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/agdg/ - amateur game dev general
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Space inspo 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: >>145194745

>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/
>>
First for OOP
>>
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Reminder to post with trip #rocket to join the team that will win Space Jam!
>>
Last thread sucked.

Try harder.
>>
>>145238082
For the beta I won't be allowing any image uploads, but if I did I'd be doing it through firebase, which uses the google docs services to upload files, so if anyone tried to upload CP google would know about it basically immediately.
>>
>>145238015
I sculpted it in MudBox and then exported the Heightmap to World Machine for better natural erosion and shit like that and then, I imported it into UE4...
>>
>>145238621
That doesn't stop link sharing. Are you going to have mods? It's honestly too much work for something that's not needed
>>
>>145238621
What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site? Maybe I'm overly paranoid but these would be the kind of things I would wonder if I was hosting such a thing. I'd personally try to move the collab'ing off-site as soon as the people are connected but I don't know your plans for it. But the less user-provided content you have to host, the better, I'd imagine.
>>
>>145238814
>What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site?
As long as you remove them, and comply with any law agency, you're fine.
>>
>>145238814
>But the less user-provided content you have to host, the better, I'd imagine.
Yeah, it's tough. I have a few other projects I'm running that I don't need to worry about nearly as much but with 4chan you never really know. People have been asking for a collab tool for a while so I'm thinking I want to at least provide a way for people to advertise they want someone to work with.

>>145238794
No mods. But also no link sharing. For the collab request system I'm thinking just anons filling out a form that has:
- A checkbox for what kind of collaber they need (artist, programmer, idea guy, music)
- a field for how to contact them
- a textarea for explaining what they need

They will be deleted after 1 week.

>What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site?
Alert FBI, supply IP logs for who has accessed the site, and delete content.
>>
>>145239352
Why are you even bothering?
e-collabs are the worst shit ever.
Don't bring unnecessary shit on yourself BLD.
>>
waifus
>>
>>145239352
I see, interesting. It sounds like you're capable enough to make something work, it'll be fun to see what happens.
>>
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>>145239545
>Why are you even bothering?
The only reason is because there's been a lot of people that have asked for it. That's the only reason I'd ever add anything to the site.

By the way, I just got game settings to work after struggling to understand a really basic issue :^)
>>
>>145239627
where are the waifu space games?
>>
>>145218131

Weren't you doing a sidescrolling frog game? What's all this then
>>
So what does oop mean?
>>
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>>145239807
Perhaps they're bringing back the ancient art of trolling, in which they create maximum damage with minimal effort.

"Yeah collab is a good idea"

and then other Anons waste years of their life
>>
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Why hasn't anyone actually tried to emulate Doom's gameplay with a strong emphasis on projectile monsters, being able to bait and whiff melee attacks, monster infight, and have big levels? If someone could pull it off correctly it'd certainly gain quite a bit of traction.

It'd be infinitely better than those garbage "retro inspired" shooters that've been rearing their ugly heads up with procedurally generated stages
>>
>>145240246
>Why hasn't anyone actually tried to emulate Doom's gameplay
Because they make a .wad instead
>>
>>145240201
You really think people would do that? Just fuck with me in a mean-spirited way when I just wanna help make aggydaggydev lives a little easier? Well, the second most requested thing is a shilling page for completed games so devs can have their itch/steam/google play/apple store games linked.
>>
>>145240386
>>145240201
To be honest the on ly thing they do is spam the threads with the same stuff over and over, so I doubt they can really think outside that box.
>Well, the second most requested thing is a shilling page for completed games so devs can have their itch/steam/google play/apple store games linked.
I love that idea.
>>
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Musicfag with writer's block here, describe your game and I'll write a shitty loop for it
>>
>>145240641
you fuck hot anime girls
>>
>>145240386
When I was running the Recap, people would fuck with me nonstop.
>>
>>145240386
>You really think people would do that? Just fuck with me in a mean-spirited way when I just wanna help make aggydaggydev lives a little easier?
Yes, absolutely.
>>
>>145240616
Maybe I'll work on that instead then.

>>145240713
>>145240971
:(
>>
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>>145240374
>>
>>145238126
So you basically work out for 4-6 every day unless you're running errands?

