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

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C++ is history repeated as tragedy. Java is history repeated as farce. – Scott McKay

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

>Demo Jams
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

>Jams
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

Engines
>Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
>Godot: https://github.com/okamstudio/godot/wiki
>Haxeflixel: http://haxeflixel.com/documentation/tutorials/
>Source: https://developer.valvesoftware.com/
>UE4: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
>Unity: http://unity3d.com/learn/tutorials

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/
>>
shitposts below here
>>
second for C++ best C++
>>
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>your favourite agdg game didn't make it.
>>
Reposting from the other thread.

What interesting effects can I create for 2D games with shaders? Learning GLSL but I'm not really sure what it's capable of so I don't know where to start. So far, other than basic shaders that allow sprites to be rendered, all I've done is replaced texture colors (e.g. changed each blue pixel in a texture to red)
>>
I don't want to be associated with AGDG anymore. I'm not making eroge.
>>
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The turret can now shoot things. The bullets don't do any damage yet, but that is the easy part.
>>
Repostan

Should I use libgdx for 3D Android dev? I'm just doing it without any libraries right now, are there any gotchas apart from considering resolution/dpi and contexts being lost?
>>
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>making burritos atm bout to eat like a champ

Without fuel you can't dev friends :)
>>
>>119567406
I remember this one had a cut witch with thick legs that I fapped to
>>
is tumblr > twitter for reaching fans?

general marketing advice?
>>
It isn't even worksafe what the fuck man?
>>
>>119568058

I generally prefer Tumblr since it allows more space to, well, do more. You can post more screenshots, write longer summaries, etc.
>>
>>119568058
tumblr is better for letting teenagers reblog and follow your progress with flashy GIFs

twitter is better for posting condensed news posts
>>
>>119568058
nobody other than the poster gives any fucks about either
>>
>>119568058

do both, spread your shit like a japanese kinky porn actress
>>
>constantly shits on C++
>uses haskell or lisp
>always has a "project"
>always blames lack of progress on external factors "I need vulkan to keep going"
>never actually makes anything
>posts in /dpt/
>>
ok, Lua question
I want to reach into three last tables and subtract 10 from value in those by using for loop

Something like this:
for i=0, 2 do
(#table - i)['x'] = (#table - i)['x'] - 10
end
But I get errors, so I'm wondering if somebody knows.
>>
>>119569031
....? What you're trying to do isn't valid syntax

(#table - i) parses to a number. You can't access a number with ['x'].
>>
>>119568910
Greentext should be first person imperative, like so:
>constantly shit on C++
>use haskell or lisp
>always have a "project"
>always blame lack of progress on external factors "I need vulkan to keep going"
>never actually make anything
>post in /dpt/
>>
I know you get this a lot but I've always looked through the generals from time to time and want to start. Looked through the OP and I'm struggling between going with/learning Python all the way or just caving in and using Unity or something. Would it be wiser to start with an engine or could someone still go leaps with just coding?
Sorry for the disturbance, I just really want to see if I can get something done by Halloween or even the next jam.
>>
>>119567690
What is this style of picture called? I really like it for some reason
>>
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>mobile single-player "turn-based" strategy game managing a settlement thing
What sounds better for time stepping?
http://strawpoll.me/5780415
http://strawpoll.me/5780415
http://strawpoll.me/5780415
http://strawpoll.me/5780415
>>
>>119570212
Almost but not quite:
>constantly shitting on C++
>using haskell or lisp
>always having a "project"
>always blaming lack of progress on external factors "I need vulkan to keep going"
>never actually making anything
>posting in /dpt/
>>
>>119567617
what kind of game are you making?
>>
>>119570232
why would looking through these generals inspire anyone to want to start in indie dev? if anything it should send you away screaming
>>
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hulloh
>>
>>119570780
Because no matter all the arguments, there are still people who end up making amazing stuff, and that inspires me a lot.
>>
>that one fucking autist who always fixates on one minor aspect of your progress and constantly fucking posts the same thing every time you post progress even though it doesnt matter to anyone but him and his autism
>>
>>119570750
>>119570212
Either is acceptable. You could call the latter "implying-style" greentext and the former "story" greentext.
>>
>>119570232
using Unity is not caving in
using Python is caving in
>>
>>119570932
That'd be enough to make me drop a project though
>>
>>119570612
I voted week but I think month might work as well.
It all depends on how much you intend them to get done in a turn.
>>
>>119570932
He goes by anti-progressman and I too have encountered him.

