[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y / ] [Home]
4chanarchives logo

/agdg/ - Amateur Game Development General


Thread replies: 867
Thread images: 140

File: ludumb.png (158KB, 1039x635px) Image search: [Google] [Yandex] [Bing]
ludumb.png
158KB, 1039x635px
>>!!!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!
>>
File: 4ue.png (78KB, 1589x1025px) Image search: [Google] [Yandex] [Bing]
4ue.png
78KB, 1589x1025px
>>124682328
it's a big engine
>>
There's nothing quite like working on your own game in your very own engine.
>>
File: GIRLFRIEND.png (263KB, 447x766px) Image search: [Google] [Yandex] [Bing]
GIRLFRIEND.png
263KB, 447x766px
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.
>>
File: 1447302483104.gif (991KB, 320x240px) Image search: [Google] [Yandex] [Bing]
1447302483104.gif
991KB, 320x240px
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.
>>
File: GIRLFRIEND2.png (145KB, 996x530px) Image search: [Google] [Yandex] [Bing]
GIRLFRIEND2.png
145KB, 996x530px
>>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
>>
File: fuck_you_bitch.gif (4KB, 201x171px) Image search: [Google] [Yandex] [Bing]
fuck_you_bitch.gif
4KB, 201x171px
>>
>>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.
>>
File: SPOILERS.jpg (9KB, 177x23px) Image search: [Google] [Yandex] [Bing]
SPOILERS.jpg
9KB, 177x23px
>>
>>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
>>
File: 1443737776033.jpg (202KB, 887x900px) Image search: [Google] [Yandex] [Bing]
1443737776033.jpg
202KB, 887x900px
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
>>
File: girlfriend3.png (178KB, 965x553px) Image search: [Google] [Yandex] [Bing]
girlfriend3.png
178KB, 965x553px
>>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
>>
File: girlfriend4.png (192KB, 592x718px) Image search: [Google] [Yandex] [Bing]
girlfriend4.png
192KB, 592x718px
>>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
>>
File: girlfriend5.png (169KB, 410x571px) Image search: [Google] [Yandex] [Bing]
girlfriend5.png
169KB, 410x571px
>>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
>>
File: 1.png (203KB, 306x395px) Image search: [Google] [Yandex] [Bing]
1.png
203KB, 306x395px
>>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?
>>
File: girlfriend6.png (126KB, 639x531px) Image search: [Google] [Yandex] [Bing]
girlfriend6.png
126KB, 639x531px
>>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.
>>
File: 1371383261249.jpg (152KB, 526x816px) Image search: [Google] [Yandex] [Bing]
1371383261249.jpg
152KB, 526x816px
>>124687340
>don't listen to >>124687198
Way to throw me under the bus anon.
>>124687491
You're trolling us right?
>>
File: girlfriend7.png (74KB, 567x501px) Image search: [Google] [Yandex] [Bing]
girlfriend7.png
74KB, 567x501px
>>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
>>
File: 1367102684434.jpg (19KB, 386x366px) Image search: [Google] [Yandex] [Bing]
1367102684434.jpg
19KB, 386x366px
>>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
>>
File: kek.png (18KB, 800x600px) Image search: [Google] [Yandex] [Bing]
kek.png
18KB, 800x600px
>>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?
>>
File: face.png (917KB, 1091x1263px) Image search: [Google] [Yandex] [Bing]
face.png
917KB, 1091x1263px
>>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
>>
File: face2.jpg (152KB, 800x548px) Image search: [Google] [Yandex] [Bing]
face2.jpg
152KB, 800x548px
>>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
>>
File: girlfriend8.png (74KB, 387x459px) Image search: [Google] [Yandex] [Bing]
girlfriend8.png
74KB, 387x459px
>>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
>>
File: 1419407987339.jpg (31KB, 334x280px) Image search: [Google] [Yandex] [Bing]
1419407987339.jpg
31KB, 334x280px
>>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?
>>
File: girlfriend9.png (196KB, 852x597px) Image search: [Google] [Yandex] [Bing]
girlfriend9.png
196KB, 852x597px
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
>>
File: 1434243262738.jpg (14KB, 267x181px) Image search: [Google] [Yandex] [Bing]
1434243262738.jpg
14KB, 267x181px
>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
>>
File: 7362512.png (101KB, 587x806px) Image search: [Google] [Yandex] [Bing]
7362512.png
101KB, 587x806px
>>
>>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
>>
File: planes.jpg (13KB, 324x193px) Image search: [Google] [Yandex] [Bing]