You just gotta decide between being 2swole and being a gamedev mang
>>
>>145240386
I think it's likely people would do that sometimes, but I also think there is some sincere interest in collabing too. And if you had a system that was mostly resilient to trolling, I do think it could fulfill a need. Worst that happens is: illegal content, but it sounds like you have that covered... "let's collab / haha just kidding" which is ultimately pointless... or nobody ever uses it, in which case you can just remove it after pronouncing the RIP.
>>
Quick /agdg/ give me some 3D work focusing music.
>>
>>145241263
The problem is that the most resilient to trolling methods require user accounts, which I am absolutely unwilling to implement on the site. I considered a user account system where users do not actually have usernames, but instead have three passwords, but even that is borderline inappropriate.

>>145241253
Time balance is important, but you can definitely lift and work and gamedev. You just need to avoid having a social life.
>>
>>145241403
The sweet music of discipline is all you need. Don't worry, it's a knowledge issue, not a willpower issue.
>>
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>>145241518
>Being a bitch
>>
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You are now forced to work for Sony, Microsoft or Nintendo in order to make games and thus for the rest of your life.

Where do you go, anon?

http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
>>
>>145240703
https://clyp.it/qnvulpe0
ez
>>
>>145241748
>forced
As in a code-monkey, or a Kojima type deal?
>>
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Reminder that bitterness and salt is the currency yesdevs and helpfulfriends here prefer to be paid in!

Next time someone helps you remember to tell them to fuck themselves and then shitpost about them nonstop. They're stupid cunts who need to get off their high horse, after all¡
>>
>>145241851
Depends on you. You can work your way through there.
>>
>>145241810
I dunno thats kind of rapey
>>
>>145241494
Well what you laid out >>145239352 sounds like it wouldn't take a crazy amount of effort, and you could always shut it down if you were getting spam, or you could somehow just have it show you each ad for you to say "this is legit" or not quickly. I don't imagine there'd be a huge number of them per week.

But I guess it seems like a page for completed games is probably a better effort. Also I'm really excited for where your game is going! It's looking like it has some nice features already, congrats.
>>
>>145240703
https://youtu.be/dk8W_E-cDlY
>>
>>145241748
>Nintendo
>Rest of your life
>Nintendo is going to die soon
>You die with Nintendo
oh boy
>>
>>145242005
Your point being?
>>
>>145241941
Well Sony is ez mode, most success and all that. But I personally think it'd be more fun to work your way through the ranks of Nintendo like Shiggy did, and at this rate possibly save them. And replace that senile hack
>>
>>145241748
sony
>>
>>145242072
Nintendo has billions in reserve, they'll never die.

I voted Nintendo. Even after so many years they're the only ones I can still slightly relate to.
>>
Anyone know of a tutorial on pixel art explosions/particle effects?
>>
>>145242664
just make an explosions and pixel it down
>>
Someone here is using Godot?
I never used it, is it good or should I create my own engine? (I'm creating android games)
>>
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>>145242664
Just make an explosion sprite like this.
>>
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>>145243316
>>
>>145242072
Have you ever heard of Pokemon?
>>
Ready to blast off and reach for the stars this Space Jam™
>>
>>145242014
Thanks friend. I just wish I could art well. It's going to be a big hurdle.
>>
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pantsu
>>
>>145244025
thats a pretty cute face
>>
>>145244025
l-lewd
>>
>>145242690
>>145243316
Don't troll me!!!!!!!!!!!!!!!!!!!!!!!!!
>>
>>145245512
just make a rough explosion, and refine it about a billion times over
>>
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Menu juice whatever the fuck
>>
Drunkard walk > BSP Trees
>>
>>145244025
Rule 34 of waifu jams when?
>>
delet
>>
*this
>>
>>145245695
Make particle system explosion, render it to sprite.
>>
Is it a good idea to get rog to narrate your game trailer?

https://www.youtube.com/watch?v=05i1QhCJRDw
>>
>>145238719
Why even bother sculpting it when WM works better.
>>
Space progress
>>
>>145246847
make a 3D explosion simulator, take screenshots of one angle, re-colour each one in photoshop, put them all into a .gif
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>>145244025
Let me fix this for you
>>
>>145246203
Looks like BSP trees are for rendering polygons. How's random walk used here? tldr go on
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>>145247216
How'd she break her leg?
>>
>>145247236
Procgen algorithms
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>>145247236
BSP Trees for random map generation basically create a bunch of rooms, then connect them with hallways.
Drunkard walk is used to create cave-ish type worlds.
>>
>>145247314
oh ok, I'm just starting to look at the BSP tree algo

