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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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/hVhvNWLw

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/documentation/getting-started/
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/
>>
I thought about type systems all weekend :)
>>
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I need an idea for a quick-to-make but fun 2d indie game.
>>
Games are made by people and computers working together
>>
>>146019479
Pokemon but 4D
>>
My game has been talking about going "open source", not sure how to feel
>>
>>146019479
a game where (You) (the anonymous poster) kills himself for being a failure at life, it's a rpg like undertale except really unpopular
>>
>>146019479
Pong or tetris.. with a twist.
>>
>>146019553
Did you sign a prenup?
>>
>>146019526
Games are made by people and Unity game engine working together
>>
>>146019553
I'll do things to your game that you could only dream of
>>
>>146019479
A 2D game where you control a character that can run and jump. They can jump over obstacles and also enemies while progressing from left to right.
>>
Has any Unity game ever made it big?
>>
>>146019828
nope unity3d is for underground indie devs such as myself
>>
>>146019553
Mine too. I said yes because I'm worried about my game leaving, but I don't have any other games to work on, I just pretend that I could work on other games. Should I be worried?
>>
>>146019630
Pong but the ball is a tetromino
>>
>>146019479
PONG RPG
>>
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>trying to make a game
>2d RPG roguelike with lots of complicated features
>If I make it it GM, then coding everything will be a complete nightmare
>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
>If I make it in a traditional programming language, animations and graphics will be a complete nightmare

I'm seriously at my wit's end here. I keep going over and over in my mind which of the three to choose and not getting anything done. Why hasn't someone just made an engine that does easy graphics and lets you implement the rest aside from fucking Flash?
>>
>>146019526
Autists are made by your mom and dad working together
>>
>>146020290
you're not trying to make a game if you haven't started yet

and the thing you want already exists, called T-Engine 4
>>
>>146020290
>2d RPG roguelike with lots of complicated features
>animations and graphics
>>
>>146020290
>roguelike
>animations
Why?
>>
>>146020290
If flash is your favorite,
I mentioned it in last thread, but haxe has actionscript syntax and also ported some of the flash frameworks. It exports to all of the important platforms
http://haxe.org/

http://haxe.org/
>>
>>146020537
>>146020575
It's just the game I want to make. It involves party-based combat so just bump-to-attacking a monster then reading a 20-line-long text blob isn't going to cut it.
>>
>>146020853
inb4 THAT'S NOT A ROGUELIKE
>>
>>146020575
It's not 1980 anymore.
ADOM, TOME4, Caves of Qud, DCSS, DoomRL all have graphics. There are more I can't think of right now.

Roguelike != ASCII graphics
>>
>>146020290
Most programming languages have libraries to make animations and graphics easy. GM and RPGM have no way to make complex stuff feasible.
>>
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1/2
>>
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>>146020526
>How'd you do the muzzle flare and tracers effects on that? I really like the look.

The tracers are just an elongated unity capsule with an emissive material. Nothing special going on there.

The muzzle flash is two parts, the flame and the smoke.

The flame is a very short lived emitter that emits a very short lived particle forwards. The particle starts small, gets big, then gets small again. It also decreases in opacity so that when it starts to shrink it doesn't look weird.

Webm related is the flash effect playing at 10% speed so you can see what's happening.

The smoke is just a couple particles with a low opacity that are affected by wind. They increase in size over time and fade out after a couple seconds.
>>
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>>146021468
2/2
>>
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>>146021527
Here's what the particle system looks like in the Unity Inspector for reference.
>>
>>146020853
If you haven't already, you should play Demon. It handles animations in a way that should be really easy to code.
>>
I want to make a game that has similar combat to the paper mario series
but I have no idea where to start

please help me
>>
>>146021782
With a name as generic as Demon you're going to need to be more descriptive. There's a ton of results on google.
>>
>>146020290
>If I make it it GM, then coding everything will be a complete nightmare
False, you can organize your shit with proper scripts and even simulate OOP if that's your thing.

