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/agdg/ - Amateur Game Development General
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>>CURRENT JAM<<
>https://itch.io/jam/agdg-jam-november-2015

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads:
>>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

> Demo Days
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-jam-november-2015
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: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://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/
>>
firixel forixel progrixels
>>
fucxel youxel nodexel
>>
new thread dead thread
>>
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>>122652495
s᠎mh t᠎bh f᠎am
>>
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Kind of panicking about that deadline now.
I just finalised my level building tools so I guess I just need to finish the UI and make some levels and the game's "done". Hopefully everything turns out okay.
>>
Wait. Painters guild comes from here?

I've been away from the general while i nodev
>>
>>122652832
??????????
baka desu senpai
>>
>>122652864
Oh, and I have to add a win/lose condition. That bit's probably quite important.
>>
hahahahahahaha
>>
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how did i do ?
>>
>>122652974
You lost the tension in the pose. It looks like he's just standing around now.
>>
>>122652974
not bad man, but I think the torso is too big

just notice how the hands are below the belt's level
>>
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VULKAN!
>>
Vampire of the sands should be added to that OP image
>>
newdev here

what are mixels
>>
>>122654056
the image is ripped from his website, so i assume he just didnt want it there
>>
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>>122654056
But it's so far down
>>
>>122654098
>newdev here
fuck off
>>
>>122654056
its just a cropped version missing like half of the games
you see the guy who made and keeps reporting it in OP thinks is super funny
>>
>>122654098
Ignore the other guy, Mixels is used to describe a game that has different sized pixels.
It's generally seen as ugly but it can alright if done well.
>>
>>122654117
thats an awkward revelation
>>
Why only a list with Steam games? Aren't AGDG games on other stores?
What about mobile games published?
>>
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Puzzles????
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>>122654563
>What about mobile games
>>
>>122654563
like which one?
>>
>>122654563
He's quite old school, so I'd imagine he still has that pre-greenlight 'getting on Steam = making it' mindset and no one really wants to see your published mobile games.
>>
>>122654772
I don't have any.
Why no one wants to see mobile games? We shouldn't pick sides here at AGDG.
>>
>>122654917
Mobile games are shovelware
It's annoying enough having to see pixel games day after day
>>
>>122654917
what mobile games? nobody here even makes them
sure here and there someone comes shilling his garbage but thats about it
>>
>>122654456
The only situation where mixels don't look like horse shit is where you disregard the concept of pixel art entirely and just stretch and scale them however you please.
>>
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>>122654992

agreed. it's hilarious how all those oldhat established developers like Sid Meier, Peter Molyneux, etc. jumped on the mobile/tablet bubble and even they couldn't salvage the platform.

shitty resolution, shitty screensize, shitty memory, and most importantly, shitty controls

no thank you sir
>>
>>122655000
Who made that cat one? He was all right.
>>
>>122652896
He was mostly here during his dev, he fucked off once people started giving him shit for being a social justice warrior.

Between his demo and his release... Not so much got added, so I suppose it's an AGDG game!
>>
>>122654917
I only use mastexel racexels
>>
>>122654117
Yeah I never post OPs, if I did I probably would find a way to squeeze in my own game... Part of the reason I don't make OP posts.

It's not that I don't want it there it's just that it's too shit!
>>
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>>122654917
>>
>>122652918
What's up?
>>
Evens I dev for a couple of more hours
Odds I get drunk and watch anime
>>
>>122652112
Thought Cavern Kings would have sold more due to its genre/kickstarter hype
>>
>>122655602
the digits have spoken

just do it
>>
>>122655110
>established developers like Sid Meier, Peter Molyneux
>couldn't salvage the platform
Because it's not a problem about quality of the games, it's maketing and public.
There are plenty of IPs going there being sold well. But of course that for a mobile computer you will want another kind of games, so you won't be playing strategy, FPS and etc. Well, in fact you can, but not in the same way.

You are one of those peoples who are getting gamer console/PC nostalgia and disregard everything else. The problem about mobile is marketing, not hardware.