neat stuff
>>
>>145247216
no bully pls.
>>
>>145246429
No. My waifu is NOT for lewds.
>>
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>tfw it's barely not working
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>>145248039
>have been working on this shit for years
>main gimmick is still fucked
duuuude
>>
>>145248039
This would be relatively easy to do with particles that bounce around
>>
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>11 hours to implement texture mapping
time to sleep
>>
>>145247756
But lewds can be tender lovemaking too, and that's what waifus are for.
>>
>>145248039
What's not working about this?
>>
>>145248039
Vector reflection is fun.
>>
>look at the greenlight for that meme game
>people crying how a 2 hour and a half long game doesn't belong on steam
>tfw my game is going to be 2-3 hours

Should I just stop it all and give up already?
>>
>>145238282
PLEASE

someone
rate
my
progress

PLEASE

https://dl.dropboxusercontent.com/u/54522709/progress.webm

thanks
>>
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>>145250679
>greenlight comments
>>
>>145250937
Where to even start..
>>
>>145250679
What game?

Also, no. Even the most shittiest game can get greenlit.
>>
>>145250937
It's ugly and it looks like there's no skill to the combat. Looking forward to what you make of it in the future, though.
>>
>>145251549
>What game?
I don't have one yet.

>Even the most shittiest game can get greenlit.
Unless you make a rock paper scissor game.

But yeah getting greenlit is not the problem, it's getting people to buy a 2 hour long game.
>>
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>>145251060

Goog stream when?
>>
>>145250679
>people crying how a 2 hour and a half long game doesn't belong on steam
People who? There is way shrter games than that on steam, so they clearly don't have any saying on what belongs and what doesn't in steam. Don't give up, get your shit greenlighted and laught when retards like those complain about it.
>>
>>145251747
I mean the meme game that had those comments.
>>
>>145251060
Hey Gogem, you should take a look at Phi Brain and copy the games that appear in the show because they're pretty fun.
>>
>>145251809
https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=690210935
>>
how long would it take to make a simple game based on rock paper scissors?
>>
>>145252020
3 years.
>>
>>145251442
w-what. I didn't think it was that bad...

>>145251702
i'm s-sorry.... I only started last week....


i guess i will come back when I have something better.
>>
>>145252312
>w-what. I didn't think it was that bad...
Well I don't know anything about your game, or the progress you made. If you made this in a week then it's pretty good I guess.
>>
>>145250937
So far looks like a prototype more than like a game to me.
I'm guessing most of the assets are placeholders and that's why the styles don't match. If they aren't you should work on that to make everything look like it belongs to the same game, ie if pirate and slimes are pixel art, UI and background textures should look like pixel art too.
The combat needs something to make it more interesting and fun, since so far it looks like your standard minecraft "spam left clic to kill while receiving some damage" combat.
Overall I'm interested on seeing what this will become.
>>
where's the googstream
>>
>trying to psuedocode up something that I think will be pretty simple, an algorithm for determining the order of turns in my gamemaker RPG battles
>it turns out to be a cyclopean nightmare

I highly doubt that anybody here is both willing and able to help me, but maybe typing it out will let me see something I'm missing.
>Have an unknown number of entities that will take turns. Each character has the same amount of AP to spend per turn, let's say 100.
>Characters decide their actions before the battle actually starts. These cannot be changed mid-fight, but other noncontrollable actions may take place during the fight
>Each Action has an AP cost and a Priority
>Characters can use self-buffs in addition to normal actions. These go at the start of the fight, count as an action, and some affect the AP costs of subsequent actions
>order of turns is decided by the amount of AP that a character has left, if equal then the cost of the action(ones the cost less are faster), if those equal then by the priority value, if those equal then randomly
>ambushes may happen, in this case the ambushing party will have 101 AP at the start of the fight
>have to take all of this information and formulate an advance turn order display which may need to be recalculated mid-fight in case of death or other events
>all in fucking gamemaker, where objects can't have methods, passing objects as parameters is extremely wonky, and lists are complete fucking garbage

Just fucking end me already. It wouldn't be too hard if it wasn't for the fucking advanced display, but I really don't want to cut it, nor do I want the entire thing to be predetermined at the start(the display would spoil when things die). How fucked am I? And don't say not to use gamemaker because I fucking hate doing GUI shit in other environments.
>>
I figured out that tiling issue I had yesterday, I'll post the script I'm using if anyone asks for it.
I had changed the script from accessing "material.mainTextureScale" to instead access "sharedMaterial.mainTextureScale" because Unity said I "probably wanted to." This made it not work, as I would have known if I knew what the script did.
So now I can stretch my floor prefabs however much I want, and the tiling will scale perfectly, and unload the unused material instances as it creates new ones.
Went from feeling like a retard in over his head to a not retard, good stuff.
>>
>>145253090
Yeah, Game maker is a nightmare for turn based stuff, but alarms excuting scripts and timelines are your salvation
>>
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I'm making an RPG card game. Can I get some feedback on the basic card design I came up with?