>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
Ruby is easy as fuck to learn.
>>
>>146021949
you'll have to spend a few years learning how to make games first

try starting with pong
>>
>>146021986
Have you tried googling "demon roguelike"?
>>
>>146022063
what programming language should I learn that translates the best into videogame development?
>>
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>>146021206
I've tried thinking about doing it in Tkinter because it's the only graphics library I know and it doesn't seem feasible. I looked up a list of ones for python but there seem to be hundreds of them and I can't tell what the differences between them are.

I guess a better question would be what the best engine for making TRPGs is, because that's probably the closest to what this thing is.

>>146021782
I looked it up, It seems to be made in unity. Might check it out.

>>146021995
I know my way around GM fairly well and while I know it's possible, it still requires a great deal of tinkering around just to do things that most languages wouldn't bat an eye at. As for Ruby, I've heard it's easy, but I don't want to spend all that time learning it and RPGmaker only to hit some terrible snag later on.
>>
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Don't trust anyone you encounter
>>
>>146022273
I tried to make a text RPG in Python using Tkinter. I couldn't redirect the console output to a textbox in real time so I just gave up.

Maybe it was my fault but I tried a lot of things and none worked
>>
>>146022216
Haskell
>>
>>146022216

C++ if you're a nodev
C# if you want to get things done
>>
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Reposting from old (dead) thread
got swingy shit done!
>>
Why love and haxe are in the engine list but monogame isn't?
>>
>>146021729
I want to steal your muzzle flare effect. Isn't using a cylinder with an emissive material sort of expensive? Do you use object pooling to curb the costs?
>>
>>146023026
>Lua, flash vs C#
We like to keep real languages separate ;);)
>>
>>146023481
>Unity in the list
>>
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Progress!

Added a walking segment, auctioneer displays dialogue, and the list item functionality works (next webm)

hopefully my artbro will find time in his schedule to make an auction house model soon

Thanks to the anon who gave me feedback a day or two ago. I'm working on that stuff next, now that this basic functionality is done
>>
>>146023931
whoa neat is that an mmo auction house?
>>
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>>146023931

Listing item on auction house, re-uses the category/price check/button code but has one more screen preceding it.

The player gets 10 slots to list items for sale, and they sell over time (since the game has a day progression system)

>>146024043

It's an offline tactical RPG, but since I was an FFXI addict from 2003-2008 I decided to reference it
>>
>>146023931
whered you get the juicy assets mate?
>>
>>146023931
Literally who?
>>
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>>146024245

3D modeler I found here about 10 months ago

The game used to look like this, but we went 3D due to his skillset.
>>
>>146023091
You're more than welcome to steal the effect.

As long as they all share the same model/material it pools correctly.

The current bullet happens to be more expensive than it should, but only because it's just the standard Unity capsule. That thing is significantly higher poly than it should be for a fast moving bullet. A custom bullet model that's only a handful of polys would work much better.
>>
>>146022216
Anything that can make webgames
>>
>>146024587
Am I going crazy or is that fucking Red Tactics
>>
>>146024131
>>146023931
>>146024609
Is this Red Tactics? You're alive?
>>
Holy shit, overdone idle animations look so fucking stupid. >>146024131

>constantly out of breath
>heavy breathing forever
>>
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>>146024960
>>146024987

You're correct, which is why I posted with my trip

Too bad foolz is dead so you can't check :^)

tfw date on picture name

>>146025083

I'll talk to my artbro about it. They're technically made for a level of detail much lower than what the auction house camera zoom handles, so we might need to use a different idle animation for the AH
>>
>>146025231
>tictacs is alive
SHIIEEET
>>
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>>146025231
dang I remember posting with you like 5 years ago when I was still doing this shit
>>
>>146025231
Glad to see you're still at it, you're one of the oldfags that inspired me to get into gamedev. I hope you can finally finish Red Tactics.
>>
>>146025523
OH FUCK
>>
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>>146025083

Just recorded this for you (sorry if quality is shit, didn't proof-watch it)

>>146025367

I figured anyone who would remember me would have already died and turned into a skeleton. Where are the other old AGDGers from before /vg/ was created?