A dev will use the platform that fits his design.
>>
>>122655672
>The problem about mobile is marketing, not hardware.
Is this the excuse you use for making games to a shit platform?
>>
Hey /agdg/, my friends and I are interested in developing a game. We're pretty sure it's going to be a 16-bit styled action RPG. We all have programming experience, but I figure it'd be easier to make it using some sort of game dev program. The two big ones I hear about are GameMaker (of course) and Construct 2. I know there's also RPG Maker, but I'm not sure if that would work with an action game. Anyways, which engine would you guys recommend? Also, do you know where we could possibly find people to do art for the game (our current artist hasn't fully committed to the project)? Thank you for the help!
>>
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>>122655672
>A dev will use the platform that fits his design.

Too bad >>122655110
>shitty resolution, shitty screensize, shitty memory, and most importantly, shitty controls

pre-empts that entire argument. the only thing mobile can do that other systems (which includes dedicated gaming devices like the 3DS) is something like Ingress, which uses the GPS feature.

>mfw geocaching
>>
>>122655672
What's one mobile game that isn't complete shovelware and wouldn't be better on a more traditional platform?
>>
>>122655837
>16-bit styled action RPG
Holy shit stop

Here are some helpful nuggets of wisdom:
Unpaid teams fail more often than not, especially if you don't know the people in real life. If you want to succeed, do it alone.
Pixel/retro games are a sinking ship. Stop.
Your first few projects are probably going to fail, so start extremely small (read: pong, snake).
>>
>>122655856
>pre-empts that entire argument.
Assuming that what he said is true (which is not).

>>122655857
Define "shovelware"
>>
>>122655837

Use Gamemaker for a 2D action RPG unless you're a software engineer by trade (C++, C#, whatever), in which case you can use a custom engine. 2D is fairly trivial unless you're making Dorf Fort.

>Also, do you know where we could possibly find people to do art for the game (our current artist hasn't fully committed to the project)?

Pay money. Artists are flakes.
The chances of finding one that a.) really likes your project's concept and b.) is willing to work for free is close to 0. Same thing in reverse for a programmer.

As a programmer the best you can do to lure artists is to complete the game using programmer art, even if it's just a spritesheet with stick men on it. If artists see that they can just plug their stuff into your asset folder and not have to worry about the project being abandoned, they'd be more likely to join up with you as a volunteer.

So you'd go from 0% chance to 1.5% chance.
>>
>>122655837
>I figure it'd be easier to make it using some sort of game dev program
Unless you have experience making a game from scratch, you'll definitely want to use an engine.

Game Maker seems to be the go-to 2D game engine.

RPG maker is shit, it's for babbys first rpg if you want to make the exact same game that 50000 other people made with it before you.
>>
>>122656042
I shouldn't have to define established terms and if you don't know established terms you shouldn't be talking on the matter.
>>
>>122653815
Where? When?
>>
>>122656363
in your heart
forever
>>
>>122655647
well, its still in early access and multiplayer still isn't done
i'm praying to god that sales pick up once its all over
>>
>spend a year learning OpenGL
>still don't know most of this shit
>>
>>122656451
I promise to pirate it when it's done.
>>
>>122656451
i will have sex with you for a key
>>
Thanks for the tips guys! Here's my feedback:

>>122655997
I personally know everyone that's in on the project right now, and they seem pretty dedicated. I wanted to make it a pixel game not only because it's the easiest to make but also because those are the games I play the most. I'm not trying to make it a quirky game with a quirky art style, I want to make a game that could have existed in the mid-90s. That's a fine line to walk though, so I might change my mind. This isn't my first video game project either; I've developed a couple flash games as well as some Doom levels. I feel that with the free time I have no and working with a team I'd be able to make something more complex this time.

>>122656059
I might end up doing that. I'll look for sprite sheets and see if anything would fit in.