Felix is the only one who can save us.
>>
>>119569902
It's supposed to be pseudocode, becaues I have no idea how to write this.

I want to get into table(enemylist), then get last three tables (last enemies spawned), then I want to get into their waypoints tables (there are separate for x and y coords), where I want to change value of all or part of x'es and y'es (by adding or subtracting), so I can make them to fly in formations without having to make bazilion of tables via Tiled program.
>>
>>119571081
>>119570612
it's about vikings
>>
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Anyone remember.......
>Anon who said he spend months making his own engine
>It ended up being weak and you could only play NES tier pong on it.
How can someone fuck up this bad?
>>
>>119567137
cristian why are you doing this? this is why you'll never make your game if you keep shitposting here, stay forever captura de pantalla
>>
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Using C is fun tho
>>
>>119571307
so is having sex
not that you would ever know
>>
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>>119570932
is it a bug or visually displeasing or just something he feels strongly about like a SJW?

>>119571010
>4chunk
>motherland of fucktards, autists and spergs that you have to deal with on a daily basis
>can't deal with one autist's fixation
>>
>>119570932
Double fucking shadows, assface, fix them.
>>
>>119571407
I have put my penis in two (2) distinct vaginas in my lifetime tbh "fam"
>>
>>119571278
I think that the situation is more complicated than you nodevs realize. It's not just about having wizzbang features. If you make an engine where you can super easily create simple games and its a seamless experience with scripting and debugging and the API is easy to understand and everything just works then that absolutely has value, even if the engine can only be used for relatively simple games.
>>
>>119571504
Wow, that means you can fap with either hand
>>
>>119564840
That building looks exactly like Arkham Asylum.
>>
>>119571140
Instead of (#table - i)['x'] = (#table - i)['x'] - 10, you'd do table[#table - i].x = table[#table - i].x - 10
>>
>>119570932
Turn off the bloom you prick
>>
god damn lua is ugly
>>
>>119571504
>once in your mom when you were born
>once in your pet dog
nice
>>
>procrastinate on your game with video games
>don't feel like playing games anymore
>feel sour about never making it

I feel like dying today goddamn.
>>
what are good languages except C?
>>
>>119572456
C++
>>
I keep doing a shitty job at unwrapping my lowpoly model and it ends up screwing me up down the road
>>
>>119570257

I don't think it has a name. I just suck at GIMP and added lights + video effect.
>>
>>119572583
post pic of model if you want help anon
>>
>>119572456
C#
>>
>>119572456
B
>>
>>119571610
:)
>>
>>119568058
Neither will give you fans automatically.

Most agdg twitter and tumblr accounts are stuck on little followers and retweets / likes each others posts.

I like twitter more.
>>
>>119572496
>>119572693

I said "good"

"good" means it's none of: C++, Java, Javascript, C#, GML, Actionscript
>>
Can we have a specific day for positive critique and ideas? Essentially a no-shitpost day that encourages progress and whatever achievements we have made within that week? ....no? Ok....more memes I guess :%)
>>
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>>119572941
go use haskell if you want a meme language so much
>>
>>119572941
In that case, you might not know what that word means.
>>
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>>119572941
>>
>>119572965
Thanks for the driveby shitpost
>>
>>119573093
i want a good language

haskell seems to be uneccessary complicated for a game
>>
>>119571880
Even doing simple thing like
#t.e.tx.x = #t.e.tx.x - 10
spits out the error about "unexpected symbol near '#'"
I'm using SciTE to test code samples, if does this matter.
>>
>>119567617
mc looks like shit tho.
>>
>>119573247

If I wanted to kill all you with my shitpost I would've done it already. Consider yourself warned nigga.
>>
>>119572941
>>119573093
Cobolt is pretty nice
>>
>>119573268
>haskell seems to be uneccessary complicated for a game
Games are complicated things, anon.
>>
>>119573395
2edgy.
call the fbi
>>
Any way to check if an event exists in Gamemaker?