The cards are divided into sets following the four humours, and this is a sanguine card thus all the red/blood.

A card cost is added programmatically over the red bookmark thing in the top left so it isn't on the card itself.

The card art is a public domain placeholder so ignore that.
>>
>>145253090
why are you using game maker if its such a problem
>>
>>145253524
edgy
>>
>>145253524
Hearthstone / 10
>>
>>145253524
card and image are too muddled compared to the text
>>
>>145251896
To be honest the game looks bad in every aspect it could possible be bad. I doubt is even a serious project, looks more like a joke game, or a desperate attempt to mil money from 10 years old kids. Doubt it actually gets greenlight.
People wouldn't complain about a game being 2 hours long if the game is actually good, and has a lot of replay value too.
>>
>>145251896
>that pajeet voiceover
kek
>>
>>145253524
>That text
I remember the first time I used Photoshop as well anon.
>>
>>145253971

that's not an indian voiceover, that's south african.
>>
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>>145253643
I looked at a lot of different card designs from other card games and it was surprising how awful they all were - Magic, Yugioh, Pokemon, Shadow Era, etc. It really didn't give me much room for ripping stuff off.

I would've come up with something original but I'm a programmer, not at artist. I can barely copy things.

>>145253674
Is pic related better? Or would it need more removed?

>>145254087
Does it look that cheap? How would you suggest doing the text? I tried it with plain white text with a black outline but I didn't like it.
>>
>>145254610
>Thinks HS is better because it's simpler
wew lad
You should pobably play the games before dismissing them.
>>
>>145254610

Your card design is too dark, and lacking in contrast.
>>
>>145254610
to be honest with you family, it looks good. I don't know what these cucks
>>145254692
>>145254087
>>145253674

are talking about, and I don't think they know either.

Worry less about the graphics and more about the gameplay.

Even though the card looks good, if you for some reason feel like fixing it you can always do it after you like make game
>>
>>145254610
I know that you've made that just as a representation, but don't forget that we start our sentences with capital letters and end them usually with a dot. This rule also applies to games. You should test your font against every possibility.
>>
Really looking forward to playing your game!
>>
>>145254610
>Does it look that cheap?
Yeah, all those photoshop text effects usually do. because almost anyone knows how to do them.

The card design looks mostly fine, but it needs a lot of polishing, a little bit brighter colors, more contrast, more emphasis on the art, that would lead to the a need of better looking art too. Think about how beautiful magic cards artwork is, and that's a big point on this kind of games.
For a game like this your best bet in my opinion is using those cards as placeholders while coding, and then get a great artist to help you with the assets.
>>
>>145255134
Thanks, anon!
>>
>>145254610
>Does it look that cheap?

It literally looks like you went in Photoshop and selected random effects for text like the emboss one.
>>
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What kind of game do you plan to make for Space Jam?
I'm not very creative so I'm playing around with a space shooter idea.
>>
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>>145254610
>Vampiricism

Program the whole game, use placeholders and then find someone to make the art/use open art like the guy that made aviary attorney did.
Something like picture related would look better than that, and you can add a description in the UI.

Explaining cards with a more complex effect in that tiny space won't work.

>>145254680
he said nothing about the gameplay
>>
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>>145255461
Probably look for some ideas in the Godot jam
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>>145253090
What's the actual problem though? None of that seems extremely hard to implement.
>>
>>145255667
Wait a minute, I have seen you guys before somewhere!
>>
>>145255667
isn't godot shit/a meme?
>>
>Read dozens of pseudo code and tutorial on a subject
>Doesn't get it
>No matter how hard you try, for some reason the end results never look as good as on the picture
>Literally just like cooking from a book
>Try to find a solution on your own
>It finally fucking works and you fully understand why and how

If the end results are the same, does it matter if someone didn't follow the "traditional way", but rather reinvented the wheel?
>>
>>145256039
https://www.youtube.com/watch?v=hQp5l4-sfFA
>>
>>145256038
What gave you that idea? Do you know anything about it?
>>
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>>145254680
I've don't like Hearthstone, too casual, I was just talking about the look of the cards (sans card art, obviously games like Magic have some stunning card art). My game doesn't play anything like HS.