>>122656106
Point taken, I'll download Game Maker and see what I can do with it.
>>
>>122656451
I will bang you for free
>>
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>>12265646
>Spend a year learning R
>Can make nice graphs
>>
>>122656608
no need
D30BA-QQIGX-MIDZQ
>>
>>122656653
fuck you vine is pure
ill rip your asshole to so many pieces it wont ever recover
>>
>>122656320
No, really, I wanted to see if you were going to define shovelware as one of those games that everyone hates like Candy Crush, Jetpack Joyride, Fruit Ninja and Angry Birds.
Because it's the mindset that people have, that they're shit because "muh deep story, mechanics, pay to win" and all those arguments.
Guess what? They're games!
People have fun playing those on a bus or in the waiting room. On a regular daily basis, there's so much time wasted that people play those instead of doing nothing.
No one will make video reviews.
There will be no forum discussion.
No one will depply analise it's mechanics, unless they are developers.
It won't be an article on Polygon.
There will be no pre-sale on Steam.

But it's a game and is doing it's job to entertain people.
>>
>>122656689
thanks babby got the key
>>
vine pls change your name so I can filter every cock gobbling comment about you without filtering everything that has "vine" in it.
>>
>>122656795
im coming for you
>>
How's engine coming along /agdg/?
>>
>>122656795
i changed it to hopoo but people didn't like that
>>
>>122656795
Hopoo here,

Shut the fuck up about mai waifu.

-Hopoo
>>
>>122656734
>But it's a game

Shovelware is a subset of game, m8. There are shovelware PC titles too. No one cares if you can play it on the subway or bus.

Portable garbage is still garbage and mobile has a far greater degree of it. You already identified why this matters: marketing. Noise sucks and good games drown under the fetid mass of bad ones. This is the problem of discoverability, and this is why developers who care about their players (not their wallets) pursue other platforms. The only remaining people who live on the mobile market are large companies who thrive off whales via skinner box games; I don't think there's a single nodev in AGDG who respects that. And those large companies have a large advertising budget, so the Top 10 of the iOS store will probably be the same Top 10 eight months from now.
>>
>>122656856
once i finish my game and it will outsell yours vine will be mine
ill let you watch because ur a fag lmao
>>
>>122656451
How are you handling marketing? Maybe a bigger marketing push when closing on the launch date. GL anyways.
>>
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Is notch a nodev?
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>>122657074
that's the plan, we're hoping a new trailer + loads of new/neat content + multiplayer will get it on youtube/twitch and shit
>>
>>122657119
Notch makes lots of shit, he just never finishes a game.
>>
>>122657119
now he is but he has LOADS OF MONEY so he can
>>
My game is chugging along, writing/rewriting and cleaning and improving on code.

Got multiple resolution rendering done, some weird mouse cord bug if the game doesn't fit within the current monitor resolution. Might fix that later though, I have a few ideas about that. Currently building the frame work for some GUI, I'm pretty sure I want to make a god game as I'm pretty interested in writing some AI.

Really need to start on object serialization as I currently am just storing objects hardcoded in a class to be created on initialization for testing purposes.

Last time I tried XML serialization though Monogame spazzed out as it tries to build XML custom classes before it actually finds the class data in the program so I'll have to find a way of getting around that
>>
>>122657468
You could've been finished by now if you used an engine ;(
>>
>>122657468
progress without pics didn't happen
>>
>>122656872
>subset of game, m8
That's completely subjetive.

You care about discoverability... aren't PC indie games suffering from the same problem nowadays? Even if AGDG pulls out a great game, for example, without proper marketing, it will fall into the depths of games in Steam.

Look at what's happening out there, AAA titles from big budget companies with massive bugs and performance problems still gets sales, in the same fashion of those crappy mobile games. Why? Because they put an insanely amount of money into marketing, more money that a company spends to make a simple indie game.