Basically I want to have a certain object throw an error if I code it wrong, because the formatting to get it to work right is kinda weird, and I know I'm gonna forget how to do it in like a day. Far and away the easiest method of checking is to see if I even knew to use the event User Defined 1, but I'm not sure if that's possible.
>>
>>119567617
I honestly think it would be funnier if it didn't wait until it was lined up to shoot and would instead just wreak havoc on everything while it tried to catch up to you.
>>
>>119573553
Yeah but game's are all about side effects. It would involve a lot of work to get a clean implementation in Haskell, not saying it can't be done though. See: Frags http://code.haskell.org/frag/
>>
>>119573291
# evaluates to a number, and . is used in table lookup. #t.e tries to access e in t table, but t is a number and not a table, so it throws an error. You need to get an index from your enemyList table, do a lookup of the enemy table at that index for the waypoint table, then do another lookup to access the x or y field, like enemyList[#enemyList - 2].waypoint.x. Could you post the code in question?
>>
>>119570985
This mememeister gets it
>>
>>119572456
TCL/TK
>>
>>119536747
game: Rotatevania
dev: Rotatedev, Asarge, Theonian
tools: OpenGL, C
website: http://theonian.tumblr.com/ http://asarge.tumblr.com/ http://yukizini.tumblr.com/
progress:
-New background assets
-New water elemental enemy animated
-Began work on animating large boss
>>
>>119572456
Lua
>>
>>119573873
"Haskell can't do side effects" is a meme. All it does is force you to say which parts have side effects, and if so, roughly what they are. And it makes sure you can't do stupid things like singletons or global mutable state in general.

Monads or other patterns that control side effects are good at automatically injecting dependencies anyways, so it's not like it's inconvenient to not be allowed singletons or global managers of some sort.
>>
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>>119573935
Who?
>>
>>119573268
Literally Scala my friend, it's not as arcane as Haskell and it runs on the JVM without being Java.
>>
>>119574080
Oh and this progress:
-Began work on lua script coded characters and objects
>>
>>119574235
That's not Moot, that's Venom Christopher, who's Moot's Phantom. He died in Outer Haven RIP ;_;7
>>
>>119574198
>And it makes sure you can't do global mutable state in general.

sounds pretty counter productive, even counter intuitive. like, I have a global gravity vector that affects all my physics. how would I do this in Haskell?
>>
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Wish me luck guys!
>>
>>119574494
good luck, i guess
>>
>>119574448
You're allowed global immutable constants.

If the gravity needs to change for some reason, pass it into the function or invert the control so that you don't need to calculate the effect of gravity in a billion different places (which you shouldn't be doing in the first place).
>>
>>119574494
Jay is a cool nay
>>
>>119574301
I mainly hate the lack of value types and operator overloading in Java. Does scala fix this?
>>
>>119573892
e.tx={}
e.ty={}
for i = 1, (#Wtable) do table.insert(e.tx, (Wtable[i]['x'])) end
for i = 1, (#Wtable) do table.insert(e.ty, (Wtable[i]['y'])) end

for loops insert x and y coords for enemies to follow (Wtable is just chooseable table of coords enemies has to follow, set upon creation - in this case this is "Waypoints" table)

e.tx tables has just x values, which enemeis has to follow, one by one.
The same for e.ty, but with y values

e. is enemy's main table, put into enemyList table

This is how looks one of tables that are in Waypoints table:
{
x = 766,
y = 279
}

I want to change values of x and y in e.tx / e.ty tables

I hope that wrote well what I'm meaning.
>>
>>119574578
passing the gravity vector around everywhere is not what I want to do.
>>
>>119574880
Architect your program so that you don't need to pass it around everywhere. Why should you need to do that in the first place? Smells like code duplication to me.
>>
>>119574301
>it's not as arcane as Haskell
I'd say Scala is more complicated, not less. It certainly has a more complicated type system built in. Scala has ADTs plus OO with inheritance plus structural typing. Haskell only has its ADTs.

