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/agdg/ - Amateur Game Development General
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Thread replies: 255
Thread images: 140
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>>!!!UPCOMING JAM!!!<<
>http://itch.io/jam/agdg-winter-jam-2015
>14th December to 21st December
>Theme is Winter

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

> Demo Days
https://itch.io/jam/agdg-demo-day-6
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
http://itch.io/jam/agdg-winter-jam-2015
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/
>>
UE4!
>>
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>>124682328
it's a big engine
>>
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There's nothing quite like working on your own game in your very own engine.
>>
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posting from previous thread, i figured out i could take a drawing from google, make it 3d on blender and then trace the eyes, nose and mouth and use a material for the rest of the face
is this a good idea?
>>
>>124682472
Nope.
>>
>>124682669
why tho?
>>
hahahahahahahaha
>>
>>124681061
From the last thread; I'm looking for some critique on my piece:
https://clyp.it/b4ak0yd2?token=e20c739fa4f8aae12adb7e5abb2ed4c8
>>
>>124682853
Stop shitposting, Hopoo.
>>
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If anyone wants a song or two done for a small project, or a pause menu theme or anything let me know. I just want to work for free and get my name out there.

here is an instrumental demo, can send you more examples if needed.
https://soundcloud.com/mobiusdisco/duskdawn
>>
>>124682921
melody is not terribly pleasing
decent production
>>
i packed my bags last night pre dev. zero hour 1pm. i'll be making a ton of progress by then. i miss the ouside, i miss having a girlfriend. it's lonely in my basement on such a timeless occupation. it's gonna be a long long time before i can see the outside again. i am 1 man army man.
>>
>>124682828
Because looks bad.
>>
>>124683034
I stopped browsing the threads for a couple months. Does hopoo even do anything anymore?
>>
>>124683159
he posted some progress on his new game a few days ago
>>
>>124683328
Oh neat, kickstarter when?
>>
>>124683392
Why would you give a rich man even more money.
>>
>>124683434
oh my sweet summer child
>>
Short-round arena based games are going to be the next big thing after survival games
>>
>>124683797
>indie games
>multiplayer focused
love this meme
>>
>>124683797
>>124683884
That could be done decently well in a single player game too
>>
>>124682271
programmer + artist
3D game
trying to make an alpha.
is 1 month reasonable time? for a main character + a few enemies
>>
Has anybody ripped the assets from RoR? I wish to study some of them
>>
>>124684724
Are you making your own engine?
Is your artist a lazy sack of shit who will flake on you in a week?

If neither of these are true, then yes, 1 month should be perfectly reasonable.
>>
>>124684809
Dude it's a 2d game, just take screenshots.
>>
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>>124683140
and here are the results, im not too happy but not too dissapointed either, i think the method works i just screwed up a bit too much
>>
>>124684941
But I'm lazy, and full animations would take too long
>>
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>>124684953
you know you could just google proper face topology for reference. what you posted doesn't seem like it would deform well.
>>
>>124685195
at least the border isnt vibrating
>>
>>124685195
That's one smug woman.
>>
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>>124685294
Just be sure to not call RealDeath(), the world is not ready for it.
>>
musicbros, whats your daw
what are your main vsts

Ableton
Stock synths, Vienna symphonic library, some freeverb plugin
Lookin to try other synths tho

just curious what people are doing
>>
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So it's safe to say that most people are tired of procedural generation and roguelike elements at this point, right?
>>
>>124685502
You cant really say that,
I mean if you do procedural content well enough its just an infinite amount of normal content

See where I'm going with this?
It can be more than a gimmick imo
>>
>>124685502
don't generalize friendo, make a good game and people will like it
>>
>>124685195
this is so good
>>
>>124685502
I love procedural generation and roguelike elements. Just don't make a shitty game or a generic roguelike.
>>
>>124685502
Same way people are sick of [genre].