However, you're right in the point that console/PC games are dedicated with their titles. And at least they pay for it.
>>
>>122657150
that must be stressful you sure you dont need some sexual release from a fat guy?
>>
>>122657628
AAA games sell because there's no alternative, they're significantly larger and content heavier than any other games. You can't just ignore something like Fallout 4 because the alternative is that you simply won't play something like it. You can easily ignore mobile games because there'll always be 80 other games exactly like it.
>>
>>122657520
Probably but I like writing code, it's a project I can sit back and write for fun at my own pace and has a tangible output. I mostly work on non graphical programs so this is giving me experience I can use to also further my programming.

No offense to anyone who uses engines.
>>
No Game: AGDG will give you shit
Bad Game: AGDG will give you shit
Good Game: AGDG will give you shit
Successful Game: AGDG will give you shit
Unsuccessful Game: AGDG will give you shit
Porn Game: AGDG will fap and then report you and then give you shit
>>
Does AGDG make their own math vector code or use an existing one? How did you implement it?
>>
>>122657626
I-i'm not a professional programmer and this is the first game i've made so you'd probably just laugh if i posted my code
>>
hes at $430. I'm gonna go fucking kill myself
>>
>>122657917
nobody is forcing you to be here
>>
>>122657917
Has there been any porn game besides Monster Girl Island that's been reported here?
>>
>>122658012
He worked hard for that.
>>
>>122657917
that's what you get for making mobile mixel games
>>
>>122658064
loli sim
>>
>>122658012
oh fuck
he earns more then i did when i had to work as a wageslave programmer and that was 10 hours a day
>>
>>122658139
where the shit were you working that you made $400 a month lmao
>>
>>122658012
Who's at $430?
>>
>>122658128
fuck off rotate
>>
>>122657917
You forgot something

Pretend to be girl: AGDG sucks your cock for the rest of time regardless of your game or if you even have one
>>
>>122658204
Oh yeah. Rotate's couch sim was basically porn.
>>
>>122658190
eastern yurop
oh you dont have previous experience as a programmer? minimum wage for you
>>
>>122658279
At least you have experience now ;)
>>
>>122658208
>mfw actually a girl and nobody cares
>>
>>122658446
LONDON
>>
>>122658446
Does your game take place in London?
>>
>>122658446
Vine, everyone cares.
>>
>>122658017
I enjoy this shithole. There's also good feedback to be had between the poorly thought out bullcrap.

I do my part to return the favor, at least.
>>
you can leave
>>
>>122658446
vine i would date you
vine i would marry you
love me back vine
LOVE ME BACK VINE
>>
>>122658446
you probably forgot to show off your boobs

also traps don't count
>>
>>122658756
>implying you can
This place is like crack cocaine. You know it's bad but you keep coming back for more.
>>
>>122657119
Fucking hell, that guy has some long arms.
>>
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>>122660042
>>
Daily reminder that Unity's default frame rate is locked to 50FPS and you should set it to 144.
>>
>>122660042
DRR DRR DRR
>>
>>122660187
>not fixing your timestep
>>
>>122660187
>framerate limited by software
shit design
>>
>>122660187
>not using game maker for 3d
>>
>>122660253
You should, but Unity also caps its visible FPS at 50 by default.

How they arrived at such a number, we'll never know.
>>
>>122660187
I'm making 2d game with game maker and i have limited fps to 30 :)
>>
>>122660187
>not using scratch
>>
>>122660540
isn't that the standard console FPS in yurop?
>>
>>122660540
and where is the proof that this is true?
>>
>>122660540
probably because their autism compelled towards a tick length of 20ms rather than 16.6666...
>>
>>122660623
are you some kind of mentally retarded man whos been locked for years in mental asylum and you have just escaped and the first thing you did was find a computer and make this post?
>>
>>122660692
15ms master race reporting. Anyway, framerate should not be tied to tick length.
>>
Gonna lock to 12fps for an authentic anime experience
>>
>>122660630
By default, the physics and fixed timestep are running at only 50FPS. Go to Edit > Project Settings > Time. It's set to update every .02 seconds by default. Change it to 1/60.