Scala is probably the best language for rapid application development on the JVM right now (and the JVM is great) but hopefully we'll get a simpler, faster-to-compile alternative soon. I'm betting on either Kotlin or Ceylon.
>>
>>119574678
YES

Scala is a "let's fix Java" language. Also functional because why not.

This Wikipedia article covers it pretty well: https://en.wikipedia.org/wiki/Scala_(programming_language)
>>
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>>119574494
>I walk in the valley of shadow of death

welcome to unity anon.
>>
Thoughts on placeholder music?

Going through areas without music feels really bare and lackluster, but I'm no composer so I can't make music.

Do you keep areas silent, or slap in vidya music, or just beep boop until you can find something better?
>>
>>119575007
>>119574630
>>119574553
You'll see...you will ALL see when I become rich, the first thing I will do is buy this stinkin thread and sage you all.
>>
>>119575075
I just put vidya music in my games until I get someone to make some for me.
>>
>>119575075
You're probably going to get really sick of placeholder music after 3000 times listening to it.
>>
>>119575075
There is so much fucking music everywhere.

I just went through /mu/soundcloud threads and found songs that I liked to use secretly
Emailed one guy and he's letting me use all his songs for free
>>
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>>119575153
>>
>>119575075
I am using Dark Souls/Bloodborne music everywhere as placeholders.

My game's actual music is going to be a real big fucking disappointment in comparison
>>
>>119575075
Of course you should put in music. Music's such an important part to games that don't suck dick
>>
>>119574981
>hopefully we'll get a simpler, faster-to-compile alternative soon

it's already there, and it's named F#
>>
>>119536747
Game: Unnamed
Dev: Boto
Tools: Direct X, c++
Website: None
Progress: 3 more enemy attacks
Enemy attack types can be combined into cooler types
Smoothening
Huge performance fixes
The player now has a shield
Enemy attacks no longer hit tail
Enemies look nicer now
Began work on user interface stuff (buttons and such)
>>
>>119575706
*on the JVM

Also, F# may be simpler but it still has a case of the OOP/ADT split-brain.
>>
>>119574867
Btw. Gotta go.
Thanks in advance, I will read later.
>>
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I started adding level progression. After destroying all the asteroids in the level it moves on to the next level. Right now all it does is increase the number of enemies and number of asteroids. But eventually I'll make it more interesting.

Also made a main menu and a pause menu.
>>
>>119575807
u br bro?
>>
>>119574981
>It certainly has a more complicated type system built in.
Debatable. While Haskell doesn't have subtyping, Scala doesn't have GADTs or type-level programming (DataKinds, TypeFamilies). Though I suppose if you wanted to be pedantic you could say that those are GHC-specific extensions, but who doesn't use GHC?
>>
How can I get the <quad> tag to work in unity's rich text
>>
>>119575906
what's so great about the JVM? it doesn't exist on any game console. android and ios have third party java runtimes. at least the .NET runtime is native to windows (gamer's OS), and it has third party runtimes on smartphone and other OSes
>>
>>119574867
for i = 0, 2, do
enemyList[#enemyList - i].tx.x = enemyList[#enemyList - i].tx.x + value
enemyList[#enemyList - i].ty.y = enemyList[#enemyList - i].tx.y + value
end

Try that, replacing value with whatever you want to change it by
>>
>>119576243
Fair enough.