Which is to say your question is ridiculous.
>>
>>124685486
I've always wanted to use Vienna; I use Edirol; its not the best but its not bad. You could still get pretty realistic results from it.
>>
Hey who likes trains?!
>>
>>124685220
im still working on it because i fucked the face up beyond recognittion. I sorth of didnt sleep and i wanted to try this experimnt
>>
>>124685742
I do. I ran one on your mom last night.
>>
>>124685698
VSL is pretty shit desu, you can instantly tell when it was used. It's too clean sounding, artificial.

The ones that stand out as particularly realistic would be quantum leap and albion.

t. audiophile
>>
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>>124685220
better right? now it only needs textures
>>
>>124685502
Yeah, we have too many of them now look at the steam releases in the last 2 years, "oh yeah another indie ''''rogue-like'''''" is a pretty common comment.

That said you can still make a great game and be hugely successful, do you trust your game design?
>>
>>124685883
Can you please leave? You contribute nothing to these threads.
>>
>>124685935
Can you please stop meta-posting? If you disagree with me at least tell me why.
>>
>>124685867
not quite. can you post a picture of the wireframe?
>>
>>124685486
TAL Noisemaker is good. Bitsonic KeyZone is good. All that free shit you get with Zampler can be good, especially on the Yamaha packs.
>>
>>124685326
you're mocking me right now but wait until I spawn the lift that gets you back to the surface and you step on it thinking it's over
>>
are there any good books or articles on how to structure an animation system?
like, the system itself isn't the problem but how do you actually connect it to other game systems with super coupling?
the only way i can come up with right now is making a huge ass event system and then have the animation system subscribe to shit like "ENTITY_WALKING" events, which feels retarded
>>
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>>124686120
>>
>>124686250
without super coupling*
>>
>>124685698
Ya i just started using vienna with my daw to edit control curves etc (instead of just scoring and playing with sibelius) and its great.

>>124685830
>recordings are super dry in vsl
>use these ones, theyre drowned in reverb so they sound so much better
good luck!

>>124686184
thanks I'll try em out
>>
>>124686319
i meant in the object settings, under the display menu. there's a check box labelled "Wire"
>>
>>124686435
display wire? it does nothing. Am i supposed to render it?
>>
>>124685486
Cubase 7.5, which is currently holding all my music hostage because I currently don't have a license. Using Pro Tools until I get a license, but I fucking hate it. I need the Cubase MIDI drum editor to do anything cool.

Massive for life when it comes to synths.
Anything Native Instruments really.
>>
>>124682368
is this what is meant by meme games?
>>
>work on mobile game
>game is finished and only need to polish
>lose all motivation to finish because the only reason you were making the game was for money
>>
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>>124686435
nevermind, object mode
>>
>>124686336
you can't fake the kind of sound provided by real reverb
>>
>>124686703
Ok well that leaves two options,

either your library is recorded with reverb, in which case you cant change the reverb

or your library uses digital reverb as well
>>
>>124686620
how did you make this? did you sculpt it? or did you just use normal modeling techniques?
>>
>>124686620
I mean do you need the reasons it looks bad? Really?

Nose is too far in, the whole face is too close to the skull shape, the eyebrow area is too round, the lips are too big, chins too big in comparison, the scaling just isnt right for anything, the skull head shape is wrong...
>>
>>124686757
I don't produce music I just know what sample based music I have enjoyed listening to most and VSL fails every time
>>
>>124686803
https://www.youtube.com/watch?v=t7ws5oi_GnQ

anyway back to video game talk
>>
>>124686791
i can fix all this tho, thanks for helping
>>124686789
i crerated a plane and textures it the picture, then i used knife to cut everything that wasnt face, then i subdivided and shaped twice, then i used knife for the eyes, mouth and nose and shaped it, i worked with the sub surf on
>>
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>>124685867
>>124686620
You are supposed to put your reference behind the thing you are modeling, not just look at it. Especially if you are not an artist.

