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AGDG - Amateur Game Development General
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You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 172
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JLMG edition.

> 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 (embed)

Helpful Links: http://tools.aggydaggy.com/
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 (embed)

> Previous Jams
http://pastebin.com/hVhvNWLw (embed)

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
Xenko: https://xenko.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/
>>
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> cutting content from your game
>>
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1st for low poly is best indie aesthetic.
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>>146649545
>>
>>146649503
That's quite comforting, thanks!
>>
Unity 2d is jarring because of the three axes..
>>
Ideaguys, how do you justify combat helicopters in an otherwise realistic ww2 game?
>>
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>>146649545
I don't think most people would disagree, it's just that most indie devs are too lazy to learn 3D modeling.
>>
>>146649881
top secret research
we had the a bomb
>>
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Progress:

- Laid some of the groundwork for more exciting attachments (I'm calling them "modules") like weapons and fart rockets.

- Optimized the heat glow effect by like 75%. Also I now turn any fragments with less than a certain HP into confetti that shrinks and disappears to prevent lagging up the game.

Neither are really meme webmable so here is another ship I've made in a different, softer-edged art style that I might just roll with. There's also a gun module. The white magazine sorts below the hull and gets revealed if you manage to "undress" it without destroying it. Also, the barbette lights up green to indicate that it's powered and ready to fire, or red to show that it's reloading.
>>
>>146649881
Time travel
>>
>>146649904

I should just bite the bullet and learn Blender but it's so unintuitive to start off with.
>>
>>146649996
Download Character Development in Blender 2.5; it'll teach you how to use Blender effectively in a short amount of time if you actually put in the work.
>>
>>146649978
If small scale, I'd say left works, but right feels larger due to to the higher-contrast shading.
>>
>>146650065

Thanks for the recommendation.
>>
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>have unexplainable errors
>write problematic objects to output
>problem disappeared
>undo this change
>problem is gone
th-thanks
>>
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testing the persistent decal system

warning: little bit bloody
>>
>>146649470
Cool OP image.
>>
>>146650319

How'd you implement them?
>>
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>>146649545
I'm in luck

>>146649996
If you can learn vim, you can learn blender; they operate the same way
>>
>>146650385
separate decal channel in the shader for the texture atlas, added advantage is since the textures are very low res, I'm able to use a single 1024x1024 decal texture atlas for the entire level.
>>
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>>146650319
>point filtering
>no normal / bump mapping
but why?
>>
>>146650319
Looks gud.
>>
Best engine for 2d? Are pixel collisions a good idea?
>>
>>146650470

Interesting approach.
>>
I feel like the way I'm doing this is wrong.
Basically I'm generating a grid if tiles that are either empty(0) or walls(1) then I need to know the type of corner (the spheres) by checking four surrounding tiles. As of now I'm using an enum to mark the type of corner (so black = surrounded by walls, while = surrounded by empty, red, blue, green, yellow = mixed).
But this means having 16 cases in the enum (from 0000 to 1111), plus some others I'm going to need later on.
Is there a better way to do this?
>>
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>>146649545
>>146649572
Can someone draw me a spurdo version of this sheet?
>>
how the fuck do i make a hipster stick figure walk for christs sake?
its so awkward
>>
>>146650995
btw mall mario sprite size = 16x16, hitbox size around 14x14. Big mario sprite is 16x32
>>
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>>146650995

Excuse me, the first image is Gondola; not Spurdo.
>>
>>146650995
I'll do it tonight if no one else has by then.
>>
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>>146651027
>>
Am i retarded? what the fuck?