My game looked smoother immediately.
>>
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>>122658886
do writefags exist here
I don't need some expert, I just want some guy to give quick ideas/flesh out the plot for some game I want to make
I'm terrible at writing but can do everything else ok
>>
>>122660948
You should ask hopoo, I heard he has a lot of experience as homosexual
>>
>>122660801
you made me second guess myself only to google it and find out i was actually right
>>
>>122660948
ok get this
you're a rich baron's son
you've always been a rebel, hanging out with the peasant kids
you are on a train to visit your dying grandmother or some shit
the train is raided by bandits
you get buttfucked but then get away (intro porn scene)
you get to a town and ask for a ride to the next town over
to do this you need to blow some fat old dude
game progression is going from one town to the next, with one "main" quest per town and a ton of mini-quests

you're welcome
>>
>>122660623
I'm not sure that applies now that everything's digital.
>>
>>122661143
Are you an AAA dev? Didnd't think so, check mate.
>>
>>122661143
well, unity is pretty old. it could just be something they refused to change for the sake of keeping it the same throughout all versions
>>
>>122661130
nigga u gay
>>
>exactly 2 progress posts
>neither one received a single reply
>134 posts in thread
>>
>>122661487
you must be new here
>>
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So.... I got my masters degree in Computer Science with focus on SoftEng yesterday.

All in all I will finally have more time for gamedev. The only question that remains is:

Lich Game
or
King's Field clone

Kinda touched on both concepts this year already.
In the end I wanna do both projects. The question is just which I should do first.

Suggestions?
>>
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>>122661586
>Lich Game
>>
>>122661487
they why didn't you reply to them?
This fucking shitpost - shitposting about shitposts spiral.
>>
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>>122661586
fuck them do spider man game
ill start you off
>>
>>122661586
How about getting a job?
>>
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>>122661586
For reference: The lich game looked like this
>>
>>122661586
as in the original king's field? that would be neat to see
>>
>>122661742
>>122661586
Lich
or a better idea >>122661697
>>
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>>122661742
And the king's field game first looked like this

>>122661735
lel

got something, probably january
>>
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>>122661742
I really like what you've got and this is just personal preference, but why not use something like this for colour ideas?
I totally get it if you don't like the suggestion, it looks fine as it is
>>
>>122661742
>>122661889
They both look like ass. How about you hire an artist with your 80k starting salary you shitter?
>>
>>122661742
>>122661889
From just these pictures of environments, king's field seems to be the most interesting.
>>
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>>122661889
This was another version of the same project, with different artstyle. Could probably brush this up quite a bit by now. This shit's old

>>122661793
Depends on what you mean with the original.
But I'm thinking of King's Field (JP) to King's Field 4

>>122661937
Funnily enough I was going for a colorful warcraft 3 style, thinking of the undead campaign.
Still liking D3s color scheme though. So that can all change.

>>122661949
Sure. Gonna spend 700 meme dollar for that improvement that apperently nobody cares about.
At least that's what I'm getting from most 3D indie games on steam.
>>
>>122662247
>oblivion.jpg
>>
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>>122662247
>improvement that apparently nobody cares about.
>>
>>122662920
is that brotherman bill

relevant dev jams
https://www.youtube.com/watch?v=qkUVToIfrKg
>>
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>>122662753
Well technically King's field is an Ultima Underworld clone, which was also the inspiration for TES. Modern King's Field would probably look something like it.