Pic somewhat related.
>>
>>124686620
It needs a higher poly count. Polies are your friend, add more polies, the more the better.
>>
Woah, coding AI really is a pain but I like it.
Not posting code this time to not trigger agdg.
>>
>>124686620
jesus christ
>>
>>124687209
ok
>>
>>124687102
it would be easier to create the head with proper proportions and topology and then tweak to get the look you want.

don't listen to >>124687198
you have too many polygons as it is and you aren't even making proper use of the polygons that you do have

while it is true that textures do most of the heavy lifting for models, a good rule of thumb is if added geometry won't affect the silhouette of the model, then you don't need it
>>
>>124685867
How can you follow a reference and still get the shape so horribly wrong?

The mose I can kind of understand if you've never seen a human before, but what the fuck is with the overall shape of the head?
>>
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>>124686791
is it a little better?
>>
>>124687340
>proper proportions and topology
whats that?
>>
>>124687491
I think you've got to go right back to learning how faces work. Then the basics of 3D modeling. Then what you're trying to do.
>>
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>>124687340
>don't listen to >>124687198
Way to throw me under the bus anon.
>>124687491
You're trolling us right?
>>
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>>124687491
>>
>>124687646
I hope you are aware you are gonna be featured by agdgmemes on tumblr.
>>
>>124687368
The funniest part is that I have been learning how to draw faces for 3 months now
>>
http://registry.gimp.org/
wow what kind of dick would do this
>>
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>>124687646
Honestly, I don't even need friends to talk to this late at night when people are posting this.
11/10
>>
>>124687698
As long as I learn from this I don't care
>>
>>124687798
>using Gimp
>>
>>124687841
>not using Gimp
>>
>>124686936
that's cherry picked for the best case for VSL, quiet and soloist driven
>>
>>124687806
Could hair fix it tho?
>>
>>124687841
hey gimp isnt so bad
if you download a lot of plugins its like photoshop 10 years ago
>>
>>124687946
Isn't the point to use things for their strengths and not their weaknesses?
>>
>>124687946
so ya, if you know how to use it, you can make a piece using almost every instrument both solo and playing together sound good
>>
>>124687646
She's beautiful
>>
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>>124687810
>>124687964
No. Do yourself a favor and start over from scratch. Your waifu looks like a turkey vulcher.
>>
>>124687340
is there anywhere i can learn to do this propperly?
>>
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>>124687556
the face goes from the hairline to the chin. if you were to split that up in thirds, you would have the forehead area, the eye/nose/cheek area, and the jaw area

forehead: nothing really of note here. eyebrows rest on the lower edge of this area

eyes/nose/cheek: this area is about the same height as the ears. the eyes are one eye-length apart, and the inner corner of the eyes is usually the maximum extent to which the nose widens

jaw: if you split this area up in thirds, the chin is in the lower third, the mouth is in the upper third. the corners of the mouth line up to the center of the eyes

that's more or less proper facial proportions
>>
>>124687990
the thing is that's literally its only strength
>>
>>124688067
>>124688115
>>
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>>124687556
>>124688121 pt 2
proper face topology is essential for creating faces that deform well (the don't look like shit when you have them make different expressions)

in pic related, the various bands of color represent face loops. they are loops of polygons that conform to the muscles of the face that aid in proper deformation. it's what's considered good facial topology.

you can create a face without following these guidelines, but you will struggle a lot to make it look good.
>>
>>124688121
i already know this tho, i have been getting classes for a while now, modeling it is a nightmare tho
>>
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>>124688121
i must have face autism because i dont see any mistakes
>>
>>124688536
>I don't see any mistakes

you probably really do have some face recognition condition

do you often mistake people for each other irl?
>>
>>124688536
maybe you should learn how to draw first
>>
>>124688328
what type of trouble are you having? when you go to model, are you starting with a plane or a box? are you having trouble with topology or proportion?

there isn't really any tutorials i can recommend since i don't really know what look you're going for.

>>124688536
a major problem that i see is that you don't seem to have any sense of form. you're using so much geometry to smooth everything out to the point that when you do go to make any facial feature, it looks like some sort of mushy growth.

i would recommend modeling without using any subsurf. you can always add it later if you want, just focus first on form, proportion, and topology before trying to make it smooth.
>>
>>124688536
This is why people stick to anime and simplified styles. There's a massive valley in between anime and realistic.
>>
OK guys, I'm gonna start making my game for real this time.

