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agdg
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You are currently reading a thread in /vg/ - Video Game Generals

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Make progress or IT will find you and IT will kill you ;_;

> 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/# (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 (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/

> 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 non-pedo games
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More progress on the shrink beam. I made it change colors based on if it's shrinking on enlarging stuff.
I also added a hologram which shows a wireframe of the object that is being targeted.
>>
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Working on a lil' shmup, since I never finish anything because my scope is always too big.

So far I've got:
>Player movement
>Weapon levels 1-5
>Shield mechanic

>Basic enemies
>Easily definable firing patterns for enemies
>Easily definable spawning patterns for enemies
>Somewhat easily definable movement paths

>Basic weapon pickup
>J U I C E

For some reason I can't get the FPS to go over 60, and I have no idea what's causing it. My room_speed is 200, so I have zero fucking clue why the FPS is capped.
>Using GM:S
>Inb4 3d in GM, the absolute madman
>>
>>146859341
That looks really good, anon
>>
>>146859341
juicy explosions
>>
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I'm learning to dev making a tetris clone, is that still yesdev?
>>
>>146859341
Those explosions are pretty nice with the style you have going, but what might make them look a bit more dramatic is to have 2 explosions appear in a bit of random positions, maybe like 1 in the center of the ship and 1 where the bullet impacted, and to make both explosions a bit faster, the spiky things kinda drag on too long and i could see that hurting visibility when you start mowing down ships like they're nothing.
>>
>>146859341
Pretty sure the bullets despawn too soon
>>
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>>146857731
>>
>>146859539
There's no such thing as yesdev. There is only dev and nodev.
>>
>>146859539
Don't just "make a tetris clone". Give it something interesting to make it different. Literally almost anything can work as a good gimmick, so just experiment till you get something good going.
>>
>>146859539
yes, dev
>>
>>146859341
Looks great, so far. Could make a great sumbmission to space jam too.
>>
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An idol raising sim that's all about the booty. Your idols are different ages, heights, and body types, and it's your job to sculpt their butts into perfection through rigorous exercises. Your performances consist of dances that show off the butt and it's your goal to make it to the top of the charts through sexual appeal.
>>
>>146859341
Really fucking nice. How did you make these explosions and the trail effect?

>>146859539
If you're doing it for practice, don't listen to >>146859667 -- practice dev is good dev.
>>
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>>146859539
yesdev isn't someone who makes games, it's a state of mind
>>
>>146859539
with how wide that area is, i'd assume you were making a tetris game were you make vertical rows instead of horizontal ones. That sounds interesting.
>>
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>>146859797
I see what you did there.
>>
>>146859405
>>146859408
Thanks :^)

>>146859592
Yeah, I'll adjust everything as I go along. Thanks for the input.

>>146859595
The enemy bullets? Yes, I'll fix that.

>>146859738
Thanks, we'll see how far I get with it.

>>146859805
Thanks. The explosions are simply two spheres drawn on top of another, with the outer (orange) sphere having its normals inverted, that is, its inside is showing. The spiky things are the same with cones instead of spheres.
The bullets are drawn in a similiar fashion.


The trail effect (for the player) is created by storing the player's position into a list and then drawing multiple primitives according to those points.
>>
>>146860197
Makoto, Ami, and Mami have better butts. And Kotori.
>>
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Spaceship Decapitation.

Mostly preparatory work but I also made weapons aim at the mouse cursor, but only if they're attached to you and powered. A bit boring but I'm trying to prepare for the fact that they'll be able to change hands at a moment's notice.

Before I proceed on weapons, I'd like some help deciding on a control scheme.

>Option A
Weapons always point at the mouse cursor and are made to fire by clicking or pressing a button. You can only fire the weapons you have selected, but you have precise control over the time of fire, which is important for powerful, low-RoF guns.

>Option B
Use the mouse to assign weapons to aim at specific parts of enemy ships. You can assign a target to one group of weapons, select another group, and give that one a different order. Weapons will automatically fire when loaded, only making rudimentary raycasts to see if there's no allies in the way.

>Either way
You can use the number keys to assign and recall weapon groups. Ship movement is controlled using W/A/S/D/Q/E. You can set your weapon groups to categorically auto-include weapons as you assimilate them (1 takes all guns, 2 takes all beams, 3 takes all missiles, etc.).

Any suggestions?
>>
>>146859797
>>146860197
>>146860351
>>146860769
see >>146858890
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We /@/nal now?
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>>146858734
reminder if your hair isn't pink you aren't an indie dev.
>>
>>146861473
how do those people live with themselves?
>>
Started doing low poly furniture for a new game.
I always start by coding and using just placeholder art in my projects, I'm starting with assets first now and then I'll focus on the code.