>>146025523

I remember your roguelike too :^)
>>
>>146025231
Wow, im a newfag here so never saw you posting before but the game has progressed a lot!

Looking real nice!
>>
>>146025653
what are you doing for rendering this?
>>
>>146025653
>camera follows 1:1 with dude that has stuttered step
aaaaaa
>>
>>146025567

At this rate you'll outpace me, so I'll look forward to playing your game
>>
did hopoo from hopoo games stop posting here?
>>
>>146025653
>Where are the other old AGDGers from before /vg/ was created?
In prison
>>
>>146025653
>Where are the other old AGDGers from before /vg/ was created?
Some still lurk, most post progress on tumblr now, but they're around.

Glad you're still alive. Missed this game.
>>
>>146025782
He'll be back. Once you become a big name dev, you can just drop in whenever you want and everyone is happy to see you. But if the plebs like you and me try that, we're called whodevs. This place, I swear...
>>
>>146024935
>>146022994
>>146022514


why is there never a clear cut answer for this
>>
>>146025782
If he started posting again everyone would beg him for keys. Because that's what happens when someone here actually finishes and releases a game.
>>
>>146026041
>best
Because there isn't one.
>>
>>146026041
clear answer: unity with c#
>>
>>146025759

Might fix that tonight, thanks for pointing it out. Right now the A* sends each position to the navigation agent, which causes the stutter, so to fix it I'd have to check ahead and consolidate straight lines (no turning). Shouldn't be hard, but since I'm the only programmer my attention is divided too much

>>146025846

>Some still lurk, most post progress on tumblr now, but they're around.

I guess I should get into tumblr then. I discovered cartrdge.com recently and it looks pretty cool. Tumblr is probably more useful for reaching players though, since Cartrdge seems to be more for collaboration
>>
>>146025653
>>146025231
>>146024609

Awesome to see you're still alive, the world needs more Butterfingers.
>>
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>>146026303

I still have the porn drawn of Butterfingers x Lethal League for various reasons
>>
>>146026041
Don't get memed, start with small web games that you'll be able to finish.
>>
>>146026407
>you need to use a shitty web platform (they all are) to make small games
???
>>
>>146026141
Tumblr is useful for reaching players, yes. There are enough people using it that if you're actually tagging posts they'll get a lot of exposure.

Just avoid whatever you don't care to see, grab one of the addons that lets you block certain tags and you'll be fine.
>>
its the stuff like this that im talking about that confuses me
we have this guy who gives an answer
>>146026407
but then this guy >>146026490 says something that goes against it

I understand that there is no best language, that they all have their pros and cons, but there has to be some chart or guide out there that simplifies what each language is "good" at so i can make a choice from there
>>
>>146026490
Where is your game made with your great not shitty platform???
>>
>>146027098
Not an argument.
>>
>>146026543
>[blogging platform] is useful for reaching players

my favorite agdg marketing delusion

reddit is useful for reaching players, /v/ is useful for reaching players (see: minecraft, yandere etc.)
neogaf, kotaku, gamespot etc. is useful for reaching players

a blog, twitter, tumblr, website, facebook etc. are useful only for keeping existing players engaged
>>
>>146026989
you came to the wrong place man, this place is a shithole
>>
>>146026989
you should learn the language that your engine requires

if you aren't using an engine you probably are not going to be able to make a game
>>
>>146026989
UNITY with C# will let you ship a game. By the time you hit the limits of the engine, you will have enough experience to learn a new engine/framework.
>>
>>146027319
this entirely depends on the scope of the project and also comes with its own drawbacks
>>
davos is kill
thormund is kill
>>
>>146026989
Also watch yesdev but take it with a grain of salt. It outlines what the process of make game. I would not be making game if I didn't watch it
https://www.youtube.com/watch?v=iQ0e3QUADw8&index=1&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
>>146027319
>>146027435
>>146027428
ok so my options are unity with c#
or a different engine with its own language