Where should I document my progress besides here?
>>
>>124688135
Every instrument in the orchestra tutti, divisi and solo at every dynamic for ~45 minutes
Its one and only strength
>>
>>124688536
Maybe switch to programming, of music?
Maybe "ideas" are more your speed
>>
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>>124689172
Make a twitter and post neat gifs for #screenshotsaturday. Make a tumblr and use whatever tags the other #agdg devs are using for your devlog progress posts. Anything beyond that is unnecessary.
>>
>>124689172
tumblr, twitter, tigsource, itch.io, /v/, steamchat, your own website, pewdiepie's inbox
>>
>>124689172
Twitter, Tumbler, and Tigsource.

haha TTT...
>>
>>124688536
or maybe youre not a special snowflake and you just need to learn art first?
>>
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sorrry it took so long tom reply bbut my computer died, i tryed adding topology and it does look better. Im going to try modeling with it and no sub surf later
>>
>>124689516
You're right, it does look a lot better now! I'm impressed! Keep up the good work!
>>
epic trolle
>>
>>124689516
why do you keep posting every 5 minutes if you dont listen to anybody?
>>
>>124688974
starting with plane, i guess topology but everyone says my proportions are wrong too. Its like my second attempt at faces tho
>>124689346
>or maybe youre not a special snowflake
i dont know, seems to me like im pretty populart, i dont mind a few screw ups. if they are good for laughs of course i will share them. I literally do this everyday
>>
>>124689578
if you believe this you're the next rotate
>>
>>124689578
i used knife to cut the polys according to the picture tho. This is the last one anyways
>>
please dont drink soda
its really bad for your health
>>
>>124689843
you can't stop me
>>
>>124689656
try starting with a cube, subdivide it twice, smooth it into a sphere, and then go from there without any further smoothing. just add edge loops and extrusions. that way, you at least have a starting point for the cranium. it may work better for you.
>>
>>124689843
Pepsi is fine though, right? I can't dev without muh pep.
>>
Random.Range(min1, max1 + (Random.Range(0, 1) * Random.Range(min2, max2)));

don't worry i know what i'm doing
>>
>make a 3d game they said
>making models is easy they said

fuck

you
>>
>>124690087
[X] Making a 3D game is easy
[ ] Modeling is easy
[ ] Texturing is easy
[ ] Rigging is easy
[ ] Weight-painting is easy
[ ] You should listen to agdg
>>
>>124686620
help
>>
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>you will never be MGI dev with his high quality 3d girls
>>
>>124690145
making a shitty low quality model that looks decent isn't hard compared to making pixel art that isn't shit

and if you're doing traditional 2d you better be damn good at drawing for real
>>
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>>124690258
roflol i spilled juices all over my monitor
u sonuvabitch
>>
>Have painters in
>computer has to be moved to room with insufficient socket amounts
im sad
>>
>>124690402
>insufficient socket amounts

Do you not own a power strip? Also, how many sockets do you need for your computer? This is how shit gets fried.
>>
>>124690474
Not many but its also the fact that by the time i set up my pc and start devving theyll be gone and i can have my original space back so iys rather pointless. Plus i need to replace my vga
>>
>>124690245
>making a shitty low quality model that looks decent isn't hard compared to making pixel art that isn't shit
See? This is the thing that needs to stop. Just because one is 'easier' than the other doesn't mean that this one is 'easy' to begin with.