It delay's playtesting but I already code for a living so doing 3D modeling is relaxing and comfy.
>>
>>146861473
That's only true if you work in a team. Dying your hairs pink is just silly otherwise.
>>
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>>146861473
I'm slowly balding, that would just kill my follicles faster.
>>
>>146861567
That pillow isn't fluffy enough, once that pillow if fluffed it will be comfy!
>>
>>146861473
I mean if you're bottom left it's kind of acceptable
>>
>>146861473
But my hair is naturally white, i already look like enough of a douche.
>>
>>146861850
Thanks, noticed that yeah, I'll make it better.
>>
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>>146861870
>those roots
haha no

>>146862038
grow it out and get all the bitches
>>
Why cant i still gather some social media audience, anons?
>>
>>146862305
All you need is nice art
>>
>>146862305
Make some 'wacky' shit that people like to reblog.

You don't have to sell out with memes, just post stuff which is entertaining even to people who aren't necessarily interested in video games.
>>
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>>146862305

This is accurate >>146862342

Once you have nice art, upload a shit ton of images to a dropbox account and use IFTTT to automate posting to tumblr, twitter and some other social networks at scheduled intervals using appropriate hashtags. Then just let your social accounts grow slowly but organically.
>>
It's okay to pursue your dreams, /agdg/. Don't be afraid to just like make game.

You CAN do it!
>>
>>146862680
Don't get ahead of yourself Mami.
>>
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Guys I'm still coming up with concepts for my game - I know some of rpgs have had playing cards used as weapons, but have any used them for combining attacks? Something like you attach a card to a spell and the effect is multiplied or altered (trying to be original here). I am also going to have some card minigame as well for fun - how reasonable is it to come up with a card game that is completely original? Otherwise it will probably be a variant of 21 like almost every other card minigame

t.nodev
>>
>Tfw it's too hard to make a good game
>>
>tfw finally finished implementing customizable controls

Reminder not to be lazy and make sure your game has full mouse, keyboard, and controller support.
>>
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>>146861473
o god
those are **indie** devs, not indie devs
>>
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>>146862905
Reading this post makes me happy. I, too, am in the process of making a card-battling RPG. Video games with card battling systems are my favorite.

If you want a card battling video game that has combos and combining then check out Baten Kaitos.
>>
>>146863109
>2010 was 16 years ago
>>
>>146862660
for somebody that is starting from scratch, how much time would be needed to, say, be able to get greenlit?
>>
>>146863129
cant tell if gay or lesbian
or straight
this is whats wrong with anime
>>
>>146863170
i feel old yet
>>
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Added a really subtle flicker and reflections. Might have to tone down the reflection at the right a little. But I'm happy with how this is looking.
>>
>>146862989
I agree with this guy you guys should do something more productive
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>>146863219
I have absolutely no idea anon, the strategy I just described is what I have used to grow a porn site that I own without having to do a lot of manual spamming. I'm pretty sure it will be even more effective for games as the market is not as shitty as porn.
>>
>>146863129
Hey, anon, that's great. What I'm going for is actually more of a standard jrpg battle system with cards having a minor role for some classes. Thanks for the recommendation, though. I feel I should mention the pokemon trading card game for the Gameboy too, that was a neat game.
>>
>>146863219
Having this 'How long does it take to X' attitude suggests you're REALLY new to this and is something you'll outgrow.

It's impossible to say.
>>
>>146863570
You could also check out PSO Episode III. It has deck building and stuff, but it also utilizes grid movement and dice rolls, and it's unique in that depending on the side you pick, you focus on either equipping weapons and armor or focus on summoning creatures. Very fun.

MegaMan Battle Network could be worth checking out too, if you haven't played any of them already.
>>
>>146863223
nigga you better be jokin thats some yuru yuri
>>
>>146863223
If a futa has sex with a futa is it gay, lesbian or straight?
>>
Should I make a roguelike platformer or is that genre too saturated?
>>
>>146863430
Has a game ever had an AGDG intro at the start?
>>
>>146864048
I have never heard of any roguelike platformers but it sounds interesting. Not sure how platforming on a grid with turn based movement and combat would work though.
>>
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>>146864048
make a video game
o wait, that genre is too saturated as well
only if you can make it fun and quite unique
>>
>>146864048
Where are these roguelike platformers
>>
>>146864143
No
>>
>>146864048
I dunno, anon. Are you making it for fun or practice? (then go ahead)
For money or popularity, though, probably not. I'd say it's pretty damn saturated, yes. Unless you think you've got a unique concept or something.