whats the best engine for creating a game with paper mario/mario and luigi type combat?
>>
GoT torrent when?
>>
>>146027625
Unity if you plan to have 3d environments honestly
>>
>>146027625
Unity would be good if it's 3D. Coroutines are great for turn-based combat, cutscenes, etc. which RPGs are full of.
>>
>>146027676
>Not more excited for silicon valley
>Not even a gamdev
>>
>>146027625
if you don't know a language and you want to make games, you should use game maker

if you want to spend years learning how to program properly before trying to make your dream game, C#or C++ are both fine. It doesn't really matter.
>>
>>146027163
Yes, I'm asking you where is your game??? Not an argument. is a weird name for a game but I want to see gameplay, go ahead post a webm.
>>
>>146027625
>>146027771
So, something like Love if it's 2D.

Coroutines are a killer feature, even a deal breaker.
>>
>>146027164
Reddit, /v/, NeoGaf are useful if you want to see what players are saying about your already released game. You can try to have a discussion about it with them, I suppose, and may even get one.

They are not useful for reaching -new- players, however. Prospective players aren't looking in those places for games that are still in development.

For those players you have to go elsewhere, to places they're likely posting on a regular basis and are more likely to see your shiny new thing. Social media sites.

When you have the game finished and are in the PR stages, you still don't want to just post about it on Reddit, /v/, et al. You want to post it to Twitter and Tumblr and even Facebook, where it will be seen by more people, prospective players that maybe -don't- visit dedicated gaming sites too often.

Whether you find it a delusion is irrelevant, it works, you can ask the successes from here if you'd like. They'd probably know better than I would anyway.
>>
>>146027625
there's an agdg game that is a paper mario clone that's made in unity
>>
>>146027884
>just recently learned about coroutines after lazily working on a game for about a year
>implement a million things I was too lazy to program in less than 10 minutes
coroutines are fucking amazing
>>
>>146027684
>>146027771
it wouldnt be in 3D so

that narrows it down to either
>>146027810
game maker which uses GML

or
>>146027884
Love which uses Lua

>>146028027
any webms for it?

>>146027617
watching right now, dont give a fuck about the money, i just want my creative vision to come true
>>
>>146028214
Keep in mind that you're not going to make your goal game as your first game. You can always start with GM and then move to Lua+Love.
>>
>>146028214
Unity3D if you commit to learning unity or haxeflixel for 2D if you want to target multiple platforms including web
>>
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>>146027625
Make a small webgame first, trust me dude.
>>
>>146028214
>it wouldnt be in 3D so
Anything but Unity then
Love2D or GameMaker are fine.
Haxe is a meme
>>
What's the point of talking about engines? Without art you are not going to make it anyway.
>>
>>146028454
or mongame
>>
>>146028454
Love2d is a meme, GM and Haxe are fine.
>>
>>146028457
>whats the point in talking about art? Without an engine you are not going to make it anyway
>>
>>146028602
>no coroutines
>>
>>146028602
>Haxe are fine.
>meme language that looks like actionscript
Nah
>>
>>146028631
>whats the point?
>>
>>146028720
>whats
>>
What's the point in talking about devving? Without Theory of computation you are not going to make it anyway
>>
>>146028631
Art will always get attention.
Using an engine is irrelevant and people don't care.
>>
>>146028660
https://github.com/Atry/haxe-continuation
>>146028712
>because actionscript was shit it means that everything that looks slightly similar is shit too
nice logic
>>
>>146028878
Where are all the haxe games.
>>
>>146028712
Really dumb """""criticism"""""".
>>
>>146028902
http://haxeflixel.com/showcase/ that's only for flixel, I think the most popular haxe game is papers please? where are all the love2d games?
>>
Jim Profit
>>
I honestly don't know why anybody uses GM for serious game development.
>no coroutines
>no first-class functions, therefore no CPS
>no OOP, therefore no non-trivial state machines
How the fuck do you write any logic that doesn't match up simply with "do X every frame" without making a massive spaghetti hack? Do you just...avoid making those games?
>>
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Progress

I created a mech sprite and added it. Now to figure out how to get in and out of it.
>>
my game isn't responding to my texts. I don't know what to do
>>
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A wall, a big powerfull wall!