Rather than making devs waste their fucking time on this shit, encourage them to work on their game.
>>
>>124689945
Why is making faces so hard? I spent all night in this
>>
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>>124689516
if youre being serious, listen to me and others and start over. use WAY less polys/shapes, your shits too smooth.

use this as a guide, get your face to have the LOWEST poly count you can have, it'll be good practice.
>>
Whatcha drinking guys? Been drinking black box merlot and it's terrible.
>>
>>124690825
Vodka and Coke
Or
Vodka and J20 Apple and Mango
>>
>>124690651
it's not that it's hard, it's just that you don't have much experience with it. the more you practice, the easier it will become.

if it's any consolation, faces, hands and feet are all considered the most difficult things to both draw and model. at the very least, it's difficult to recreate them accurately.

also, >>124690758 is a good idea to do.
>>
>>124690758
I tryed but I screwed up even worse :( I really don't get this and I spent the last 10 hours modeling, I need a break
>>
>>124690825
V8 Splash Mango Peach.
>>
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>>124690898
How old are you kid?
>>
>>124690825
Milk with sugar and microwaved for 3 minutes.
>>
>>124690867
I know jack and coke is alright, never tried vodka, I feel like the acidicness would make it taste bad. the apple and mango sounds good though.
>>
>>124690994
23 years old
>>
>>124690825
GOMAD
>>
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>>124691040
You don't look a day over 12,000.
>>
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Someone should make a game where the valiant and strong human knight goes to hell to fight demons and ends up being corrupted and turned into a slutty trappy incubus hellbent on seducing all of his friends.
>>
I have no game ideas.
>>
>>124691570
Um. Can you just stop about the gay posts already?
>>
love this "3d is easier than pixel art" meme
>>
>>124691557
>Rotatevania
Nice colors, art looks "soft"

>Sword game
seems clunky/difficult to control but could have a cool strategy layer

>bucket bump
nice textures/lighting

>white howl mountain
learn to itemized progress

>roguewind
looks like every other roguelike out there

>cybercrime
dumb name, use game art instead of lolsoironic stock hacker footage

>cash_out
nice blood. Seems like its close to being done?

>???
>some neat stuff will be around soon
Nice artificial progress

>God is a cube
Seems like a real game ready for Steam

>Pitch
good name/aesthetic
>>
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>>124689516
Were you the special effect manager of this movie?
https://www.youtube.com/watch?v=ok7fOwdk2gc
>>
>>124691919
This was the first gay post in the thread.
and my second post in the thread, unless liking molten hot milk is gay.
>>
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>>124691990
kek'd hard
>>
>>124692103
Not just this thread though. You have made similar posts in earlier threads.
>>
>>124692260
So? Who made you the post police?
>>
>>124692305
There are hundreds of threads dedicated to your interests but you have come to fag up this one. I just don't see the logic.
>>
>>124692260
I was going to respond how you're pancaking hard, but
>>124692305
puts it nicely.
>>
>you're pancaking hard

Who talks like this?
>>
>>124692568
Queers who are into slutty trap incubi, obviously. Like, duh.
>>
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>>124692674
I could of sworn this image was more popular.
I wish moe was still around.
>>
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UV unwrapping got so much easier once I discovered Project from View.

But it's still hell.
>>
>>124692741
But that doesn't suit the current situation at all
More like
>'I like pancakes'
>no one cares fuck off with your pancakes
>'wow bo one is mentioning pancakes but you'
>>
>>124692973
>The guy likes something and has only posted a maximum of three times
>Better complain likes it's multiple people and has been posted constantly for the past couple days
>>
attemptPoint = targets[target].transform.position + attackPoints[attemptAttack].localPosition;
attemptDirection = attemptPoint - transform.position;
attemptDirectionNormalized = attemptDirection / attemptDirection.magnitude;
attemptPointComputed = transform.position + (attemptDirectionNormalized * phaseIncrement);
point.position = attemptPointComputed;
state = AIState.MoveToPoint;