3,3,3 - 4,4,4 (both positions) gives me a direction for the second on to the first one right? then why it's not fucking working
>>
>>146651408
note that the resulting vector will be from the origin which may be important depending on what you're doing
>>
>>146651408
are you doing vectors?
vectors have direction and magnitude, so (-1,-1,-1) is not (1,1,1). Throw a negative in there, it might fix it
>>
>>146651408
what happens instead
it should theoretically work
>>
highly recommend devving to Swans
>>
>>146651540
>>146651535
yes it's vector position in unity
Basically when i do this
transform.LookAt(TargetPosition);
it works fine
if i understand it correctly this should do the exactly same thing:
transform.forward = TargetPosition-TransformPosition;

But it doesn't, i don't get it, all positions are in world coordinates
>>
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Is there a game who managed to make some interesting western duels?
>>
>>146651697
i meant transform.position not TransformPosition
>>
>>146651697
transform.forward is in world space, the direction vector you have can be considered to be in local space. If you want to set it like that you need to multiply the direction vector with the localToWorld matrix first.
>>
>>146651791
If i am subtracting two world positions, how can be the resulting direction in local space?
>>
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https://clyp.it/gwwor2nf
>>
>>146651864
It is only a direction, it doesn't contain any information about its origin
>>
>>146651324
Awesome, thanks
>>
>>146651697
You should set the object rotation instead.
targetPosition is Transform.forward * (targetPösition - Transform.position).magnitude
>>
sugoi
>>
Ohayou gozaimasu nodev-kun!
>>
>>146651717

Fistfull of Frags
>>
Videogames are boring.
>>
>>146652404
Then go outside, love.
>>
>>146651717
Call of Juarez 1
Call of Juarez: Gunslinger
>>
>>146651943
I'd work on the melody (is that the right word? I know nothing about music) a bit more. It sounds too disjointed in my opinion.
>>
>>146652404
kys lol
>>
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>>146649545
tfw 3dsmax/blender fag
want to make a scalefag game
no game dev knowledge
>>
>>146651943
what the fuck is the time signature
>>
>>146652319
>>146652556
I'll take a look, thanks.
>>
>not making a h-game to support your dream game
>>
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>>146650091
I'll be doing left then, since I'm going for a "small scale" feel. Really want to make the player feel like they're an experiment gone wrong and unleashed on unsuspecting space bumpkins. Also to make the screen-filling bosses look even bigger when they appear.

Here's some dynamically-generated colliders. They're rather overdetailed in places and underdetailed in others, but I'm not certain I want to dive into the original code to try and figure out what's wrong. Should work well enough for triggering bullets at least.
>>
Ideas Guy here, im gonna drop some ideas free of charge!

Grand Strategy Game:
>Same concept as Europa/Vicky
>Earliest Start is the Stone Age
>Uses a map like google earth where you can zoom down to regional/town levels
>allows you to fight the battles there and see the borders move in real time (but not 3D battles like in total war)
>same size as earth in a 1:1 scale, literally just copied google earth
>features all historical events from the earliest written history up to today and the future
>completely allows you to change history be removing certain ethnic groups from the beginning
>Kinda looks like this http://mideast.liveuamap.com/

Survival game:
>Top Down
>setting is post apocalyptic sci-fi setting, kinda like fallout 1
>Features nearly the same building options from Rust
>graphically looks like Factorio
>Free to play with skins as micro transactions
>multi-layer buildings in the style of RPG's where the top floors are only visible when you go up to them
>Food/Thirst/Radiation/Exposure are important
>RPG-like stats for these needs
>Classes that are designed for building, gathering resources, making food, fighting, scouting
>infinite sized worlds

RPG after hero game
>You are not the Hero but the guy who comes after
>sent out by a mythical force your objective is it to clean up all those worlds that the RPG-"Heroes" are destroying
>features PvP where other cleaners are sent to the same world/invade it
>is also top down
>your weapons feature a magical vacuum cleaner, a mop and a few other things
>whoever gains the most cleaning wins the world
>use points to upgrade tools and level up
>>
>>146651092
T. Dr. Meme Master PhD in memes
>>
>>146653213
>RPG after hero game

https://www.youtube.com/watch?v=Yq8Ghej--8A
>>
>>146650167
>gone
>>
>it's a race condition episode
>>
>>146653786
slow and steady wins the race
>>
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A game which you have to vote yes for on Steam greenlight to complete.
>>
>>146652212
nice try tojo, but your children's cartoon speak doesn't have any power over me here
>>
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woohey it works, mostly. Thanks for all the advice in the last thread.
>>
>>146653827
So I should just add sleep() everywhere in my code?
>>
>>146653786
look into lockless design
>>
>>146654012
no that's the opposite of what you should do
the rabbit lost the race with turtle because it took a nap.
>>
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I tried changing a couple of things. Is this too intrusive (the button labels on the targets)?
Don't mind, the particles going off behind the bunny, I'm just testing some things.