Its gonna be so nice, you cant imagine, belive me!
>>
>>146029645
Told you not to use UDP to sen
>>
>>146029513
And while you're here in agdg spouting this nonsense people got millions with games like RoR or Undertale.
>>
>>146029513
>serious game development
Good one, mate
>>
>>146029729
Am I wrong?
>>
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>>146029513
if you know how to make a IF you know how to make a game
>>
>>146029717
This is hilarious
Did you download that model?
>>
>>146029717
That The Thinker Trump is beautiful
>>
>>146029717
clone journey but with a trump model
everyone can play the night before the election
>>
>>146029816
Yes you are. The goal is to make a game, not care about trivial things.

While you're here pondering how to make your godly code people are releasing games, and you got no game.
>>
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>>146029842

Nah I made it.
>>
>>146029830
so true
>>
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figuring out scale of things
>>
>>146029994
>the difference between being able to implement the feature you want and giving up because the code is too awful to even hack around anymore
>trivial
>>
Gamedev tip of the day: Write bad code to control scope and prevent feature creep.
>>
>>146019335
its funny cus my programmer wil make no progress after saying hell do this and that and then say But I DID think about... and all i can respond with is cool you thought about things
>>
>>146029717
what are you going to do with this
>>
>>146028214
>any webms for it?
yea there is he has a tumblr with lots of progress but i can't find it

is there a way to bring up a wall of posts of only the tumblrs you follow in tumblr?
>>
Really wore out my game today with all that hard deving :) Gonna sleep well tonight boys
>>
>>146030040
why would you waste your time with topical meme shit that will become irrelevant in 6 months
>>
>trying to fine instructions for a specific function in XNA
>"wow what the hell, there's almost no documentation"
>about to ask question in here
>suddenly realize I had been googling XML instead of XNA

I'm fucking retarded
>>
What's the big deal with coroutines anyway?
I heard about them while going through Unity tutorials, but the little time they spent on it really didn't help me understand what makes them so spectacular.
>>
Gamedev tip: Don't become an AGDG regular if you want to finish your game
>>
>>146030430
Don't you know how long presidents are in office for?
>>
>>146030532
The best example of a place you'd use them is cutscenes.

Instead of having complex messes of code with timers all over the place you can use coroutines to handle things simply and intuitively.
>>
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Gamedev tip: Become an AGDG regular if you want to finish your game

www.homph.com/steam

You too can be on this list!
>>
>>146030532
They allow you to write an imperative procedure that won't all execute at once. So you can say:
>do X
>wait 1 second
>do Y
And it won't block for that second - at 60 FPS, Y will happen 60 frames after X. You can also make it wait for an event, trigger that event somewhere else, and then it will continue. There's tons of things you can do with them that are quite annoying and difficult to write otherwise.
>>
>>146030586
how do I avoid this?
>>
>>146030430

Whatever happens its practice. Now that I made it I probably am more invested that trump gets president so I can make more money off it.
>>
>>146030762
so... it's a timer callback? why don't they just call them timers?
>>
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game goals partially implemented
damage, heal, and crowd control systems overhauled - it is now possible to interrupt individual effects, so effects like dodge, heal negation and silence immunity are now possible
my core codebase has reached 75 kB size
sometimes i wish godot had switch case implemented
>>
>>146030748
vamp of the sands fucking SUCSK
>>
>>146030762
And yeah, like >>146030706 said, they're great for cutscenes.