Hum.. Also :
>agdg : pancake general
>>
>>124693065
No I'm complaining because it isn't multiple people. Its just one creep imposing his fetish in a thread where it doesnt belong. He was pestering some dev yesterday about makeing losing a battle to orcs have lewd implications and then bitched about how he can't roleplay the character when the dev said no.
>>
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>>124693065
stop, why are you shitposting an amateur gamedev thread, fuck off.
>>
>>124693454
I'm pretty sure the person who's willing to create an entire argument out of one post in one thread out of 172 posts is the shitposter.
>>
>>124692926
Imagine your 3d model is a piece of paper and you want to unfold it. First you mark seams between different parts like wings, mainbody, jet etc. first and after that you slice up those parts at edges you want to unfold. It looks really hard at the beginning and consumes more time, but do it manually from the beginning, and after a while you will learn what kind of objects need what kind of unfolding and you will do it rather fast. Project from view works kind of okay for flat objects like yours and some other machinery, but you will die on the inside once you need to do organic shit, so just do it the right way from the beginning and it will get better after a while. The only thing you should not entirely manually unwrap are buildings/architecture, because luckily we have cube/cylinder projection for that.
>>
>>124693523
But its not one post in one thread anon...that's the point.
>>
All the good games have already been made and all of the good ideas have been implemented.

You're too late.
>>
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>>124693554
This is what I did for the seam marking. How does it look?
>>
>>124693641
Yet somehow 99% of games are shit
>>
Say you have a gunned player with a few different kinds of gunshots, each one having a different bullet animation and "exhaust" animation leaving the chamber. Would you include all of these animations in the player's sprite sheet (alongside walking, jumping and other player animations), or have a separate player particles/effects sprite sheet that is used in some sort of particle pool class, called within the player class? And if that particle pool class were to be shared with other entities, would you have separate sheets for particles depending on the entity, or include them all together? I'm finding decisions like this to be the most difficult part of gamedev.
>>
>>124693557
The only posts I made outside of the one I made in this threadwas response to a furry game that's lewd anyway. But over that there's literally nothing wrong with what I posted, it was related to a lewd game.

But what's so autistic about your complaints is that these threads reach over 700 posts on average and you're complaining about what? Having to read 1-3 posts you don't like? How do you ever get through life knowing that there are things you don't approve of?
>>
>>124693835
>I'm finding decisions like this to be the most difficult part of gamedev.
That's because those decisions are the ones without a concrete answer, it depends entirely on the circumstances of your game. You can only answer them through trial and error and experience and doing so will make you a better developer
>>
>>124693641
Actually I'm pretty confident about my game. But I can't into arts.
>>
>>124693835
All yourself what would change between the options
Also modularity is always important for game dev. If you include them in the same sprite sheet as the character and you find it looks shit, you would theoretically have more work cut out fixing it, right
>>
>>124693835
Wouldn't it be stupid to put them on separate images? You'd be adding more work for the GPU to do for the sake of human organizational preference.
>>
>>124693939
Ots not about aproval or personal taste its about topic and how no one waves to read about your fantasies here where as there are plenty of threads on 4ch that would like to. But oh no. Come shit up this place further, that's just dandy.
>>
>>124692926
>F16
>project from view

lolno
project from view is only good for things that have 2 identical sides like swords or bottles
>>
>>124692741
mlp backlash in a nutshell
>>
>>124694067
It sounds just like personal approval and taste when you carry an argument this long just because you didn't like the content of one post.