>>146864198
Roguelike platformers are typically not turn based. Among others, you could check Spelunky and the more RPG-like Vagante (an AGDG game). Speaking of AGDG games, Risk of Rain probably qualifies too. And then you have Chasm and Catacomb Kids and Rogue Legacy, etc.
>>
>>146864198
>>146864261
wtf
do you guys even have computers?
how did you send those posts without a working internet connection?
>>
if (!instance_exists(model)) {
model = instance_create(spacex, spacey, model);
}
model is a variable replaced by another object. I'm trying to use this to generate multiples of the same object. It only will generate one of any particular object total, no matter how many of that object I feel into this. How do I fix?
>>
>>146859018
What happens if you try to use the gun when it's not normal size?

Why do both cubes grow?
>>
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>>146864350
>Roguelike platformers are typically not turn based.
>Roguelike
>not turn based
>>
>>146864143
Risk of Rain has an AGDG logo on the title screen.
So far I'm just ising that one for testing, not sure if I'll actually use it as an intro screen.
>>
>>146864350
Then those aren't roguelike.
They are platform RPGs with perma-death.
>>
>>146864350
Those are not roguelikes though. The turn/grid based gameplay system is a more essential element to the genre than perma-death, which is often omitted in favor of lighter death penalties.
>>
>>146864504
rogulike nowadays = randomgen stuff + permadeath. sometimes not even that. this concept is so overused.
>>
>>146863716
thanks again - any progress to share on your game?
>>
>>146864391
don't use instance_exists then
>>
>>146864498
The final game will only have select objects that can be shrinked
Those cubes are one object
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Been making games for 5 years now, and I think I'm just about ready to quit and move on. I really fucking love making games, but the community is such shit. Not /agdg/ or tumblr or anything, it's the people in games in general. The autism is contagious, the idea guys are creatively bankrupt, and every single person, even the people who have made it are man-children.
>>
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...does this count as yesdevving?
C++/SFML, movement and gravity controlled by components
>>
>>146864823
haha yeah but what about steamchat and IRC they're pretty cool people LOL
>>
>>146864823
You're retarded
>>
>>146864823
its just like rockstars and soccer players. they are normally man-children because they dont need to go to work, follow normal rules or whatever. they just have cash to dont give alot of fucks.
>>
>>146864915
I've been in steamchat maybe once or twice. Those people are the worst group of circlejerkers ever.
>>
>>146864876
Good job. Now make it space-related.
>>
>>146864761
I need something to stop the game from spawning in 11 fucktillion copies of it every game frame, and I don't know how else to limit it.
>>
>>146864964
except soccer players do work lel. but at the beggining of their careers they have this mindset.
>>
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>>146864687
Not really. At this point I'm mostly compiling ideas and trying to put together a competent card battling system. I have no way of testing it right now because I don't program -- I'm an art and music guy. I've thought about making paper proxies of the cards and testing it that way.

I have a detailed document of the setting and characters and stuff, though.
>>
>>146864876
How do you make components
>>
>>146865094
i dont have a single clue on how to make AI for a card game. do you have some stuff for me to read ?
>>
>>146859341
Looks great, anon. Is that using keyboard check or check pressed for your firing command?
>>
>>146865061
use instance_number

if(instance_number(object) < 100)
instance_create(x, y, object)

that makes an object if there's less than 100
>>
>>146859341
Teach me to make games like you please
>>
>>146859341
you will go far
>>
>>146864823
nice blog post
>>
>>146865726
nice glob tsop
>>
what would you like to see in a simant remake?
>>
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Does anyone perchance have a screencap of the guy that asked for feedback on his really shitty sword sprite? My friend wanted to see it.
>>
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>>146865094
Sounds pretty similar to what I'm doing currently. I have a background in music and have been trying to work on pixel art lately as well. I'm going to use gamemaker which should be more approachable seeing as I also have no programming experience.

Anything interesting to say about your setting? I'm going for something like Lord of the Flies with magic powers and transhumanism
>>
>>146864823
how sad... a nodev blaming his failures on the attitudes of other devs
>>
>>146864504
>>146864625
>>146864627
These days Roguelike means something with procedural content, some form of strategy, and permadeath.

If you people insist on enforcing a strict definition of Roguelike as "turn based and/or ASCII" or whatever else the Berlin interpretation contains, we're going to keep all these meaningless divides between Roguelites and Roguelikelikes and whatever the hell people come up with. I think we need to move past that.