I did not expect to get a competent response to a post about type systems on /agdg/. Nice.
>>
>>119576667
>>119574867
enemyList[#enemyList - i].ty.y = enemyList[#enemyList - i].ty.y + value
Oops, corrected third line
>>
>>119576685
I love type theory and think even Haskell is far too weakly typed. Intuitionistic linear types are where it's at.
>>
>>119575219
Could I get away with doing this for a demo day demo?
>>
>>119576949
Yes
>>
>>119570987
Why?
>>
>>119576514
I was talking about Scala in general, not just for games on Windows. (I'm not a game programmer by trade.) On Windows you may well pick the CLR over the JVM (and probably should), however, the JVM is technologically superior in some aspects. Look at the JVM section at http://blog.paralleluniverse.co/2014/05/01/modern-java/ if you want an intro.
>>
>>119576835
>Intuitionistic linear types
That's, like, ATS uses to ensure you close your file handles and such? I am not too familiar with them -- yet. Anyway, what are you writing your game in, typebro?
>>
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someone on the other thread before gave feedback saying the combat looks lackluster. what do you think could improve it and why do you feel its lackluster?
>>
>>119577397
I think the movement is just too slow in general for it to be at all exciting
>>
>>119577106
this is a gamedev general
>>
>>119577505
Really? I couldn't tell with all this shitposting.
>>
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any of the tutors in the op still around?

im absolute shit at pixels, im trying to make a platformer that plays like panopticon's 'kentucky' album sounds like

here's my first attempt at a lumberjack, i know it's shitty, im not sure where i should go from here
>>
>>119576191
No bro
>>
>>119570838
rope knot minigame please

>>119570932
this one guy really hates AO
>>
>>119572941
lua.
>>
>>119572456
R is pretty sweet
>>
>>119572456
Lua
>>
>>119577279
Yeah, ATS has both of those, and they can be used to stop all leaks, hazards, or segfaults. I don't like ATS, though. I'm conceiving a language with raw pointers (arithmetic included), untagged unions and FFI but using linear capabilities to do validation. It's a pretty sublime concept because it gives you the possibility of 100% safety and zero overhead. Potentially even less overhead than currently possible, since libraries often have input validation going on behind the scenes that shouldn't need to happen.

Haskell and C/C++. I would ideally write it in my own language, but that adds a lot of time before I can get anything going.

>>119577505
Go fuck yourself.
>>
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>>119577651
actually he looks consideraably better with his tree killer

still would like criticism
>>
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ONLY. FOUR. DAYS!
>>
>>119577489
i see, thanks
>>
>>119577397
are those enemies or is it target practice?
>>
>>119577995
If you write your game graphics-enabled, 2D or 3D entirely in R I'll buy it even if it's crap.
>>
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>just got offered a job to tutor family friend in calculus tonight
>don't really need the money
>haven't worked with calculus in almost two years
>would miss recap monday
help
>>
>>119578201
nobody cares about halloween jam
>>
>>119578201
I'm ready to make it happen!
>>
>>119577651
>>119578193
is this a picture for ants?
>>
>>119578225
those are enemies
>>
>>119578226
well, that's more projected sales than my unity game
>>
So it seems I have a color calibration problem.

Everything I do in Photoshop turns out way darker in Unreal. Is there any way to calibrate Photoshop's canvas?
>>
>>119578272
take money and buy my game.
>>
>>119578454
you get completely surrounded at one point and dont seem to care. looks too easy tbqh.
>>
>>119578193
Double the size so we can see it, single pixel legs are lame
>>
>>119578707
The mob is one enemy it looks like tho, so in that case it looks pretty difficult
>>
>>119575807
currently the game I'm looking the most forward to

you can do it!
>>
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>>119578201
>>
>>119578928
we should just commit seppuku.
>>
>>119578707
hmmm yea i guess thats true. im going for up to about packs of 50 enemies though (that one was 10) so i think itll get harder. plus when i add elite enemies (they give buffs to a pack) as well as other enemy types it might get more interesting