>>145254692
Is this any better? Sorry but I can't tell what looks good/bad, I've been staring at it for hours and I've gone art blind.

>>145255157
I don't really mind if it's easy to do, just if it looks good. I mean my second option was just plain white/black text which is obviously easy too. Have you got any examples of alternatives you think look better I can go look up and copy? Thanks.

>>145255592
I've already programmed most of the game, the combat system anyway. I don't really get what you mean with your example, that card doesn't look like anything from any CCG I've seen.
>>
>>145256469
The Photoshop effects aren't bad because they're easy to do, they're bad because they look terrible.

>I mean my second option was just plain white/black text which is obviously easy too.

There's a reason both Magic the Gathering and Hearthstone use simple black text without any post-effects.

Find a good black font and make sure it's easily readable on the card, which is another reason not to have shadows or over-detailed things over that portion of the card because it makes the text hard to read.
>>
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>>145256469

better. now replace the centre with some classic gothic art, like so.
>>
>>145256469
Not any of the previous anons but I think it's a bit too bright now, I don't know. Also I think it's hard to judge while only seeing one card like this. We'd need to see how whole game/background looks too, as well as other kinds of cards.

Now if you need my opinion the text font/style looks cheap and unoriginal.

Either way good luck with your game. Nice to see some variety in /agdg/.

>>145256754
I like the current art he's using much more.
>>
Is there an official page for space jam, or at least some sort of reference page for start & end date?
>>
>>145256912

there's no page yet. it's from July 14th to 31st .
>>
>>145256469
CCG cards have that aspect because they are supposed to be played on literal pieces of paper, and they need to have the art and the effect explained in such a small space. Since the game is only virtual you can have the card as picture + frame, with an info window in the game that explains the card.

also >Vampiricism
>>
>>145257158
>>145255592

I think both Vampirism and Vampiricism are correct.
>>
>>145256469
>Vampiricism
>>
>>145257415
Couldn't find vampiricism on any online dictionary, but vampirism appeared on them.
>>
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>>145257415
>Vampiricism
>>145257426
>Vampiricism
>>145257804
>vampiricism
>>
>generic vampire shit
Ah yes, I can't wait to play this new and creative game.
>>
>>145246429
I'm working on it

>>145247756
Lewd isn't forced to be eww.
I want to make cute lewd.
>>
>>145258003
I can't wait to play yours. Pic related is your game.
>>
why cant these threads be nice
>>
>>145258121
But she's my daughter.
Do it. But make it tasteful.
>>
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>>145258003
Where is your game
>>
>>145258238
I'll do my bestu.
>>
>>145258220
It's the nodevs.
It's always the nodevs.
>>
>>145258003
wut
>>
>>145258296
right here>>145258148
same as yours
>>
>>145258296
thanks for reminding me to watch the latest episode
>>
>>145258220
These threads are 30% yesdevs, 10% beginners and 60% salty nodevs that shit on everybody else.

>>145258392
>Literally admits to being a nodev
wew lad
>>
http://pastebin.com/iuh4nieK
http://pastebin.com/GsjBNWHW

Using SDL2, cannot figure out at all how to get smooth movement. I'm just trying to move a textured quad from one side of the screen to the other and it jitters like mad.

My Game::Run() function has my game loop, and the other paste shows my entity class.

I'm looping through them calling their update function. Speed in float is 0.005f.

Anyone have any ideas?
>>
>>145258392
>shits all over game ideas
>gets called out
>uses same argument

Claswic nodev
>>
>>145258457
No problemo
Try not to get caught up over whoded
>>
>>145258579
>pls be nice and hugbox
>>
>>145258670
>doesn't deny
Confirmed nodev.
>>
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>>145256709
Like so? I dunno, the text seems to be missing something. It seems very flat.

>>145256754
I can't unfortunately, I need public domain stuff until I can afford to commission an artist.

>>145256842
Here's an ingame screenshot, but there aren't any other cards yet (well there are, but I replaced all the placeholder card graphics with the prototype to test layering transparency).