>>146864876
Good progress! That definitely counts as yesdev.

>>146865661
It's all about the juice, anon. You can make that gameplay in a week (I sure did), the secret is to learn how to make shit PRETTY.
...arguably almost all of us need some lessons.
>>
>>146865948
Okay and how do I learn to make basic shapes like you did look all pretty?
>>
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>>146865908
You can find the feedback and jokes in the archives.

>>146866037
I'm not this exact SHMUP dev, just trying to be encouraging. He shared a few secrets here. >>146860221
>>
>>146865948
Except Roguelikes and Roguelites is all the genre titles you need

Why do people pretend they're even remotely similar, it's like they've never played a roguelike and think the fact they're both randomised means they must be the same.
Being turnbased is what makes them.
>>
TOP
DOWN
MINECRAFT
>>
>>146865948
>>146865021
Thanks!

>>146865168
Vector of an abstract class filled with derived classes
complete headache desu senpai but it werks
>>
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A game which you can only finish by buying all my other games.
>>
>>146866293
2D, or still in 3D?
>>
>>146866470
TF2?
>>
>>146866530
2D (with z-levels)
I'll probably make mobs more aggressive and force the player to build defenses rather than autism structures since they won't be that fun to look at from top-down.
>>
>>146865578
So I see Reddit really has invaded this board, since this is literally word for fucking word what I asked for help with over there and the same exact cookie cutter responce was given. Good job. Just remember, this thread is fucking dead.
>>
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REMINDER TO WORK HARD
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>>146865916
The setting I came up with is a somewhat typical future city deal. The story characters are part of an ex-police force. The idea I have to incorporate the cards into the story is that the cards themselves store data for weapons and equipment, and by scanning the cards, the characters can use whatever it is that they've scanned. Things like abilities and skills are also effective.

Naturally, the police would put a restriction on cards so that they don't get out of hand, but due to some circumstances, the story characters end up as ex-cops and formed their own group which will let them use "banned" cards, or cards with restrictions on them since they no longer have to worry about keeping their jobs.
>>
>>146866647
What if you could press a button to swing the camera into a side view of your autism structures?
>>
>>146866234
If you take the original Rogue and make it real time, or if you give it timed button presses, I'm pretty sure it's still a roguelike.

That divide seems pretty pointless to me. But if you think real-time gameplay + procedural generation + permadeath is worlds apart from turn based strategy + procedural generation + permadeath, then that's totally okay. I can't change your mind, and it's a pretty silly thing to get into an argument about.

>>146866704
If the answer you got on Reddit was wrong, you should have said "I've already been told to do X but it doesn't work", anon.
>>
how do i make my game pretty
>>
>>146866647
Sort of like Don't Starve? (except DS doesn't have z-levels, but it is top-down)
>>
>>146866871
yeah pretty much, but with a more interesting world, like cliffs and rivers and caves with stuff to check out
>>
>>146866838
If you take Chess and make it real time, I think it'd be silly to imply it's still in the same category.
It might be fun, many people might prefer it, but it's a completely different game.
>>
>>146866868
- FXAA
- SSAO
- Vignetting
- Tilt shifting
- Bloom
- HDR
- DOF
- God rays

All of these are available in the Unity starter assets.
>>
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>>146866720
Hey that's great - a real premise for using cards without just going for magic. If it's set in a future city like you say, it ought to have a kickass soundtrack too.
>>
>>146867236
>tilt shifting
Shit how have I never heard of this

I love it
>>
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>>146867384
I'm mostly shit at music, though. Oh well. I doubt that this game will ever even exist, but it's still fun to come up with all this stuff.
>>
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Lips
>>
>>146866838
Being able to take as long as you want to think about your next move is a very important part of playing roguelikes. It's one of the main mechanics that make roguelikes about managing risk.
If roguelikes were in real time, the player's ability to effectively manage risk would be limited by their skill and how fast they can think, like pretty much any action RPG.
>>
>>146866470
Ultimate master jew GOTY
>>
>>146866709
is that yours? its looking good.
>>
>>146865298
Keyboard check. I might add a gimmick-y feature so that repeatedly pressing fire would result in faster firing than just holding down the button.

>>146865661
>Use GM for too many years
>Never finish anything
I can't make games. I can just make pretty prototypes anon

>>146865691
Kek. I could showcase my abandoned projects. But thanks :^)
>>
>>146868478
sup newfag
>>
>>146861473
Nina Freeman is cute.