Later today I'll try to implement the short dance steps I created earlier in Blender. Wish me luck.
>>
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Weeaboo waifubait devs, here is your godsend.

http://www.dlsite.com/home/work/=/product_id/RJ171017.html
http://www.dlsite.com/home/work/=/product_id/RJ171181.html
http://www.dlsite.com/home/work/=/product_id/RJ173009.html

>>146654130
Should be relevant to you.
>>
>>146650954
Why do you need to know the type of each corner?
>>
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>>146654130
You made idol-san cry
>>
>>146654207
>links
Niiiice
>>
>>146654207
What. Amazing
>>
>>146654236
Presumably they have different corner caps for each combination of walls (e.g. north facing wall + west facing wall).
>>
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>>146650954
Couldn't this be solved using bitwise logic? Then instead of enums you'd have a switch statement surrounding the sum of the tile.

http://www.saltgames.com/article/awareTiles/
>>
>>146652581
>>146652846
Random™
>>
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>>146650954
>marching squares with enum
>>
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like pottery
>>
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>>146653213
>Grand Strategy Game
>My idea is that it's a grand strategy game but you should also have retarded amounts of content

>Survival game
>there is no actual description of the gameplay
>retarded amounts of content

>RPG after hero game
>fight with people that are there for the same reason
>no actual description of the gameplay

nice
>>
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>>146649470
Couple more hours of being active on social media and google shouldnt be able to trace my new batch of review devices ;)
>>
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>>146652976
It's definitely possible to get almost perfectly accurate colliders, but it's slow to generate and would be slow to update. I process these in a background thread that syncs up whenever it feels like finishing.
>>
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How does the procedural, destructible terrain in Worms work?

I want to do something similar but simpler, say with just hills rather than overlapping territory. I was thinking of something along the following lines

>for each column of pixels on screen store a height that the ground will go up to
>use somesuch algorithm to generate a hilly-looking pattern with the heights
>when applying splash damage check where it intersects with the ground and reduce the ground height to that level
>>
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>>146655003
Last batch just boosted my reviews pretty well :)

Luckily its a shitty clicker game so making it look legit doesnt require too much staff :)

<3 china
>>
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>peb.si/b
>empire building crossed with RISK
>built entirely in PHP
Progress:
>made moving units 20x easier
>broke combat so you can attack anyone with any amount of units and you'll never lose a single battle
>started work on EXP and levelling system
>added rounds
>>
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>>146655034
What are you using for those nice shadows (or did you roll your own)?
>>
>>146654207
So uhm, how do I download these?
>>
>>146655270
>>146655003
Very innovative but surely there is a less insane way of doing this
>>
>>146655203
Use a texture to store the terrain collider.
All weapon impact delete a small part of this collider.
Apply the terrain texture over it.

Your solution looks more complex to me.
>>
>>146655381
>Ad revenue per hour per 2 devices is more then im paying these idiots without actual players
>Why would i need to change what im doing?
>>
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>>146655291
>built entirely in PHP

jesus christ man

I don't know what you did that you feel you need to punish yourself for but it's time to forgive yourself
>>
>>146655380
You buy them
>>
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>>146655003
>>
>>146655380
Register, add the things to your cart and pay I guess. Or wait for one person to buy and upload. You can't possibly be a truweeb if you're not prepared to buy something from a Japanese site for literally $1.
>>
>>146655523
too much activity on a device per second is seen as botting

also too little

or too much interaction (with similar timing) of the same part of adverts

i havent seen anyone get caught botting and get full priced ads yet

and the only people that i know that dont get caught hire people to move stuff about and use analogue methods
>>
>>146655647
>too little
I imagine it's more like "too inconsistent", once you're in the "too little" zone.