Alternatively like a DS2 in first person perspective.
https://www.youtube.com/watch?v=5T8nb45F-v8

>>122662920
I just had an exam and couldn't keep up with the latest epic maymays, so I don't know what that image means.
>>
You have 10 seconds to come up with a gimmick that would make your MOBA better than ones currently available
>>
>>122663624
Heavy RNG
>>
>>122663624
First person
>>
>>122663624
Droppable randomly generated loot that can be re-used between games
>>
>>122663624
combos counters and recovery
>>
>>122661937
I'm really digging the brown tone.
>>
>>122663624
games only last 15-20 minutes
games are primarily 3v3
games are more determined by skill than knowledge of items and whatnot
>>
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>>
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>jk stands for "just kidding" and isn't "joke" with missing letters
>>
post dev music
https://www.youtube.com/watch?v=JsP_P9Mn2qE
>>
>>122663624
playable with a controller to pander to the console market
>>
>>122664767
https://www.youtube.com/watch?v=F9L4q-0Pi4E
>>
>>122664621
Are you actually retarded?
>>
>>122664931
I'm developing my own engine in Haskell
>>
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>>122664621
>brb doesn't mean burp
>>
>>122663624
2d 8bit top down action.
>>
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>>122662920
>mfw I was there when this dank new meme was born into the world
>>
Everyday I ctrl+F in agdg
>hentai
>adult
>0 results
What is it ? Pussy Game Development General ?
>>
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>>122665008
>ftw doesn't mean fuck the what
>>
>>122661487
I warned you like 25 threads before.
>>
>>122664979
so yes
>>
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>>122661487
>>122652112
https://www.mediafire.com/?qs7pc9jqg6pala4

every day is demo day
>>
>>122665765
Its hard to win. I like the looks but the animation is too repetitive, what do you plan doing with it?
>>
>>122666179
idk its just a concept im having some fun with
>>
>>122666358
Its good
>>
>>122664767
https://www.youtube.com/watch?v=OwZTl5-7VYk
>>
>>122665118
>ftw doesn't mean fucked that whale
>>
What's the best trade off between future proofing and just getting the code out there in gamedev. I always find myself trying to future proof my code probably to often
>>
>>122667037
It's impossible to completely future proof
>>
>>122667037
If your game isn't fun yet then that's the only thing that matters
>>
>>122667165
this, that's why there are iterative methodologies of development
>>
>>122660948

Erm, kinda a writefag here. By that, I mean I used to write, got some short stories/poems published and shit, but lost the flame some time ago and too scared/disheartend to go back and pick it up.

What's your general theme/premise?
>>
>>122667165
Watch me future proof my 3D engine.
>>
>>122661742

I'm loving the WC3-ness of that lich game. You should carry on with that!
>>
>>122667165
minecraft, tetris and baloon fight are future proof :)
>>
>>122667037

Futureproofing your code? What the fuck does that even mean?
>>
>>122666475
what do you think its missing
>>
>>122668252
Say you want to create a menu that holds 4 buttons. Rather than create a menu that holds four buttons you create an abstract class called menu and then from that it's less work to create a menu that holds 3 buttons and displays one integer and all the other menus you might want. Simple example. But it's the whole point of OO systems
>>
Are there any tutorials how to make tiles, characters and other shit that is in "front" stand out from backgrounds? Currently I have more contrast on stuff that is "front" and everything that is in "back" has less contrast, but it doesn't seem to work well enough.
>>
>>122668878
Fog
>>
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Are you making a low poly game, anon?
>>
>>122669141
My game is all cubes, does that count
>>
>>122669141
I'm making a nopoly game ^)
>>
>>122669141
fuck, why is that art so appealing?
>>
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Did you push changes to version control yet, anon?
>>
>>122669141
Nigga I'm making a no poly, no texture game, fuck graphics for right now desu.
>>
>>122669141
this fucker been posting on twitter every day and im getting increasingly more and more jealous
>>
>>122669121
I don't think that would solve my problem.
>>
>>122669261
Color palette is a big part of it. The colors work well together, and aren't over saturated eye rape.
The proportions of the model are also appealing.
>>
>>122669261

Because it looks like legos where you should be able to move all the legs separately.
>>
>>122669268
>version control

ah, funny
>>
>>122669141
kind of but my art is garbage
>>
I want to make an anime game where you play as a girl who sometimes dresses as a boy and lives a weird dual life. The player can change their costume and pretend to be the other person at any time.
>>
>>122669907

It's important to save your changes, anon.
>>
>>122670010
Is it a cute yuri game?
Will you use prolog?
>>
Good morning agdg.