>>146858734
Is that Motavio?
>>
While making an rpg, should I allow broken ass combos that aren't immediate to unlock but break the whole game?
>>
>>146865061
is it unity ? case it is look for coroutines and try using : "yield return new waitforseconds("desiredtime in float");"
>>
>>146866293
I thought dwarf fortress was this
>>
>>146868672
Only if they are difficult to perform
>>
>>146868647
>Nina Freeman is a video game designer known for games with themes of sexuality and self-reflection
>Freeman is a co-founder of The Code Liberation Foundation, a program offering free development workshops in order to facilitate the creation of video games by women
>Her autobiographical game How Do You Do It deals with the discovery of sexuality through Barbie dolls after viewing the movie Titanic
I changed my mind.
>>
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>>146868672
Games that let you break them are the best.
>>
>>146868519
Why can't anyone here actually finish a full game with like 20 levels?
>>
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>tfw my adventure/vn game is finally going somewhere

Demo next month I hope!
>>
>>146868819
Are you upset that she makes money by selling lewd games about herself and you can't do that because you're not a cute girl?
>>
>>146866647
thats dwarf fortress. i mean since you are a gamedev you should know that right?
>>
>>146868818
Would it be uncalled for to leave this shill a 1 star review?
>>
>>146868970
Is that you, Nina?
>>
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>>146867534
No way, I maintain that anyone can come up with good music if they have the resources. I figure once you are satisfied with your concept you should go and write some musical themes for your characters and areas etc. Then you'll actually have plenty to work with when you start building up your game.
>>
>>146868686
>>146868975
in my mind it was more like you'd just control yourself and build your own expansive tunnel networks and buildings, but the more I think about it, the more I realize it wouldn't be any different than if it was just a remade dwarf fortress.

okay I'm doing it I'm making another dwarf fortress
>>
>>146861473
>mfw when I'm a barber hairdresser and have to deal with this shit every other day
>charge three times what I should for a similar job
>they pay anyway, those white sheltered kids
>invest the money on my personal game project
>>
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>>146869096
I'm teaching myself how to play piano. Not specifically for game dev, but it will obviously be beneficial. I also practice my art and figure drawing shit everyday. I'm hoping that after a point I'll be good enough to provide myself with the art and music I need, but even then I wouldn't have anyone to program the game for me or help make assets.
>>
A game in which the protag is a curvy, pink-haired freedom fighter who must castrate high-profile CIS white males, but eventually comes to the realisation that they are male and actually raping women, not castrating men.
>>
>>146868647
I've had worse, but she's a 6/10 tops.
>>
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Remember to backup your work /agdg/ just never know when one of these will pay you a visit.
>>
>>146869397
pretty sure aeriannisdev browses this thread
he can sue you for stealing his game idea, you know
>>
>>146869485
and remember to backup your backups.
>>
>>146866470
I remember this thing in dragon age, in one of the old ones
I encountered some npc and talked with him and then he was like "Will you go to the island and help us with the battle? <YOU NEED TO BUY THE X EXPANSION PACK TO DO THIS>"
wow sneaky cunts
>>
>>146869605
>degree in Video Game Design
don't
>>
HOW THE UCK DO I UV MAP EASILY
>>
>>146868970
Nobody here isn't. It is incredibly unfair that you can do inferior work and still get loads of money for no other reason than having a luck with the shape of your cheek bones
>>
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>>146869605
As someone with a degree in game design, I strongly advise you don't.

Its a useless degree. All you'll get out of it is debt and regret.
>>
>>146869605
My friend started a degree in game design, dropped out and is now working in a call centre.
>>
>>146869918
PFFFHAAAAAHAHAHAHAHAHAA
Good luck friendo.
>>
>>146869918
Kill yourself
>>
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>>146869918
Fine, go for it then.

Just remember this thread 5 years from now when you're 50k+ in the hole and you're working a shit dead-end job at JCPenney.
>>
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>>146869275
I think art will be the big hurdle for me, but I'm just going for the usual 2D top down look anyway. You want to add me on steam? url is http://steamcommunity.com/id/vestae

will accept requests from other aggydaggers too.
>>
>>146869605
Get a Programming degree if you like it and want to get slight advantage when looking for a job related to it, but don't go for a Video Game Design degree ever.
I made that mistake and regret every second I lost there.
>>
>>146870309
I added you up, bruh.
>>
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>>146870427
lit af
>>
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>>146870427
>>
>>146870427
Does it have any content yet
>>
>>146870427
congrats, my dude
>>
>>146870427
good job anon
>>
>>146870292
>I've probably played more games then you
And that's exactly why you are going to fail. If you believe playing games is all the knowledge you need to make games nobody will take you seriously.
>>
>>146870427
Congratulations, bro.
>>
>>146870427
gz
>>
> inb4 nosales
>>
>>146870427
I'd be more surprised if you WEREN'T greenlit.
Greenlight isn't what it used to be 3 years ago.
>>
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>>146869605
>specifically working on levels

But that isn't specific at all. Do you even know what role you want to fill?