You can stop lying to yourself and just purely say that you don't like it because you find it disgusting, it's far less pathetic than attempting to promote this idea that care about the quality of AGDG when you have spent the past 56 minutes responding to me.
>>
>>124693697
look man unwrapping don't matter anymore, it used to matter when artists used to lay flat images on meshes and the meshes themselves were simpler.
nowdays you can use auto unwrap (or UV projection that arranges everything more cleanly) and simply paint it over
>>
>>124693697
Really hard to see on that pic, but it looks like you have too many seams already. Especially that outer cylinderthing of the wing and the under part of the jetengine. And given that you mirror it, it will be even doubled. having too many uv island is a pain in the ass to paint later, you should always try to keep the seamnumber low and make every part connected as good as possible when unfolded. You often won't need more than 3 seamlines per part when it comes to machinery.
>>
So good 2d is easier than good 3d?
>>
>>124694718
Depends on which one you're good at making.
>>
>>124694506
It matters less in some cases now that 3d painting like zbrush and substance painter is available, but auto unwrap is still a huge mess.
>>
>>124694718
easier to make, harder to animate, I would say.
>>
>>124694718
both are hard
but 2d animation is leagues harder than 3D, why do you think 3D animation has become so popular in movies? it's not because it's inherently better I'll tell you what.
>>
>>124694506
a good UV layout that saves as much blank texture space as possible can be the equivalent of an entire jump in texture resolution
>>
>>124694932
>>124694789
im not saying to unwrap and call it a day, still need to arrange some of your shit if its too small or out of place
>>
>>124694718
What >>124694791 and >>124694863
said. It is easier to make sprites or high quality 2d graphics, that won't move, but making 2d animations is a huge pain in the ass. 3d objects are harder and more time consuming to make, but once they are done, you can animate them more easily
>>
>>124692926
http://cgi.tutsplus.com/tutorials/an-introduction-to-uvmapping-in-3d-studio-max-using-the-unwrap-uvw-modifier--cg-13780
this tutorial is by far the best introduction to unwrapping there is. He explains unwrapping conceptually so you learn the mindset rather than just being told what tools to use for the specific model. He starts from a cube and works his way up to more complicated objects. It's in 3ds max but again the value is in learning the technique and you can just look up the tools for your modelling program. At cgpeers it's id 15884
>>
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What is your opinion on translucency and blur in pixel art games?
>>
>>124684689
omas don't have the scopre budget for mp in sp
>>
>>124695213
As long as the end result looks good, it doesn't matter what you do.
>>
>>124693697
can't tell much but looks okay

for round stuff, pelt and relax is your friend

try to make seams where actual surface pieces meet, so all you have to do is texture the cutout a darker edge and the 2 parts of the seams will look natural
>>
>>124695213
as long as it's not mixels, i.e. the blur is performed in the same resolution as the art is
>>
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>>124695213
It's a bit out of place. If i would make those bloom/light effects, i would try to arrange them in orignal pixel format instead of smoothed. For example pic related.
>>
>>124694205

>F16
>>
>>124685502
Just make a good game.

Slapping proc generation or roguelike elements onto a bad game won't make it appealing.

The problem with modern roguelikes is that older roguelikes used procedural generation to cover map/enemy production so they could focus on other areas like having a fuck ton of customization and extremely complex random encounters such as tossing magic items into wells in NetHack.

Instead most "roguelikes" have procedural generation along side characters with like 3 stats and almost no customization. You find an upgrade or something and its like "WOULD YOU LIKE TO INCREASE YOUR HEALTH YOUR MP OR YOUR FATIGUE?" at that point its pretty much "whats the fucking point."
>>
>can make a basic platformer or 2d shooter
>no idea where to begin with a turn based game

Any tips? I don't want to have to use shit like RPGMaker.
>>
>>124695842
What do you think about the way this game does it? https://www.youtube.com/watch?v=spsRk7_9eKw
>>
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>>124687646
CANT WAKE UP
>>
Fuck another free day i had for coding ruined by my ibs...
it's funny really, to be charged with all this progress energy and then in one single minute it's gone and replaced with pain and suffering and unability to even function for the rest of the day
10 billions of people on this shitrock and i am the one of the few who lost the genetic lottery. fuck.
>>
>>124696197
don't bully sakura
>>
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SO question:

I have limited knowledge of coding (about a semester's worth of Python and Java respectively)

I want to start making games

I figured the best place for me to start is with Gamemaker, but I've already made my Asteroids clone and pong clone etc, the basics

Now I want to get into the big boy league and create my own engine, what are some good tutorials on creating my own engine? preferably something that caters to my limited knowledge of coding languages. I wouldn't mind learning a different language if there is a good tutorial for it
>>
>>124696435
Code in your toilet. You are still able to post here, so you should be able to write code.
>>
a is a shader loaded from file
b is a shader loaded from memory

Shader a("shader.vert", true);
Shader b("void main(){}", false);

versus

Shader a(Filename("shader.vert"));
Shader b("void main(){}");

versus

Shader a("shader.vert");
Shader b("void main(){}");
constructor checks the input string before deciding if you passed a filename or source