im really concerned with not making it too hard though because i feel like its really easy to go overboard on difficulty and then people dont like it if its too unfair. its better to make it easy at first and scale it up than to make it too hard at first i feel

but thanks for the feedback my man
>>
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>>119577651
>Look up the album because Kentuckyfag
>Listening to the first song
>Oh wow this is nice
>SUDDEN LOUD SCREAMING AND GUITARS
I don't know what I expected.
>>
>>119578159
I see. That would be a safe language at what is arguably a lower level than Rust. Pretty impressive if you manage to pull it off and it's not painful to work with like ATS. Might be interesting for embedded, for one thing.

If you're in academia be sure to include a dank meme AGDG reference in your arXiv paper. I'm looking forward to reading about your language on Hacker News.
>>
>>119579061
That's a riddle.
You mean sudoku.
>>
>>119578560
i have this same problem except between photoshop, blender and unity. i get that the colors would be different between the 3d renderers because of how they handle lighting. my current solution is to continuously update textures in unity while painting to see how they look, but this seems retarded.
>>
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>>119536747
Game: Monster Girl Island
Dev: Redamz
Tools: Unity
Website: monster-girl-island.tumblr.com
Progress:
-Save/Load system
-Titlescreen and Menus, including stuff like character bios and stats
(Only ugly ass placeholder UI so far)
-A bunch of animations
-Improved inventory (more save friendly)
-Improved dialogue system (fancier and easier to use)
-About half of the demo done
-Probably other stuff I forgot
>>
>>119579326
fantastic to see someone actually making real progress and not wanking over type systems or whatever
>>
>>119579326
post uncensored
>>
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>>119577852
are you implying I'm a competent coder and not just an artfag?
>>
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>>119536747
game: Dream Dungeon
dev: pillowdev
tools: C++, OpenGL
website: N/A
progress:
+ Removed charge system and replaced with spell cooldowns
+ Added critical hits
+ Implemented dynamic texture allocation
>>
>>119579326
How do you model the characters?
>>
>>119578861
Thanks man, I really appreciate the support
>>
>>119578861
looks like Flow but with gameplay
>>
>>119575807
So this like Flow but with programming?
>>
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I have no idea what I'm doing.
>>
>>119579992
there better be a sphincter at the end of that
>>
>>119579894
It's gonna be some bullet hell/geometry wars thing. I'm still trying to come up with a full list of mechanics and how it will work but it's hard without an ideas guy
>>
>>119579992
Getting audiosurf vibes
>>
>>119579992
Looks good anon, but the yellow lines should be dotted and there needs to be a sphincter at the end of that
>>
>>119579480
n-no

>>119579705
For the face I put a reference and model on top of it.
For the body the same, but it's sculpted instead.
>>
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>>119536747
Game:
Dev:
Tools: love2d
Website:
Progress:
* splitscreen
* buttons/hidable objects
* main menu/level select
>>
>>119579252
Figuring out how to make the syntax nice, unlike ATS, is definitely a difficult part. The other big challenge I've encountered is how to make it work with lock-free programming.
>>
>>119580213
The result sure look good. Do you draw your own 2D references? And what software?
>>
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>>119578808
sorry, is this better?
>>119578365
>>
>>119580379
Yes, I draw my own references. You can see some on my Tumblr™.
Sai for the drawings and texturing. Blender for the models.
>>
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>he posts it
>you bully him for defined tits
you can prevent this
>>
>>119580517
I like this style anon, in all honesty just go with this. If you extend past your abilities you won't be able to keep up with yourself, but over time you'll get better.