Level design that encourages good gameplay is specific to each and every title, no one can teach you how to make a good level that brings the most out of every game. You have to know the gameplay inside and out, and test and tweak every wall and floor until you know the impact a change will have before you even make it.

Sound design for levels is a fucking art unto itself. Each engine has a different way of approaching good sound implementation. Each game will have different priorities for sounds, and once again, its a matter of knowing the gameplay well enough to determine what the player needs to hear the most. And how they need to hear it. And why they need to hear it.

Or maybe you just want to do concept art or moodboards for levels? Or do you want to create textures for the level designers? Or do you want to create modular pieces with the environment artists? Maybe you want to handle foliage creation instead of hard shapes? What about just set dressing? Optimization and clean up job? Strictly level gameplay logic and programming? Water asset creation? Particle artist?

Go on. Tell me what you want to do, and I'll tell you why going to school for it is a bad idea.

I'll wait.
>>
>go to forum
>ask question
>nerdo mod replies "WHOA, we already had this thread before! Try searching!"
>the thread he links is 6 years old, half the users have been banned, and the discussion isn't even relevant to the present situation anymore
>post in the old thread
>get banned for 'necroing'

Sometimes I'm glad I have aggdag.
>>
>>146871027
I think he means designing the levels themselves, as in the puzzles and structure of each level.
>>
>>146869605
Any way you spin it a useful degree in game design is probably going to be mostly programming and math.
>>
>>146871151
That's funny as feck.
>>
>>146870918
How many games have you even designed?
>>
>>146870427
Omedetou Senpai!
>>
>>146871182
http://courses.uwe.ac.uk/G611
>>
>>146871184
I think so too, which is arguably the worst job you could ever possibly go to school for.

They can't teach you how to make a good level for every game. The best they can do is teach you the basic design principles, which you can learn for free, on your own, while actually designing levels and gaining real, first-hand experience by working with a team.
>>
>>146871404
>nothing
I see, you should start soon then.
>>
>>146870427
inspiring
>>
Who here likes the song 'Money's Too Tight to Mention'?
>>
>>146871628
Not me.
>>
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>>146871151
Those kind of stupid rules are the most retarded shit and the reason I have a deep disgust for forums. I get mad just reading your post
>>
Trying to learn networking. What kind of data should I leave to the clients and what kind of data should the server handle?

Should the client just handle inputs and the positions of stuff?
>>
How can l use

void OnCollisionEnter2D(Collision2D other){}

in unity without attaching a rigidbody to the object? lt won't let me use it without a rigidbody for some reason
>>
>>146872026
Depends on the game. If it is an mmo, assume the client is a hacker trying to ruin your game. Don't trust what he sends you is valid.
If it is just a coop game, you don't have to worry about that.
>>
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>>146870476
>Not really interested in the programming part, more the design part sorry you failed to get a job

Dude, you are a bit delusional with your expectations. Even engineers need to do shit they don't like to get money when they start.
You're telling us you are going into video game design just to do levels? Sorry but you are probably going to regret that unless you have family members that own game design studios or you manage to partner up with other people (which is unlikely because you don't want to do the heavy lifting, and no one will take you).

It's alright to have dreams, but don't sabotage yourself, you have more chances of making it if you learn how to code and place yourself in the right position first.
Anyways, that's my 2 cents, all the best in your career choice.
>>
>>146872075
Just found the solution after googling for several minutes, in case anyone runs into a similar problem:

>"Add a rigidbody to the trigger and check its Is Kinematic checkbox: kinematic rigidbodies don't react to collisions nor suffer gravity effects, but enable the trigger to detect any collider."
>>
>>146872075
Read this: http://answers.unity3d.com/questions/129796/rigidbodoy-vs-collider.html

For efficiency, Unity only checks for collisions involving RigidBodies because they're the only objects supposed to move around.
>>
>>146872460
realize that it's a troll already
>>
>>146872460
>>146870476
Let's be real, not even most coders will ever find a job, Just do what you want for fun and be grateful if you ever find a job
>>
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>>146872786
Yeh sorry about that.
I left the post hanging and went to take a shower, posted when I came back and saw all the other replies.
>>
Lot of bullshit to go through with these animal ears, tiny hats, eyes with designs in them