Or do you mean like "one interaction ever"
>>
>>146655647
was meant to put
>also too little interaction means it costs more to bot then you get in ad revenue but my brain blacked out from too much coke
>>
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>>146654236
Well in short the core of the final game will be about drawing lines that bounce off "open" corners (so 3 empty tiles and 1 wall tile) and stop when they hit a flat wall (so two wall tiles next to each other). Pic related.
So I need the spheres at the corners to know the surrounding tiles' types to tell the line if it can bounce off and where, or if it has to stop.

I guess I could use marching squares but the first time I read about it sometime ago it was too much for my bird brain.
>>
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>>146655416
I think I understand. Generate the shape as a collider, the shape acts as a mask through which the terrain texture can be seen and can be destroyed by certain collisions?
>>
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>>146655469
Surely just get a decent Windows machine and run a dozen different VMs on it

You can even use free VPNs to hide your IP and scriping it will be a thousand times easier
>>
>>146655869
You can try it but i have had very little success with digital methods

My devices get flagged super quick
>>
>>146655487
kek.
>>
>>146650954
bits from right to left: NE SE SW NW (quadrants)

red = 0 0 0 1
blue = 0 0 1 0

etc.

Number of permutations: 2^4 = 16
>>
>>146655616
>>146655517
Is anybody buying these? Otherwise I'm doing it and uploading everything here as long as I can use Paypal.
>>
>>146654207
That birb is unreal.
>>
>>146654207
Lol the site appears to be banned in China (because it works fine with my USA proxy)
>>
>>146655487
You surely doesn't know how much fun PHP truly is.
>>
>>146654207
That birb is unity.
>>
>>146655346
I extend the 2D polygons into 3D meshes, which then cast a shadow automatically in Unity. Unfortunately there's no built in 2D shadow support. I may need to make my own if performance is bad.
>>
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>>146656051
Bought them. Where do I upload them?

Does anybody actually want them except me?
>>
>>146655770
That's the idea. In worms, an explosion would result in some parts of the mask to be removed in a circular shape (the size depend on the explosion magnitude).
This way you can also add some terrain at runtime (adding a girder, for instance).
>>
>>146656738
I want them too. Either Google Drive, dropbox or MEGA seem like the best option to me.
>>
>>146656397
I'm asking because I've found this: https://www.assetstore.unity3d.com/en/#!/content/38682
Which is fantastic but expensive.

I'm not entirely sure it would even work, since I want 2D sprites on a polygonal 3D background a la Japanese indie games.

>>146656738
Thx, I was waiting for someone to do it. Try https://mixtape.moe/
>>
>>146656738
more than anything.
>>
>>146656738
https://uguu.se/
>>
how original is this idea :
>Secret society sim
>you control a known organization :
>Globalists, Bilderberg group, Freemason, Skulls an bones, Repitilians, illuminati, or whatever bullshit i find interesting. Also i was thinking about making the globalists the jews.
> you have to use influence to controll media, mind controll people and make the lives of people that actually know that you exist miserable and discredit their claims.
>its a work in progress idea. is it any good ?
>>
>>146657017
if you can't describe how I use a computer to play the game, you've failed
>>
>>146656738
please let this be real
>>
>>146656854
>>146656879
>>146656927
>>146656947
>>146657210
Uploading to MEGA. I'll try uguu and mixtape too later, my upload speed is pretty bad.
It's my first time buying something to share it with other people, I hope I don't get in trouble
>>
>>146657017
sounds interesting but a bit simplistic. what's the obstacle? is there an endgoal?

>>146657130
even when i show you my games and explain how to play them, you dont get how they work so thats clearly not important.
>>
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>>146657017
it doesn't look very original and it seems like you completely skipped to the small details.

What do you physically do as a player? Click on a "control media" button? Areas of influence a la 4k? Generic government simulation game?