If you want two characters to walk to an area, waiting for each other before continuing on, you can easily do this:
Character A:
>while not at position
>..walk towards position
>signal A_arrived
>wait for B_arrived
>continue
Character B:
>while not at position
>..walk towards position
>signal B_arrived
>wait for A_arrived
>continue

>>146030920
Coroutines are a way of writing code that would require callbacks (i.e. continuation passing style) without having to use callbacks directly. They're usually compiled into state machines. They're also applicable to way more things than just timers, that's just a good example (since most people see sleeping as blocking).
>>
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>>146030974
>>
>>146030920
a timer keeps track of time, a coroutine is a function specifically structured around staggered execution after a delay
>>
>>146029626
make being in the mech a state that the player has and when u press ur use button near the mech it puts the player's x/y to the mech's and changes the player's state to Mech Mode and destroys the mech object that u "got into". when u "get out of" the mech just change the player's state back to regular mode and create a new mech wherever u got out of it
>>
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check out my creep
>>
>>146030532
Basically you can use them to take a break from the code you're executing to do something else, or make that code wait a set time before continuing, or make sure something happens while that part of code is doing it's thing.

But most importantly you use them to have things happen over time but where you don't want a separate script for that thing or it doesn't need to be happening in the Update function for the entire duration of the game.
>>
>>146030532

>float x
>int z
>bool y

>If(yadayada) {Do_shit; y=true;}
>if(y){x+= 1*Time.Deltatime;}
>if(x > z){x = 0f; Do_shit; y = false;}

There.
You dont need coroutines anymore.
>>
>>146031227
Looks really scalable and easy to understand!
>>
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Today's progress:
Remade jump animation
Added waterfall
Added dust trail when running

What do you guys think of the waterfall? Is it too obnoxious?

>>146030960
Hello, fellow Godot dev
>>
>>146031227
Have fun doing that everywhere
>>
>>146031153
by the way, anyone have an example of a 2D oblique top-down view that has trees where you can't see the top? I want to do this, but I don't know how to decently implement it. Just have the tops fade out? some kind of special fake 3D warping around the character? I don't know
>>
>>146031153
that looks pretty cool, senpai
>>
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>>146030748
>Restricted RPS
>players 0
>>
>>146031409
I love it. I love all of it. I'd say maybe make the water a bit less saturated in color in order to avoid it being as saturated as your bear there, but otherwise it's so aesthetic aaa
>>
>>146031463
thanks, it's a rogue-lite where you quest out into a randomly generated forest for seeds and plants and then come home and plant them
>>
>>146030960
This is why we need coroutines.
>>
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>>146030960
>>
>>146030748
Damn Vagante did pretty poorly, I expected it to be way more popular. Is JBlow right?
>>
>>146031687
It's still in early access. Games usually, at least, see another big bump in sales after properly releasing.
>>
>>146031592
Make it super comfy and i'm sold!
>>
>>146031567
Thanks for the feedback!
A slightly darker blue for the water?
>>
>>146029717
He looks a bit Jeb-ish, especially at the end when he's standing all slouched
>>
>>146031761
This. Game's don't even show up in the Steam store while in early access. (In the "featured" sections, I mean)
>>
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>>146031686
not too far from reality
>>
>>146031687
>Damn Vagante did pretty poorly,
>indie
>pixel
>roguelike
>platformer
If it didn't do poorly I'd be pissed, this like the stereotypical indie game description.
>>
>>146031778
it's going to be! To be honest, "comfy" is the main aesthetic I've been going for in most of my recent game attempts. I have some pretty good ideas for atmosphere and aesthetic that will pace well and contrast the exploration parts of the game with the farming parts
>>
>>146029717
Please call the game "Trump's Adventure" and make it a funny sandbox game.
>>
>>146031824
A little darker and closer to grey would work, just play around with it a bit.
>>
I'm excited for recap Monday
>>
>>146031974
My nigga, Early Access games don't show up in the regular places on the Steam store.
>>
>>146032052
Do you have a blog / tumblr / twitter?
I want to watch this game grow
>>
>>146031924

The shoulder slouching is because of the Unity third person animations, the model is okay.
>>
>>146032115