>>145258003
It's just one card called vampiricism, because sanguine/blood theme. The player character isn't a vampire. Other sanguine cards are stuff like bloodletting (the game's equivalent of a land card), transfusion (healing after a delay), riposte (counter attack when parrying), etc. There are melancholic, choleric and phlegmatic decks too.

Also vampires are cool.
>>
>>145258670
Im new here please explain this statement
>>
In blender if i apply solidify, how do i in edit mode select only the verts added by solidify?
>>
>>145258749
It means he is angry because he has no game,
>>
>>145258738
>vampires are cool
Did you have to say that?
>>
>>145258714
I literally admitted that earlier.
Doesn't change the fact that his uninspired shit is uninspired shit straight from HS

>inb4 but a clone of shit is better than nothing
Oh boy I bet you complain about over-saturation on Steam too.

>>145258749
no being mean, everyone is a special snowfalek
>>
>>145258849
Why are you here if you're not making a game?
>>
>>145258926
Learning programming m8.
>>
>>145258738
>Like so? I dunno, the text seems to be missing something. It seems very flat.

Yes, to me it already looks much better and more readable, you can try making the background of the text a little plainer/brighter so the text jumps out more.

It looking flat isn't a bad thing, you have the picture to show cool images, the first and foremost function of the text is to convey information, if it does that cleanly and easily, then you can try making it look "less flat" while not diminishing it's functionality.
>>
>>145258973
>>>/g/dpt
>>
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>>145258738
it's vampirism
not vampiricism

ree
>>
>>145258738
>marmoreal2
please stop, that isn't funnny.
>>
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So I hired a guy to help with the multiplayer since I'm probably never going to be able to do it myself. Since that will be worked on, maybe I should make more ship classes?
>>
>>145258556

guys pls help
>>
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I'm thinking this piece of shit should be an antagonist of some kind. She's a really bitch.
>>
Question: let's say you are a programmer. Is it a bad idea to also spend some time developing some skills in modelling, animation, texturing etc etc.?
>>
>>145259552
>Question: let's say you are a programmer. Is it a bad idea to also spend some time developing some skills in modelling, animation, texturing etc etc.?
no
>>
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>>145259552
unless you're going to hire someone to do it for you, you'll need to learn how.
>>
>>145259679
is this for spece jam
>>
what tool can I use for doing sound effects like fading/merging/mixing and stuff? is audacity enough or are there better software?
>>
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>>145258296
>progressman's legacy is still alive on /agdg/
>>
>>145259468
>cat with female fedora
reee
>>
>>145255670
The problem is that I can't pass a large number of objects into a script and then compare them all due to gamemaker limitations, I can;t create a handler object for the actions alone for the above reason, and I can't not use an object because each action has about 3-4 values that may each need to be compared to one another before they can be ordered. Compounding all of this is the fact that the most important values are subject to change(each character's AP as their attacks are used, and the AP cost due to the buff skills being seperate and potentially altering the future costs). the best case scenario is to form dictionaries of currentAP:APcost for each character and then try to merge all of them and sort them, and even that is both difficult and inadequate(because there's a third value, Priority, which is taken into account as well).
>>
>>145260264
that's easy though senpai
>>
>>145259468
I swear to god I wrote "catty" and it disappeared.
>>
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>>145259772
uh... yeah! I definitely wasn't working on this game for a year, no sir.
>>
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>>145259552
Speaking as a programmer who is going down the path of learning how to art, I'd say it's worthwhile. There's nothing worse than having to rely on an artist, I can speak from experience.

Some examples of my stuff to give you an idea of how fast you can progress.

Left-most is the first humanoid model I ever made at around 2014-ish.

The middle one was the first human model I ever made, in 2015.

The right-most model I made early this year and is the second human model I've ever made (if you don't count editing the first human model a bit to make a male model).

It's really not that difficult, just time consuming.
>>
>>145260627
THICC
>>
>>145260747
kill yourself >>>/v/
>>
>>145260264
If it's a problem of not having access to all the references just create a battle_controller object and give it a ds_list of all the units. Now everything's in one place and your units can easily be sorted into turn order.
>>
>>145260792
> linking to /v/ as if it's worse than halfcha n AGDG
lmaoooooo dis nigga
>>
>>145260834
There could be more than 15 units, though. And even if I do do that, I have to compare them when their ap is full, then when it's depleted the first time, then second ect, until it's empty. My original idea was to create handler objects for actions instead, but then there's still the fact that action type may completely change(from buff to attack) and because of the above reason I'd need far more than 15. Not 100% sure on how the list limit works though, maybe it's just for instantiation.
>>
>>145260907
/v/ is worse than reddit at this point
>>
>>145261205
Sounds like you need OOP in your life boya.