I just want to make like waifu
>>
>>146873176
Most real coders will find a job.
Most neet vidya enthusiasts wont even find a woman
>>
https://www.youtube.com/watch?v=CPQ1budJRIQ
https://www.youtube.com/watch?v=PyDlBy5tgYA
https://www.youtube.com/watch?v=AFi0hLc9_gk
>>
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>>146873176
Finding a job as a coder is super easy in most big cities. Heck, even remote work is easy to find provided you know the right tech stacks and have a nice portfolio.
>>
>>146873452
What's this shit? lf you dislike deving so much that you have to force yourself to do it then don't do it at all. l'm so tired of reading this kind of posts everyday
>>
>>146873730
>if you dont enjoy it just quit lol

The timid cry of mediocrity.
>>
>>146873635
How do I get a job then. I am proficient in java, javascript, nodejs. Shit at html/css. Know a bit about networking and database design.
>>
>>146873635
l meant, a job coding as a gamedev,
>>
post more aggy daggers
>>
>>146868519
Same, anon, same. I've finished one whole level for my SHMUP and then went back to my Metroidvania and I'm probably going to drop it again after I'm done with the first area.

Creating features is relatively easy. Making content is the hardest fucking thing.

>Forcing the player to button-mash for optimal strategy
Now that just sucks though. But you could make it an alternate ship/weapon.

>>146870427
Good job. That was super fast.

>>146870476
>>146870918
>>146871182
Bait quality on here is getting worse with every passing day. Shame.
>>
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A reminder that all manner of porn can make decent cash.
You too can be a filthy jew using unlicensed models today!
https://www.patreon.com/Stratovarius
>>
>>146873871
as long as you know 3d maths and you are not a total retard copying pasting from google it should not be too hard
>>
>>146874206
I had no idea greaser dev was into the porn business
>>
>>146873817
Unless you're a genious you're not gonna make any money with your indie shit. Most people who dev here do it as a hobby. What's a hobby? An activity you do for enjoyment. The moment you stop having fun with it, well, it stops being a hobby. Why else would you dev if not for money or fun?
>>
>>146870427
Grat!
>>
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>>146873853
Do you have something to show?
If not, make a couple of web/mobile apps or start an open source project. Your Uni credentials don't account for much in IT but a nice portfolio will put you ahead of most candidates.
I got my first job 9 years ago by showing a shitty open source project I had started, I walked through the code with the guys interviewing me and they liked my approach. They even said I made it really easy for them because they didn't have to gamble on whether I knew my shit or not.

>>146873871
Oh alright then. That makes sense now.
>>
>>146872448
https://www.youtube.com/watch?v=5d7EbtLb8ok
>>
>>146874565
Out of curiosity, what was the open source project you made about?
>>
>>146874565
>>146874774
Link the code nigga.
>>
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Rarely enter the general but I don't IT to haunt me ;_;
Here's first step of a little project of mine I called Explore INC. Will finish it in a week.
It'll be a space exploration game.
>>
>>146875381
>but I don't *want* IT to haunt me
self-fix

Also noticed that gif's quality is subpar, sorry about that.
>>
>>146869174
i would love to play it. i buy every dwarf fortress like game on steam. Start making this game.
>>
>>146864823
what did you expect, you are making video games, should i repeat that.
people who play videos games are manchildren, but before someone tells me to go kill myself listen first.
do you take pewdiepie as a grown up serious acting man?
do you take any lets player as mature?
screaming and goofing around, have you ever been to a lan caffee? have you seen people their?
its embarrassing to say the least.
the gogem in his videos acting retarded
lets players acting retarded
people at the internet caffe acting retarded
but why?!
why cant someone play a game seriously without turning to an ape?
why cant my friends just play the game without having this urge to swear and scream?
why people here should be obligated to act like children?
why have you put that stupid pic?

>inb4 blog
i am really curious
>>
>>146875381
Looks good! Using a shader to make this planet?
>>
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>>146874774
I made a java application that resized images to fit certain criteria. It was the time of Palm devices with 32mb of memory and really slow internet connections so a tool that had an easy UI and allowed you to batch resize shitloads of pics at once was quite useful.
It's a pointless project nowadays with memory and internet speeds as they are, it still gets a couple of downloads a day for some reason though.

I also showed them code for a card game that I had in progress, it could be played online so there was code for handling reading and writing from/to sockets.

Doing that got me my first job in my first interview ever. I was absolutely un-hireable from a CV perspective (was just starting uni, and had no previous experience other than making shitty games at home that I always left unfinished).