2yeardev
>>
>>119580092
>>119580189
>poop simulator
>>
>>119580674
What blender guide would you recommend my good man of african descent?
>>
>>119580213
then it's shit and I hope it fails.
>>
>>119570987
Why?
>>
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made this lowpoly scrub (150 polygons).
>>
>>119580783
When I started there were no good animu guides, so I had to adapt guides for realistic humans to the style (Mostly talking about the faces, bodies shouldn't be different besides proportions). I'm not sure if there are good anime guides now, but if there are not just follow your generic human modeling guide and try to adapt the proportions (and get rid of the nose holes).
As long as the model follows the basic shapes of your reference it shouldn't go horribly wrong.
>>
>>119580726
Thanks man, this honestly means a lot to me

I am going to make this game with your kind words, if i don't believe in myself, i will believe in you, who believes in me
>>
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>>119536747
game: Frost
dev: frostdev
tools: Game Maker Studio
website: http://spacedoggames.tumblr.com/
progress: a ton of bug fixes and playtesting
>>
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>>119581265
and this knight to boss him around
>>
>>119579992
https://www.youtube.com/watch?v=x9j6DE6RnSk
play this white watching the webm
>>
>>119575270

There is definitely music everywhere, but unfortunately the music I'm looking for doesn't really have a lot of free variations.
Folk metal is hard to find variations of.
>>
>>119581535
looks cute

IS HE A KNIGHT OR A SOLDIER!?
>>
>>119581285
Drawing is mostly the fundamentals though, once you have that down (which it seems you have, but you did it on a unnecessarily complicated way) drawing animu shouldn't be too hard as long as you have refs.
>>
>>119582202
A chevalier actually
>>
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>>119581535
>>
>>119581535
deus vult
>>
>>119582202
>>119582743

he is a Crusader! GOD WILLS IT!
>>
>>119582313
I was talking about models, not drawing.
Modeling is more technical, you can't just slap a realistic topology in an anime face and expect it to work, a lot of tweaking and cheating has to be made. The face must be practically flat but don't look like it from other angles, which is the hardest part.
>>
So if I use lightmaps for 2D lighting in OpenGL, I'm basically using sprites that use a shader for lighting right? And I just sample the lightmap texture in the shader code?
>>
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>>119581497
Hey.... fixed that for you. :)
>>
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This was fun!
>>
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will this do?
>>
>>119583450
Looks worse tbh.
>>
>>119583609
Perfect.
>>
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PROGRESS
>>
>>119584779
>no scare

anon. please?
>>
>>119577397
Combat should be more dynamic, combos, movement, different weapons with interesting mechanics.
>>
>>119567137
who is this sperm worm
>>
>>119584139
looking pretty sweet!
>>
>>
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>aerranis gets cosplayers but your game never will
End my life.
>>
>>119579992
>>119582187
:D
good vibes
>>
Should the play/pause button display the pause symbol when it is paused, in order to indicate the game is currently paused? Or should it display the play symbol in order to indicate that pressing the button will cause the game to play?
>>
>>119585745
kek
If my game ever gets cosplayers this bad I'm gonna sue them.
>>
>>119585792
it's a nice day for a
mooooooving cube
>>
>>119585745
oh my god
>>
>>119585794
Play symbol.
>>
>>119585794
the symbol should be the inverse of the state
if the game is playing, it should be a pause button. if the game is paused, it should be a play button. the marking on the button should indicate the button's purpose.
>>
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Time for... Progress!
>>
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How do I make water tiles that don't like like moldy blue spaghetti? It's driving me nuts and I can't get it right.

Anyway, after literal months of zero progress, I can now save and load maps instantly. Let me tell you, it's a load off my shoulders that it finally works.
>>
>>119585529
thank you anon.
>>
>>119586565
animate them, for one
>>
>>119577397
It looks exactly like maplestory that's why it's lackluster
>>
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>>119586565
By not basing it off a swimming pool?
>>
>>119579192
Different strokes for different folks my guy