Maybe I'll actually get to working on mech stuff today instead of doing UI shit. Currently on the plate.

>refactor chassis class into a separate class for the torso and chassis. The torso should connect to the chassis from the cranial direction and house the internal cockpit if the model of mech has an internal cockpit, the chassis connects to the lower appendages that are used for movement. Separating the two will allow rotation of the torso independent from the chassis.

>power wiring
-assign connector locations
-assign wiring to connector locations
-create connector diagnostics feedback that can read how much power the limb will use

+create algorithm to determine the shape of a part width/height/length so I can find an approximate volume.
-This will be useful for determining a mechs longest dimension for fitting threw alleyways and streets underground. This might create cool situations where you can fit through an alleyway by turning your torso 90 degrees and then pointing your weapons down to make your longest dimension fit the corridor.
-This will also be useful for determining the weight of parts. eg. steel weighs 4.566 ounces per cubic inch so a cubic foot would be.
12*12*12 = 1728, 1728 * 4.566 = 7890.048, 7890.048 / 16 = 493.128 pounds. I'll be using metric because most tank specs are based in metric and it will be much easier to speculate the amount of armor plating a mech might have based on mm.

Time to get to it.
>>
>>122652112

Anyone do anything in Unity? I want to learn some phone stuff is it ok with the personal edition? Also I heard its like 5k for platform if you actually deploy.
>>
>>122670532
unity operates on a model where its free until you make more than $100, 000 then you have to buy a license.
>>
>>122670620

Thats nice actually so by the time I have to pay Ill have money coming in if I ever get that far. Professional edition worth the effort website shows 75 a month.
>>
>>122670490
Nobody gives half a shit about the actual weight of the component. Gameplay balance is infinitely more important than "real world accuracy"

Always be wary of going full autism with intricate systems like this. They are more difficult to dev and are potentially detrimental to gameplay.
>>
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Why do you use development tools that suck all the fun out of game development? (e.g. gaymaker, unigay, unreal engay 4)
>>
>>122663624
100% anime
>>
Friendly reminder to post progress instead of replying to bait
>>
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>>122670490
Your mecha game will be the mecha game that pierces the heavens.
>>
>>122671250
You can't tell me what to do, dumb b8poster
>>
>>122671110
Because the technology exists to speed up the tedious process of engine building. Seriously, stop being stuck in 1997.
>>
>>122671383
Building an engine isn't tedious
It's exciting and exotic
>>
>>122671534
Maybe if you're fucking autistic.
>>
>>122671110
I'd just like to interject for a moment. What you’re referring to as Game Development, is in fact, EngineDev, or as I’ve recently taken to calling it, NoDev. EngineDev is not gamedev unto itself, but rather the creation of software made useful by yesdevs devving an actual game with it.
Many enginedevs are actually nodevving every day, without realizing it. Through a peculiar turn of events, the dev is widely practiced today is often called “Game Development”, and many of its users are not aware that it is basically making a game, not an engine. There really is nodev, and these people are doing it, but hopefully they will realize their mistake soon.
Gamedev is game development: the engine being used helps the user create an actual video game. Enginedev is an essential part of a game development culture, but useless by itself; it can only function in the context of a complete yesdev loop. Yesdev is normally used in combination with enginedev: the whole system is basically enginedev with yesdev added, or Game Development. All the so-called “Enginedevs" are really just nodevs.
>>
>>122671610
Why are you so mean to me
I just wanted to be your friend
;_;
>>
>>122670783
There's a design goal for determining actual weight "well I shouldn't say an actual weight, I'm more just working for a system that establishes a cohesive set of rules for all mech parts. The world within the game doesnt have to reflect the real world but everything should follow the same rules within the world" this is so I can implement cool mechanics. For example ho many appendages you can attach to a certain appendage of the mech. The weight will pass through the appendage its attached to and put pressure on the servo holding that up. It can be used for determining recoil mechanics based on how parts are displaced on the mech. It can be used to determine how what you have stored in certain parts of your mech affects its weight distribution.