Another thing is that for most people getting their first job is hard, but after that it becomes easy. This is because companies don't like to spend money on training, they want someone who already has the skills and proven experience.
>>
>>146875605
pls keep your autism under control m8
>>
>>146870427
congratz.
>>
>>146875682
i just want to know, are we/they just acting?
or are we/they for real?
>>
>>146875619
Yes.
Best thing is, I have access to the terrain's 2D array, meaning I can just use it as a tilemap to let player explore it without much programming on my side.
>>
>>146875852
No it is a joke
>>
How does 93 full 3D entities(pitch,roll,yaw) synced on a 576 bytes packet size sound for 65k concurrent users on a 10^25 km^3 map size of 1mm movement precision that is reduces to 82 entities when more than 65k concurrent players sound?
>>
Gaaah I suck so much
>>
>>146875852
People in general are not normal. Have you seen a football match or any sports event? Have you ever been to a metal concert? Have you seen people at bar or at clubs? We are all fucking lunatics. The only difference between people is their ability to hide their power level when the time is not appropriate for their interest.
>>
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>>146876538
lol go see the doctor to get ur autism vaccine
>>
>>146873176
> Looking for another programmer to make vidyas.
> Looking through potential employees.
> They only know how to code for databases.
Sorry bud, you need more experience making vidya, I don't need another spreadsheet artist.

>>146871027
That's a nice portfolio, but your lack of presence and degree is a clear indication that you aren't really serious about this. Sorry buddy, you're not a worthy candidate! Maybe we'll hire you for some freelance work when our tech grad is on vacation.

>>146869701
>>146869918
>>146871190
A game design degree is loaded. On the surface, most potential employers will think of it as someone who has a lot of ideas and no way to implement it. You need to concentrate your efforts into specific areas. Degree-anon wants to be a level designer, so he basically needs to learn modeling, of course, then
> Design fundamentals.
> Navigation efficiency.
> Architectural design.
> Etc
> Proficiency in multiple programs.
This makes him a prime candidate over someone who paints tiles and screen filled with spikes. Plus, he'll have the skills necessary to work in other areas related to mapping, like texturing, asset building, etc.
Depending on what his studies actually entails, he'll already be working in a professional environment assuming he looks into internships.

Degrees are only worthless if you're worthless.
>>
>>146877012
But then you'd be wasting time just like degree babbies instead of making game
>>
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Normalmapping illumination test I did for a survival adventure.

Art is hard.
>>
>>146871151
>people are using the forum differently from how you have envisioned
>change the people with rules instead of changing the forum to suit how it is used

every time
>>
>>146877412
is that 2d?
>>
>>146877412
Oh, are Duracell sponsoring your game?
>>
What is the correct name describing all things that can be loaded into weapons?
for example magazines into guns, shells into tanks, potatoes into potato guns, batteries into lasers etc
>>
>>146877705
ammo
>>
>>146877705
Ammunition?
>>
>>146877705
Clips.
>>
GOd fucking damnit why is my FPS capped to 60

why is this happening

fucking GM
>>
>>146877759
>>146877770
No i thought that as well, but i checked the dictionary and ammo means only shells
>>
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would you play this?
>>
>>146877882
Because that's the limit of human eyes.
>>
>>146876798
But vaccines caused the autism!
>>
>>146877705
ordnance?
>>
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>>146877624
I can make a custom one for you if you want to.

>>146877636
Yes, with a technique to simulate 3D illumination. Here's the original picture without filters.

>>146877676
I wish. Batteries are serious business in it.
>>
>>146877882
There's ways to remove the cap entirely, but you will have to look it up and learn how to use delta time.
>>
>>146877973
Words mean whatever people think they mean, not what's in dictionaries. Nobody's gonna raise an eyebrow if you call the bananas for a banana gun "ammo".
>>
>>146877973
Is your game going to be player by vidya losers or literary doctorates?
My point: It doesnt matter.
>>
>>146877998
Looks interesting anon.
I'd give it a go.
>>
>>146877973
https://en.wikipedia.org/wiki/Ammunition

It means everything, the term is from the French La Munition, which basically just means "anything we throw at people for war"
>>
>>146878123
But target audience for my game are the people who publish the oxford english dictionary and they will have my asshole for this ;_;
>>
>>146877998
looks too complicated to me, l wouldn't bother to learn how to play, no offence
>>
>>146878093
I would probably soften that shadow on his right middle finger, it makes it look like a sharp edge.
Other than that great work.
>>
>>146878093
Why waste your time mimicing 3d in a 2d environment.
This is exactly why 3d was invented. Its a waste of time to do the math (including lighting) yourself. Make the engine do it for you.
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