If I release it I will probably call it something else than donald trump because I dont want to get sued(I dont plan to make it negative or positive in any way, still I dont want to get sued)
>>
>>146032214
rainfrogs.tumblr.com
I appreciate your interest! ( :
>>
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>>146031967
oh shit nigga what are you doing
>>
How would I make a health bar the same size (let's say 100 pixels at full) regardless of what ever the max health would be?
>>
>>146032359
I'm pretty sure it's protected under parody laws.
Just look at South Park with their magazine cutout celebrity heads.
>>
>>146032556
Very carefully.
Are you fucking serious?
>>
>>146032556
Step 1. Go back to high school math class
>>
>>146032556
the health bar length is a percentage of the max and the max health is kept as a different variable
barLength = (CurrentHealth/MaxHealth) * 100
>>
>>146032556
this should help
https://www.youtube.com/watch?v=DnFrOetuUKg
>>
>>146032556
ratios my nigga, learn them because it's very common to use.

(current_hp / max_hp) * bar_width
>>
>>146032854
top kek
>>
>>146032613
>>146032662
>>146032802
>>146032829
>>146032854
>>146032858
Thanks, guys. I know I'm dumb as fuck.
>>
>was going to write up a sound manager today
>got distracted by nostalgia and spent hours googling up staff roll credit music and choking back tears

fuck sake
>>
>>146032497
my plan is to finish building core before i forget what is what, so i won't have to go back to the spaghetti
for real though, this code is placed in here only temporarily, when i finish the core, i'll get to the interface and make it look nice
i promise
>>
>>146033107
just post progress and you're good
>>
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>>146031974
>>
Hey agdg

I wanted to try something different this summer, so I started a game with ascii graphics. It's not a rougelike, it's not awesome, I have little to no idea what I'm doing but I'm having fun.

I'm coding in C++ using the NCURSES library. Yeah I know there are other libraries, and there are tutorials, and other shit but I don't enjoy following tutorials, and feel like I'll get stuck trying to implement what the tutorial tells me rather than having fun and learning.

I'm at a point now where I can spawn some monsters, they move around and it's pretty cool, however I'm having to instantiate them with (excuse the idiot speak) names like "enemy1, enemy2" etc. I'm thinking it'd be easier to have like an array for the monster objects that I spawn into the world. I'd probably check to see where the next open element in the array was and put a monster there, and when I want to get rid of a monster right a 0 or something to indicate that position in the monster array is free. I'm not sure how this works with inherited class objects, I'm assuming I'll run into problems with the inherited objects taking up different amounts of memory.

Anyways I figure this has to be a pretty common problem, what should I be looking into to solve this kind of problem?

Thanks
>>
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>>146033107
don't give up!
>>
>>146033282
you want a list, not an array
>>
>>146033282
>>146033397
>you want a list, not an array

No you don't. Stay away from linked lists. If you're doing any sort of collision checking or lookups in 2D space, use a quad tree
>>
>>146033282
the easiest thing to do would be to use a std::vector and use push_back() to stick a new enemy in and use erase() to remove the enemy. the vector will take care of it so that there are no holes.

this is not good to do in code where performance matters, but it should be fine in an ascii game.
>>
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I've spent like 2 hours looking for free models for this crap. Art is the worst. I think if I make a real game where I have to make/hire my own art, I might just say nope, you can't put inventory items into the 3d world. All items will be found in chests/monster corpses/shops.

I still have to make 2d UI elements for each of these items now too though. Those should be less painful at least. Don't have to mess with Blender to export everything as FBX then figure out how to get the textures into Unreal, etc.
>>
>>146033573
I don't think he should try to implement a quadtree yet if he's still asking these kinds of questions
>>
>>146033719
If he's making this game to learn, then yes he should. If not, just use a vector. Anything but a linked list.
>>
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>>146033169
>>146033301
>>
>>146031687
It is kinda pricey for a 2D indie roguelite, I think that hurts sales. I haven't even bought it yet, haven't seen it on sale.
>>
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Post space inspiration
>>
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>>146034113
>>
>>146033889
>>146033719
>>146033663
>>146033573