>>146657412
>implying the endgoal isn't inique for every faction
>>
>>146657412
the endgoal is to dominate the world and destroy opposition. pretty much like the illuminati card game from steve jackson. i have no gameplay ideas yet. i must think about it. it will be a strategy game probably.
>>
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>>146657343
Here they are.
https://mega.nz/#!BYoAmCQT!5a-ZTtB8Wtb4cVASHukVKSmEFp-X9rOx55V3MW_VHJc
https://mega.nz/#!oBgBALzQ!t1t_j8S1dYQcF8PsDPFjnQKAG0qwbT_4-T5lJruYiyU
https://mega.nz/#!oZJmBAxa!FotBYPq2MUBlKu-wQg1IwR9k5ZQa4L60sNA_uWSgPhY

Rejoice, my weeb brothers.
>>
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>>146657646
Sankyu!!
>>
why are there weebs here
>>
>>146657646
yaas
>>
>>146656879
I don't think it would work either, but you can always ask the developer to be sure.

Having 2D foreground sprites casting shadows into a 3D background sounds like a fairly niche problem that would require some custom work. I'd personally use a standard 3D lighting system, and attach an invisible (yet shadow-casting) 3D mesh to every sprite. You can predefine these meshes and automatically sync them up with animations.
>>
>>146657017
You haven't described any gameplay mechanics. Sounds like a UI traversal sim
>>
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Reposting my gameplay video

https://www.youtube.com/watch?v=V9wpbujA8PA
>>
>>146657646
You are a gentleman and a scholar. Have a Mugi in return.
>>
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>>146657868
Mad man
>>
>>146649641
nic3
>>
>>146655003
>>146655270
what is going on here
>>
>>146657868
I can't really get an impression of how it plays, but the visuals and audio are beautiful.

>dat alllaaaaaaahu akbar
>>
>>146657760
same reason dogs are here
>>
>>146658050
chinese, undetectable, low budget, analogue botting at its finest ;)
>>
>>146657540
make it a walking sim that way you can focus on your ebin idea
>>
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>>146657646
cheers bra
>>
>>146658150
Some weebs at least are good at art, post progress or even help other to get resources like this awesome faggot here >>146657646
Dogs just waste posts.
>>
>>146657868
kek
that plane is dope
>>
>>146658286
what about that time I helped the guy with his gamemaker problem
>>
>>146644416
I'm a GM dev and I'm going to say
This isn't too hard
You'll get the hang of it eventually.

Unless you want -online- multiplayer in which case sorry mate you probably need to

>>146645001
That's really neat. Would you mind sharing the code on a pastebin or something? I'd like to know how you did it
>>
>>146657646
No idea what this is, but thanks.
>>
>>146657646
Danke , Anon-kun.
>>
>>146644416
If you want to really make games and good games (and why not, what else have you got going on?) then go back to basics and learn how to program. In a few years time you'd be a much more competent gamedev.
>>
>>146657760
Making anime games of course.
>>
>>146650319
Why are the textures moving like it was a PlayStation game?
>>
>>146657646
downloading in case of waifu jam
thx anon
>>
>>146658590
there are no anime games
>>
>>146658374
You avatarfag less and do that more.
>>
>>146658789
I do it a lot but nobody knows its me if I don't attach a dog picture.
>>
>>146658762
There will be when I manage to make one
>>
>>146658848
that's exactly the way it should be.
>>
Anyone know a tutorial for making anime graphics?
>>
>>146659461
http://imgur.com/a/AjIjq
>>
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>>146659658
>>
>>146655769
OK that makes sense.

Don't use marching squares, it solves a completely different problem which you don't have.

Use a bit mask per corner, like this anon suggested: >>146656025
>>
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>>146657850
Sure, I'll hit the guy up. I don't feel it's that hard, though.

Basically what I'm trying to do is render the 3D background below all the 2D sprites and then draw the 2D shadows on a "plane" in front of it.