i was thinking having panopticon play while you slay werewolves with a lumberjack axe, but then again i guess atmospheric black metal isnt for everyone
>>
>>119586723
holy shit thanks anon thats a great compliment
>>
>>119585745
is this real
>>
>>119586565
1make the blue darker
2 if you're too lazy to actually animate something that is tileable (I understand), have another tiled water texture (similar yet different), and make it fade from one to the other
3 add white sparkle pixels few of them, try to spread them enough so that you don't easily find a pattern because of them.
>>
>>119585745
It's pretty close to the actual character, though.
>>
>>119586723
ow? ouwuhwuhwh OUCH
>>
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>>
>>119587073
About as real as mirrors
>>
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Friendly reminder
>>
>>119587359
Friendly reminder that every "Lisper" is a baby duck
>>
>>119587359
I want to impregnate that squid.
>>
>>119587359
how much does a semester at MIT cost?
>>
>>119585745
The reward for pandering to SJWs.
>>
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Bugfixing and playtesting forest temple boss
He's less op now, although still a little buggy
>>
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>>119572415
>tfw went on ck to look at food and finally snapped out of it

Jesus christ it's like I had some fog in my brain and it just dissipated
>>
>>119587936
good! dev! don't stop.

>>119587870
>forest temple

holy shit anon I thought it was all ice. you need to do some serious retexturing (or at least change the hue/saturation)

I'm assuming you're not done with him, make him swing his sword at least. make him swipe/smash.
>>
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someone please redpill me on overlap events
i.e. why the fuck is this capsule not generating any when it intersects the cylinder
>>
>>119587870
Nice, the environmental effects of the ice breaking and crystals melting made it interesting.

Capitalize on that, more ice, more fire, more breaking - then give both of you phat knockback.
>>
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I'm an artist and an author with zero game dev experience whatsoever. I hate being the "idea guy", so if I wanted to make 2D scroller platformer, is there a limit to how big my pixel art should be? I tried RPG small size (NESS as a reference) but I wanted to show more emotion in the larger character sprites.

Critique anyone on my sprite sheet so far? ^^;
>>
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>>119588357
It is all ice. It's a frozen forest.
The game is called Frost, by the way
>>
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New skill tree design, I'm starting to dig this style.
>>
>>119589074
alright then

but please consider changing up the floor a bit.
>>
Vector or pixel art for a 2D RPG?
I feel like pixel art is really overused and would end up looking like ten thousand other games. But vector art almost always looks like chibi style mobile shovelware

I am not an artist either way, but I have a friend who can do vector drawing.
>>
>>119588920
It's not very good. Expressions are nice, but the body doesn't lend itself well to sidescroller animations.
Take a look at other side scrollers to get an idea of what limitations you should follow, and how they do their art. For smaller characters, Cave Story is good. Generally, smaller means less work, but the tradeoff is less detail. You can get around that with things like character portraits in textboxes or on the hud. Games usually steer away from large sprites like that because of how much work it is to animate them.
>>
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>>119588920
>i'm an artist
>posts that
>>
>>119589318

If you only have access to vector art, then use vector art.
>>
>119556030
To the anon from last thread, id never heard of OnCollisionEnterChild before so i tried it out, didnt come up with any errors, looked into it in the unity API and couldnt find anything either however it doesnt look like it works as its not detecting any collision

Been workin on my attacks all day, they are a lot better now but still need tweaking, the player hasnt been dying from colliding with the enemy though anymore, least not that ive noticed but il keep my eye on it
>>
>>119589318
Pixel art will only end up looking like ten thousand other games if you make it look that way.
Vector art will only end up looking like mobile shovelware if you make it look that way.

It doesn't matter which style you choose, if you have a good artist whose style doesn't look like shovelware, then their art wont look like shovelware.
>>
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>>119536747
game: Turbo Hellion
dev: Stomy
tools: Java/LibGDX
website: stomygame.tumblr.com
progress: Added volume sliders to settings
progress: Made the playable area slightly bigger
progress: Menus now ignore cursor if you navigate using keys/buttons
progress: Removed ship/character select
>>
>>119588920
You shouldn't use profile for sidescrollers, you should go with 3/4 view
>>
>>119589392
A REAL PERSON POSTED THAT YOU KNOW
A PERSON WITH FEELINGS
Thread replies: 255
Thread images: 148

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