Switch to C# with SFML.NET or Monogame.
>>
>>145261205
there is no list limit

you can do this easily

it has nothing to do with gamemaker, please learn to program and how to use data structures or the with statement before getting AGDG to spoonfeed you turn-based RPG code (the literal easiest genre to dev for)
>>
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Just finished my todo list for version 0.0.2
https://www.youtube.com/watch?v=HMhqnQcFhx4

Will be starting the groundwork for a boss battle which i'm hoping will make it into demo day 9.
Also starting the user interface.

I think i've left myself enough time but a lot of stuff in the next todo list will be new to me.
>>
>>145261309
Please change those colors.
>>
>>145261309
thanks doc
>>
>>145261491
Will do, the spaceship, aiming squares will be textured.

Also I'll redo the skybox at some point.
>>
>>145261205
I'm still not understanding the issue. 15 units doesn't mean jack shit.
Give the battle_controller a state machine.
You just loop through player_input -> sort_turn_order -> perform_actions
>>
>>145260627
CUTE
U
T
E
>>
>>145261303
>>145261706
I don't think you really understand. The actual turn order itself is easy to do during real-time, but predicting it in advance is a nightmare due to the constantly changing values that need to be compared then ordered. The best solution is to create handler objects that contain the AP, character, costs, for every single action that will be taken, but the issue that arises is that a large list then needs to be sorted multiple times, and all that sort of data manipulation and passing of objects as parameters is so fucking clunky compared to a real language.

>>145261280
I think I'm just going to try and implement the terrible, inelgant solution above and then axe the feature entirely if it causes slowdown or won't work properly. It's not really essential anyway since you can't actually control the fucking turns.
>>
>>145261256
nah, i just checked /v/

they got hakafu buttslap (reddit would ban them for being sexist)

a tails gets trolled thread not on reddit

saying that it should be against the law for video game remakes
>>
>>145261817
> implying you don't get banned from /v/ for being sexist, reddit lets you discuss hakafu buttslap too
> implying tails gets trolled isn't an extremely stale meme and the only reason the thread is alive is for newfags
> not even going to comment on the last one because I'd rather read reddit than a bunch of fags get butthurt at """the industry"""
>>
>>145261961
>> implying you don't get banned from /v/ for being sexist,
You don't get banned from /v/ for much of anything aside from blatant pony or gfur spam or something.
>>
>>145261770
It's turn based though, so the values aren't constantly changing at all, they only change during perform_action, which can only happen after sort_turn_order.
>>
>>145262079
what about talking about corruption in game jounalism
>>
>>145262079
>You don't get banned from /v/ for much of anything
you have to be kidding me
>>
>>145262218
Oh right, I wonder how much of it is legitimate shitposting vs legitimate unfair bans though.
oh well
>>145262303
Nah, sometimes I'll deliberately go outside my usual and see if I get warned or 3 dayed and it hasn't happened for awhile.
>>
>>145262079
talking about games on /v/ is a bannable offense
>>
>>145262394
You do know that the /v/ mods have ties with devs in the "indie scene", right? Make a thread shitting on zoe quinn and I'll guarantee your ban.
>>
>>145262524
>Make a thread shitting on zoe quinn and I'll guarantee your ban.
Well she has nothing to do with video games so I believe you
>>
>>145262642
she's a shit dev who makes bad games tho
>>
>>145262683
>DQ
>a game
wwwwwwwwwwwwwww
>>
>>145262710
if you said that on /v/ you would've been perma'd by now
>>
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>>145262683
>she
as a skilled detective this offends me

also progress
>>
>>145262806
>Still no hospital or detective name
>>
>>145262806
> googum
> unity
Now this is an unexpected turn of events.
>>
>>145259626
>>145259679
>>145260627
Thanks. I've just been trying to develop my skills in other areas lately and people keep telling me I am wasting time by focusing on anything but coding.
>>
>>145262883
no gameplay yet either