Thanks I'll look into that.
>>
I'm under the impression any game being in early access devalues it on release, because people's first impression was of it in an unfinished state. I think therefore, the game would be less successful.
Is this wrong?
If you're War Z or something and never intended to/couldn't finish the game, that's an exception.
>>
>>146034283
aesthetic as fuck
>>
>>146034354
Games that go into EA don't even show up in the front page of the store or in the genre sections. Unless you're specifically looking for a game that's in EA you're generally not going to find it.
>>
>>146034354
you're mostly right. darkest dungeon did alright I think, despite what happened. then there's stuff like the culling (and all those non-Ark survival games) which is probably already dead forever
>>
how much time would It take for a proper competent programmer to make the engine for a Mario clone in let's say GM, libgdx or monogame?

in hours or days pls.
>>
>>146034590
~ 1 - 3 days
>>
>>146034686
how much should I be expected to pay then?
>>
>>146034981
$20 an hour is reasonable
>>
>>146035073
I can pay 10 bucks.
it's that fine?

I'm sure 100 bucks would be enough for a demo level.
>>
>>146034981
1 blowjob an hour is reasonable too
>>
>>146035235
Why are you paying someone to make this?
>>
>>146034590
you can probably just find an open source clone of mario somewhere for free
>>
>>146035073
>tfw i can live off $20 for a week
>>
>>146035315
in your parents' basement, yes.
>>
>>146035301
So you don't want easy money then?

I guess I'll go to TIG to ask for collaborations then.
>>
>>146035414
What mechanic are you adding to mario?
>>
>>146035472
Rape
>>
>>146035414
If you pay me half up front, I'll do it for $100.

I'm this guy btw >>146031409
>>
>>146030059
I love you.
>>
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Food collection works, though I never really had a doubt. It was the easy bit.

I know, mixels...it's a prototype, after all, leave me alone.
>>
>>146035472
Nothing, just an HD remake but obviously changing the designs to avoid copyright.

>>146035603
sure, can you remake 100% the first mario bross?

Look, next 5th july I'll have around 130 euros as free money.

and I was looking if people here would be into remaking mario (the NES one).

of course my goal is steam, maybe I could share the profits then.
>>
>Finally get some work done on my game
>feeling great about it
>Have to go to work
>work goes over a few hours

Well there goes my inspiration... Maybe tomorrow I'll still have some in me.
>>
>>146035867
just render the game at a fixed resolution and say goodbye to all mixels and rixels
>>
>>146035907
holy shit
do you realize that indie devs have spent the last fifteen years perfecting the platformer, advancing the technology
and you want to remake mario
and profit off of it
>>
>>146035907
https://supertuxproject.org/
full source code available for free, there you go
>>
>>146035907
To be clear, I'd only be making the "engine". That means you're in charge of all the graphics, sound, level design, etc. What's your Skype?
>>
>>146035989
I upscale the texture with the entity's size. So, it is rendering at "true resolution". But it stretches the player texture depending on the size. Thanks for the advice, though!
>>
>>146036105
why are you mad someone want to see and HD version of Mario?

>>146036151
>he doesn't want money.

>>146036159
send me an email:
[email protected]

how bout 70 bucks for the base engine?
>>
>>146036210
Oh I see. You'd want to make the sprite at its max possible size and then downscale then.
>>
>>146036159
This guy literally can't code >>146036351
>>
>>146036353
That sounds like what I'll do when I actually turn the prototype into a working game. But this is a prototype and HaxeFlixel lacks documentation, so it's really hard to get anything properly done.

Speaking of that, can anyone suggest HTML5 frameworks? Ideally it'd be something that compiles to HTML5/JS instead of actual JS, but anything goes.
>>
>>146036351
100 bucks for the base engine. I'll put in things like swimming, moving platforms, enemies, etc. and I'll teach you how to make levels and add assets.
>>
>>146035867
That looks pretty fun
>>
>>146036632
make that hustle boy
>>
>>146036632
I'm not asking for something complex, just super mario bross for the NES.

My goal is to make a base remake with upscaled sprites and then hire a pixel artist.
>>
>>146031409
>What do you guys think of the waterfall? Is it too obnoxious?

Could stand to be a little bit slower IMO
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