I really really don't want to make a game with arbitrary rules for how things function "this part can take this much hp worth of damage and then it falls off! and then you can damage his second health bar or his shields!" I want it to function more realistically so if you don't have a gun caliber that can penetrate the armor of a part your hitting it will just ricochet off. Or certain mechs can have spaced armor. Or mechs can take damage to servo's and wiring without dying or the limb blowing off.

I'm probably outscoping what I can realistically program but I figure I might as well shoot for a game I'd actually want to play than use the same mechanics rpg's have used forever.

That's enough talking though. I'll read the thread and talk more tonight after I program for like 12 hours or so.
>>
>>122671713
>saying that using an engine is gay
>bullying the yesdevs
>"b-buh I just wanted to be friends"

I'm not going to be your friend until you accept that all forms of gamedevving is fine as long as the end result is a game.
>>
>>122652112
None of these games in the OP image are done in Unity, are they?
So statistically speaking, to be successful you need to build your own engine, eh?
>>
>>122671880
isn't megabyte punch made in unity?
>>
>>122671880
7 days to die was made in unity and i think it sold more than all of them combined
>>
>>122671713
I'm not even the one you were replying to originally. Stop being autistic and making engines you'll never fucking use and make an actual fucking game.
>>
>>122671826
B-but bully is all I know
>>
>>122671950
And those developers don't post here.
>>
>>122671950
But it wasnt made by lazy neckbeard anime watching shemale masturbating NEETs who spend their precious time on Earth posting on 4chan.
>>
If you post on 4chan, you're most likely socially maladjusted and will not be able to successfully shill your game on your own.
>>
Loving this progress
>>
>>122672476
I already know this. It's why I plan on paying people to shill it for me.
>>
>>122672476
why does it matter when you get a publisher pham
>>
>>122672476
That's why I'm contacting publishers.
>>
>>122670783
all of the mechwarrior fans beg to differ m8

you can say its autism but there are a lot of people who get a legitimate thrill out of intricately modeled systems
>>
>>122672476
Thats why I am not wasting time developing it.
>>
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Started a new small game, I wasted most of the afternoon trying to make a complex hitbox system based on spriter bones but then I remembered this is a simple endless runner.
>>
>>122672670
It -is- autism. Having crazy detail isn't bad in and of itself, but the huge additional effort required and a likely reduction in the number of players interested in your game makes it a poor design decision if you actually want people to play your game.
>>
>>122672227

I don't masturbate shemales
>>
>>122673032
Not everyone is like a certain dev here, designing bargain bin games aimed at the biggest mouthbreathing /v/ audience possible. Some people take a little pride in what they are doing.
>>
>>122673035
Fag.
>>
>>122672880
jumping looks very very floaty
>>
>>122673141
Read what I said again.
>>
>>122673248
Consider this:

The game will be shorter, but the experience will be of higher quality.
>>
>>122673141
which dev
>>
>>122673617
Consider this:

The game will be tedious and only a small subset of players with a similar type of autism will enjoy it.

Which is fine if you're making it for your own enjoyment and pride. I don't disagree with that at all.
>>
What publishers are the best to try and work with for your game?
>>
>>122673783
keklefish :)
>>
>>122673783
Don't bother if they haven't contacted you themselves because your game isn't good enough.
>>
>>122673783
it varies on what platform and how much potential it have

if game has alot of premise aim for higher caliber, if its casual/light go for indie publisher
>>
>>122673748
We're going in circles here, this is now becoming a conversation about the motivation for making games. In this specific case, you are advocating that games should be made to be enjoyed by as many people as possible - which is completely subjective.

Implication coming from
>additional effort required and a likely reduction in the number of players interested in your game makes it a poor design decision

To simplify - it is not bad choice to make a game adding features you like to see in games.
>>
>>122674023
I didn't realize publishers crawled chinese image boards looking for potential games.
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