You might be asking what the point is. For starters, Unity puts all the 2D objects on a plane in 3D space. At the predetermined locations where my background intersects the plane, I'll place static 2D terrain that can be interacted with. The 2D shadows will make this terrain more prominent against the background, especially since the player ship will have a 2D light source in front of it. Of course ships and other dynamic objects will cast 2D shadows as well, but generally speaking the 2D and 3D "worlds" don't directly interact.

I feel this isn't too complicated, but I may be missing something important.
>>
>>146659658
I cant read that
>>
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Had a few minutes this morning to scrap together some more tiles for my Space Jam entry. Trying to get enough stuff together to make some interesting looking levels coming from the level generator.
>>
>>146659998
>3D background below all the 2D sprites

Actually it makes sense that if something is above the shadow plane, it gets rendered above it. If that asset works the way I think it does, then I won't need to do anything special to facilitate this.
>>
>>146659998
Why would you want the image on the right? It makes no sense
>>
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Hey aggydagg i just finished this 2D multiplayer shooter.

If you wanna try it out go here:
https://warch2d.herokuapp.com/

Be warned, it's a slow and buggy mess.
>>
>>146660752
why would you move and attack with the mouse
>>
>>146649881
Wilbur Wright didn't die from thyroid fever but but his legal case had negative outcome, went broke and he wrote down his ideas without having the resources to implement. Enthusiastic aeronautics students take him in and have him be their project lead for a new revolutionary craft that can suspend itself in mid air.

Rotorlevitators are being advanced far faster than aeroplanes after that because of the gripping story and popularity the feat got during that time.

Don't make them boring fucking helicopters. Make them Like Halo VTOLs or whatever.
Have them be advanced bird-like constructs with similar mobility (birds are fucking awesome).
I can't find good footage of what sparrows do for you, but I have a bird-feeder outside and it's ridiculous the turns they make. They're like missiles navigating between branches.
https://www.youtube.com/watch?v=Eg6oxlxb6E4
https://www.youtube.com/watch?v=Gk03Mbwoj9s
>>
>>146660308
Looking good dude, looking forward to seeing your spacejam entry in action.
>>
>>146660951
WASD movement is harder to code in multiplayer
>>
>>146649904
it takes more time doing 3d. the only good outcome is reusing animations. that you cant do with 2d without rigging it like in darkest dungeon.
>>
>>146661242
remember that DD is being sold for 23 $
>>
>>146660752
I dont get how controls work. 4.5/5.
>>
Hey anon need help building a website call me
>>
>>146660978
I'll stick with normal planes and helos, I find hinds really interesting. The idea of the Wrights sticking around longer and wasting less time on legal battles is great, thanks.
>>
>>146659998
Ah, I see what you mean now. Although the rightmost image doesn't make physical sense, I like the aesthetic in the same way as I like light rays. As you also mentioned, it helps differentiate foreground from background for gameplay purposes.

Looks good. I think it'd look really nice if explosions/thrusters/etc cast real light onto the background (ignoring the shadow plane).
>>
>>146659658
Too boner to use as learning material
0/10
>>
>>146662239
Attach tablet stylus to dick
This is how the pros do it
>>
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>>146660694
>>146662172
Somethingsomething shadows in the god rays. I'll admit the picture I posted isn't too flattering of the idea, so I drew up my mental idea of it on paper. The dotted lines here represent the shadow plane.

It helps if you imagine that the game mostly takes place in a top-down perspective, and that the strongest 2D light sources are cast by immediately significant things, like explosions.
>>
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>>146661196
>>
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Made a quick 4 hour game to take a break from BANCHOMANS, where you're skulls which shoot flameballs that you can deflect with your whip.

Turned out really unbalanced, but was a nice exercise nonetheless. Here's my Dad and I playing it.
>>
>>146662502
uguu
>>
>>146657646
Thanks breh. Now i have to add some children in my game... and turn it into a raep game... shit i was making a platformer..
>>
>>146657646
ty mugi you are a friend
>>
>>146662810
too bad i've no idea what to do with it
>>
an rpg about escaping wage slavery
>>
> an RPG that's a 1:1 recreation of real life
>>
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>>146662714
The two of you look like you're having fun.

