did say good a lot, you are right.

Good of you to point it out. Good thing I'm anonymous.

Good day!
>>
>>144916332
I have a novation launch key coming soon so Im going to be using Ableton based on recommendations
>>
>>144908717
what do you think about the documentation? is api well documented?
>>
>>144917612

Those are both solid choices. I use Ableton myself and I find the workflow to be pretty nice. Don't be scared of arrangements, they are critically important to get started with as soon as possible or you'll get stuck making loops that don't go anywhere for years.

Also check out SadowickProduction on youtube. He has entire courses for pretty much anything you'll need to worry about for a while.
>>
>>144916468
A Clockwork Orange is gamedev.
>>
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Idea guy here:
Use game-of-life inspired mechanics to make a strategy game. For example the player must set up "factories" to make units which can then be controlled. All dynamic and shit.
>>
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>>144918349
Gogem thinks he has the right to speak
stfu gogem you blight on this society
>>
How big is the chance that google-drive corrupts my files?
>>
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>Rewriting my ECS while watching anime for the fourth time in my life
Fucking comfy. I was making more gamedev progress faster with GM:S but I just already know C# and Monogame and in a few days I'll have basic gameplay prototyped hopefully.

Any super duper programmers got any criticism for how I'm setting up my ECS?

Basically:
>Entities are an int ID and a BitArray
>Component flags are turned on and off in an entity's bitarray based on what components the entity has
>A container structure holds all component containers basically for organization's sake so my level classes don't need a million private containers for components
>Use extension methods on Entity when possible to check for flag combinations because of lack of ability to check components with a bitmask

>>144917835
Honestly no-ish, but it is getting better as time goes on. BUT it's a descendant of XNA, so there's a huge wealth of how to do shit that's usually not out of date.
>>
>>144913982
Giant Chainsaw. Just cut right through those mofos.
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