Which one is better?
>>
>>124697142
I like the last option. An overloaded constructor could also work if you defined a new type for representing a source string
>>
>>124696632
I don't think engine means what you think it means
>>
>>124696632
how is your engine better than monogame for example?
engines are only tools, they are either better or worse than their counterparts where is games are more subjective
>>
>>124696632
a engine is an abstracted base of code designed to make producing a particular type of game easier. If you've never made a game there's no reason for you to make an engine because you don't even know what an engine would need. I think you mean programming your own game. If you're experienced with Python try Love2D
>>
just use a singleton
>>
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>>124698880
should have posted that 2 days ago
>>
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>>124698880
>>
>>124696632
>I have limited knowledge of coding
>Now I want to get into the big boy league and create my own engine
No.

>what are some good tutorials on creating my own engine?
NO.
>>
>>124685502
i like working on proc gen so i work on proc gen :)

do what makes you happy

success is achieving your goals :)
>>
>>124695118
Thanks anon, Looks like I'm still a long way away from making decent models.
>>124694506
I'm curious why it doesn't matter anymore? Because the better i lay it out doesn't that mean I can utilize and paint textures on it easier?
Besides auto unwrap is a mess and really hard to work with from what I've seen.
>>
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What's the right name for the viewport buffer?
Like the area of a map that the camera currently sees?
>>
>>124691557
omg i made it im so happy :D

getting my picture in one of these is all i ever wanted <3
>>
>>124700603
Frame buffer?
>>
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>>124700394
because back then artists would have to bring up the UV layout in painting program and do the painting manually by numbering the islands one by one.

now that digital painting has evolved you can generate islands faster that take the most efficient texture space and paint over it with something like photoshop or substance
>>
>>124700603
Viewport?
>>
>>124700603
view frustum?
>>
>>124700738
Don't get cocky kid.
>>
>>124700603
If you're talking about the buffer, it's the frame buffer.

If you're talking about the space that the camera sees, that's the view frustum.
>>
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Which one?
>>
>>124700738
Which one is your game?
>>
>>124701352
Up
>>
>>124701352
Top one, definitely
>>
>>124701372
its mygame

its not v good yet but hopefully one day if i work hard :)
>>
>>124701352
Top.
>>
Tfw no electricity in the building
What do I do guys? I can't survive outside, not like this
>>
>>124701519
Design game on paper
>>
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>>124696632
>big boy league
>create my own engine

This has to be bait, big boy league is making a great (and honest) game that is very successful, enginedev is just reinventing a very basic wheel, except shittier.
>>
>>124696632
engine dev is just for fun

so just play around and try things

build a simple raycast engine in c# or something :)
>>
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Hmm. This storekeeper portrait took a long time... but it's kind of shit.
>>
>>124701352
Top is ridiculously better. Is the yellow bar missing health or what?
>>
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>>124700738
>>124701460
DENIED
>>
>>124702075
:'(

that my day ruined
>>
Damn. Unity is really bad at math. I did some basic vector math with the physics engine and basically i applied force exactly needed to cancel out certain movement and it kept fucking up and i found out there something like .00000001 reminder error even though it works on paper... is this the floating point error o keep hearing about in computers?
>>
Unity VR tutorials and samples now available. Oculus and Gear centered, Vive will be added later.

http://unity3d.com/learn/tutorials/topics/virtual-reality
>>
>>124702259
Yes.
>>
>>124702259
>use tool wrong
>get wrong results
>blame tool

Every fucking time
>>
>>124702259
It's not Unity man, it's computers.
>>
>>124702315
Never understood how that works. If you have two numbers shouldn't the error be basically same on both of them and cancel itself out?
>>
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this texture took me 4 hour to make in photoshop
kill me
>>
>>124702483
It's more complicated than can be easily (or correctly) explained here. Just look up floating point math.
>>
>>124702483
The error gets bigger the more precise the number.
Or something like that
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