I wish my dad did something with me other than proselytize his plane-hijacking sandnigger religion. I already regret coming home.
>>
>>146654130
>dick in result screen
subtle
>>
arent many rpgs about finding some sort of treasure? that's pretty much escapign wage slavery
>>
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an rpg where the villain can control gravity
>>
>>146663229
>tfw no qt imouto to play my vidya with
>>
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Close enough?
>>
>>146661958
Well. It's your call.
https://youtu.be/8WuUouH-MKY?t=9
>>
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>>146657646
>>
>>146663450
9/10 would sue gently.
>>
lads I'm learning GM and this guy on the tutorial suggests using physics for the movements and collisions but it's implied that there's also other ways? what's the agdg approved method?
>>
>>146657868
that looks great
>>
>>146663872
code your own physics with easy to understand code like this

grav = 1;

y += grav;
>>
>>146657868
I wonder what future generations will think.
Was he a prophet or did he cause this to happen?
>>
>>146649470
I've most of my game coded as a dynamic library (c++), should i go for Xenko, UE4 or Cryengine V If I'm looking for mic support and a good-looking PBR renderer that supports instanced skeletals w/ gpu skinning?
>>
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>>146654130
Time to start giving some daily reading/practice.
>>
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>>146655381
>>146655869
>>
>>146663872
Well the alternative is not using physics. Doing stuff like >>146664125
Where you have a constant movement down rather than an acceleration.
Physics is when you implement this stuff:
https://en.wikipedia.org/wiki/Newton%27s_laws_of_motion
It's not hard at all. But it depends on what you want to do.
>>
>>146657646
Fukken using this, just what I needed.

Cheers mate.

But will I be able to use it without getting into shit...
>>
>>146664125
>>146664296
oh ok, I guess I'll just do it his way since I don't know exactly what I'm doing yet and his game looks kind of like what I want mine to look like
>>
>>146657646
is this pedo shit or is it normal stuff?
>>
>>146664460
it's 10mb, download and listen yourself
>>
>>146664420
physics is easy - it's just velocity and acceleration
velocity is how fast a thing is moving at any given moment
acceleration is how that thing speeds up or slows down
>>
>>146664460
There are previews in the original link.
>>
>>146664675
Position, rotational velocity and inertia too. But most 2D games don't really use inertia or any real rotational velocity.
>>
>>146664675
lol yeah I know lad, I was exclusively referring to the GM physics box that you can tick and not being entirely sure what its alternative would be
>>
>>146659658
Hmm, useful even without translation.

Would be neat if someone translated this...
>>
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>>146657868
I've been wondering if the game wouldn't get stale from only being able to build parallel layers of wall since then there's not much strategy to the game other than "build as many walls as you can". I think instead of having big square bricks to form labyrinths (which would let you route mexicans through the longest path like other tower defenses have done in the past), I'll just make it really intense and fast-paced like those giant worm flash games and the "shark in miami" game.

They're not complicated, they're not smart games, all you do is dive up and down destroying everything with big explosions, but it still feels really fun just because of how crazy it gets. So I guess I just gotta have something happen every other second that makes the player go holy shit.
>>
>>146657868
you had me up until the 'satire' part
>>
>>146665168
Let's ask /a/!
>>
>>146664250
Yeah I know.
I've put it off for a long time. I guess it's time I studied that stuff.
>>
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10/10 Godot documentation
Got how I can make the parallax layer move Manually and ignore the camera, override this method, which of course isn't documented.

func _camera_moved(off):
print("test")
>>
>>146665548
>Got how I can make the parallax layer move Manually and ignore the camera
Sounds like a round peg, square hole situation, anon.
>>
>>146664359
>random stuff from mega
>using it without trouble
The question just answers itself.
>>
>>146665548
Sounds like something which simply wasn't intended anon.
>>
>>146665641
Sometimes a man can't wait for the camera to move and should scroll the background itself
>>
>>146665961
Why?
>>
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To the guy that was hype about the idea of shift 3D. i'm not actually adding the mechanic of "staying in the same place" when shifting.