>>145262915
>unexpected
buy whip the vote already ffs
>>
>>145259846
bumping my question, pls help a brother out
>>
>>145263068
>no gameplay yet either
Well that's nothing new, so you're okay.
>>
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>>145263120
stop that
>>
>>145262104
I'm not talking about predicting who's turn is after the current turn as they're being executed, I'm talking about predicting the order of all turns before the first is taken. If you don't understand why the difference is so important in this situation then we have nothing left to discuss, and it's a waste of my time anyway. Your general advice of "just make a sort_turn_order function bro" has been great, though, I'm not sure why I never thought of it.
>>
>>145263216
Bullying you is my 2nd favorite thing in /agdg/ to do.
>>
>>145263068
> buy
s.m.h.
>>
>>145263286
your number 1 favorite thing is to post gay seagull incest webcomics.
>>
>>145263458
>Being a poof
absolutely not
language wars actually.
>>
>>145263253
> nodev makes excuses about how he can't work on his dream game despite having zero experience
nothing to see here
>>
>>145263253
Okay, when you said
>Characters decide their actions before the battle actually starts. These cannot be changed mid-fight
I honestly thought you had mixed up your words and were still talking about turns.

Because that makes literally no sense. How are you supposed to input commands for a something you can't even see? How is the player supposed to react to anything?
>>
>>145262806
Hey goog, you should copy the puzzles from Phi Brain.
>>
>>145263534
Never made excuses for anything you assblasted memer, if the function can't be implemented then I'll just axe it and move on, it's non-essential.

>>145263696
>monsters appear
>player decides party formation
>players decide party actions(can use both self-buffs to power up and a special attack or the normal fight or "do nothing" commands)
>combat begins
>PCs and enemies fight with thier respictive attacks, may strike multiple times in various orders

It's a little something like this, but much, much more complex (an with different out of combat movement and whatnot). https://youtu.be/MfLu1kizZXs?t=4m5s
>>
>>145264306
I don't get it, do the character just battle the whole battle on their own after you give the first orders?
>>
>>145264224
no i shouldnt
>>
>>145264503
Why not? They're fun and they would make fun little video games.
>>
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here's some """progress""" for this week before I kill myself

there's melee now and knockdown animations+sounds (not in the webm obviously)
>>
>>145264306
Your video just made me more confused because it's doing the input and sorting each turn like I'm talking about.
>>
>>145264656
I-Is this you Silent Payne dev?
I miss your old game if it is.
>>
>>145264595
because im making a detective game not the witness.
>>
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>>145264715
it's me, i've been here the whole time shitposting :^)
>>
>>145264909
> detective "game"
lol lookin forward to your VN googs with investigation sequences ripped out of AA
>>
>>145265003
Go back to your 2dark game pls
>>
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>>145265087
I will friend! once I get all the systems(ai, controls, pathfinding etc) ready
>>
>>145265080
>>145265080
>>145265080
>>
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>>145264909

goog stream when?
>>
>>145265080
it's not a VN, it's not an adventure game
it's a detective game, that's the genre
>>
>>145265249
What's the actual gameplay gonna be though?
So far you've just given us a mollyneux-tier explanation.
>>
>>145265249
how's the sales google
>>
>>145265249
How does that work exactly?
>inb4 I can't tell you because you're going to steal muh genius idea
>>
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This is, no joke, the 5th time I've had to redo all of this fuckers animations, this time, because I wanted to add root motion.

But guess what I'm not even mad, I'm learning a ton and everything I learn now will save me tons of time when I start with other enemies.
>>
>>145265628
Good attitude m8
animation looks good as well
>>
>>145265628
Root motion is worth it
>>
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>>145265687
Literally made a fix between that post and now and it already looks better pic related.
>>
>>145265328
>>145265617
in >>145262806 you can see there is evidence (white cards), locations (left dropdown) and people (right dropdown)
so first off, when i clicked play it didnt populate all of that stuff for no reason, it started off at the crimescene with starting evidence and then based on those you get links to other locations and people at those locations. that should give some idea of whats going to be happening as part of the gameplay.
the actual gameplay is primarily interviewing those people, there is going to be a questioning system where you use the evidence to gain more evidence (statements) and so on like an actual fucking detective.
and to end it you create one of those detective boards of suspects and evidence linked together to show how you think who how why and you're scored on how close you are to the actual events.
>>
>>145264472
Yes.

>>145264673
They don't though, the turn order is set and before the fight even starts. It's extremely simplistic and each character can only have a max of 3 turns anyway, but it was meant to illustrate the general principle.
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