It just doesn't work with 3D and it ruins the rest of the mechanics.
>>
>>146664250
Not bunny grill dev. Thanks for the book anon.
>>
>>146666108
How else would you do it?
>>
>>146657868
>>146665172

make a larger area to defend with lots of different paths the enemies can take to make it more interesting, consider adding more types of things to build than just walls, like border patrols and turrets or some shit

consider that you can build anywhere on your side but the mexican side is off limits
>>
Anyone have a game idea that can programmed in a day and make a million dollars?

Like stack
https://www.youtube.com/watch?v=62wMiyt82ng&feature=youtu.be
or angry birds
>>
>>146666108
but you already have it?
>>
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Progress time... I added a new weapon... well it's not really a weapon but rather a tool really, it will be used mainly for solving puzzles, to advance in the level, but it will be useful in combat as well.
>>
>>146666350
I meant flappy birds
>>
>>146665787
I wonder if you're allowed to use those on lewd games
>>
>>146666413

I chuckled. This is pretty cool.
What kind of puzzles are you going to make with this?
>>
>>146665548
Is there any good toturial or place to start for godot? preferebly written
>>
a game with jiggling anime girls
>>
>>146666708
Building stuff out of blocks which fit into each other, resizing platforms to fit somewhere, using added weight of scaled objects to break stuff/balance scales etc. it will be coupled together with other mechanics as well
>>
>>146666350
Prototype one tiny game every day. After a year or two you'll have a million dollar game sitting in your projects folder somewhere. You'll just need to find it.
>>
>>146666872
>using added weight of scaled objects
Nice!
>>
>>146666350
seriously? if anyone had it they would make that game themselves
>>
I have a million dollar idea right here.
>>
>>146666219
I don't understand what you mean by that

>>146666369
Right now i just have two player prefabs that get turned on/off depending on the world colour.
If you're in the black world and move, you don't move in the white world, and vice versa.

Fuck it, i'll add it together with xray view so the player will know where to go, but only in certain maps.
>>
>>146666817
Will make
>>
>>146650575
gamemaker
>>
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>>146666413
This thing is so much fun to fuck around with
>>
>>146650575
Gamemaker is more than enough for any 2d project, that being said, by-pixel collisions are basically never a good idea, just make your objects have a couple of rectangular hitboxes like fighting games if you really need that kind of precision.
>>
>>146667414
that sounds fucking confusing to be quite desu with you senpai
>>
Any advice or tutorials for making/designing buildings in an RPG?
>>
>Spend half an hour trying to solve a transparency issue.
>Unity crash at some point.
>Reload the scene, problem is gone.

I should learn c++ and use ue4...
>>
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Is it possible to use hybrid code + blueprints with Unreal?

When I learned gamemaker, I slowly transitioned from using drag and drop, to hybrid D&D + code until Iearned how to do everything as GML.
Would it be possible to learn like this with UE?
>>
>>146668761
Yep, you can write blueprint nodes with C++
>>
Can you shoot the enlarged gun, anon?
>>
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>>146666063
I don't wan't the camera scrolling influence some complex movement patterns, this make the development of bosses more easy and more universal to all stages.
So the requirement is a frozen camera with scrolling background. The easiest method is override Parallax Background and move the offset manually based on a flag, speed and direction.

This overrides the automatic scrolling with a flag and in fixed update I can scroll it manually.

func _camera_moved(transform):
if(direction_from_camera):
._camera_moved(transform) #take a note on the dot, that dot is "call the parent method" or super keyword on other languages, which is the original instruction for follow the camera scrolling from godot

on fixed_update I should play with set_scroll_offset(offset); for achieve manual parallax

The best thing about this is, I can use the built in parallax and swap seamlessly to manual one.

>>146666726
The main godot page
http://docs.godotengine.org/en/latest/tutorials/step_by_step/_step_by_step.html
But sometimes you need to lurk the source code for some features without documentation.
>>
>>146668872
was intended for>>146666413
>>
>>146652798
make me something like spyro. Im bringing it back ;D
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