planes.jpg
13KB, 324x193px
>>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.
>>
>>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
>>
File: 488212.jpg (53KB, 683x478px) Image search: [Google] [Yandex] [Bing]
488212.jpg
53KB, 683x478px
>>124691040
You don't look a day over 12,000.
>>
File: December_01.png (872KB, 1812x1446px) Image search: [Google] [Yandex] [Bing]
December_01.png
872KB, 1812x1446px
>>
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
>>
File: 1346686422379.jpg (38KB, 400x346px) Image search: [Google] [Yandex] [Bing]
1346686422379.jpg
38KB, 400x346px
>>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.
>>
File: 1420332030481.png (108KB, 295x330px) Image search: [Google] [Yandex] [Bing]
1420332030481.png
108KB, 295x330px
>>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.
>>
File: 1440425994331.jpg (159KB, 462x768px) Image search: [Google] [Yandex] [Bing]
1440425994331.jpg
159KB, 462x768px
>>124692674
I could of sworn this image was more popular.
I wish moe was still around.
>>
File: 2015-12-08_19-16-24.png (109KB, 584x556px) Image search: [Google] [Yandex] [Bing]
2015-12-08_19-16-24.png
109KB, 584x556px
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.
>>
File: o-DISGUSTED.jpg (139KB, 1600x800px) Image search: [Google] [Yandex] [Bing]
o-DISGUSTED.jpg
139KB, 1600x800px
>>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.
>>
File: 2015-12-08_19-51-23.png (77KB, 731x475px) Image search: [Google] [Yandex] [Bing]
2015-12-08_19-51-23.png
77KB, 731x475px
>>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
>>
File: 1442511031166.jpg (80KB, 620x413px) Image search: [Google] [Yandex] [Bing]
1442511031166.jpg
80KB, 620x413px
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
>>
File: 12.png (20KB, 512x256px) Image search: [Google] [Yandex] [Bing]
12.png
20KB, 512x256px
>>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
>>
File: 1401479375109.jpg (34KB, 640x480px) Image search: [Google] [Yandex] [Bing]
1401479375109.jpg
34KB, 640x480px
>>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
>>
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
>>
File: 1429893419366.jpg (43KB, 592x448px) Image search: [Google] [Yandex] [Bing]
1429893419366.jpg
43KB, 592x448px
>>124698880
should have posted that 2 days ago
>>
File: 1446138554862.png (35KB, 600x682px) Image search: [Google] [Yandex] [Bing]
1446138554862.png
35KB, 600x682px
>>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.
>>
File: 12btDtk.jpg (49KB, 782x513px) Image search: [Google] [Yandex] [Bing]
12btDtk.jpg
49KB, 782x513px
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?
>>
File: unwrap and bake.jpg (139KB, 649x646px) Image search: [Google] [Yandex] [Bing]
unwrap and bake.jpg
139KB, 649x646px
>>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.
>>
File: hpstbar concept 2.png (2MB, 757x1044px) Image search: [Google] [Yandex] [Bing]
hpstbar concept 2.png
2MB, 757x1044px
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
>>
>>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 :)
>>
File: storekeeper_sprite.gif (6KB, 201x171px) Image search: [Google] [Yandex] [Bing]
storekeeper_sprite.gif
6KB, 201x171px
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?
>>
File: recap_monday_update.png (975KB, 1450x1446px) Image search: [Google] [Yandex] [Bing]
recap_monday_update.png
975KB, 1450x1446px
>>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?
>>
File: newtanktexture.jpg (213KB, 1298x831px) Image search: [Google] [Yandex] [Bing]
newtanktexture.jpg
213KB, 1298x831px
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
>>
>>124702483
If two numbers have error and you combine them, the error always gets bigger. Floating-point numbers inherently have error at some level, because they are not infinitely precise. Integers (and fixed-point numbers in general) don't have error, but they also have a smaller representable range.
>>
>>124702039
It's stamina, but they have to be connected.

Welp, I was leaning towards the bottom one but everywhere I ask top is clearly superior.
>>
File: 2f4.jpg (39KB, 531x471px) Image search: [Google] [Yandex] [Bing]
2f4.jpg
39KB, 531x471px
>>124702551
I actually unironically like it, it has its charm also it'll go faster with experience. Do you have some gameplay yet?
>>
File: 10k.png (205KB, 630x711px) Image search: [Google] [Yandex] [Bing]
10k.png
205KB, 630x711px
>>124702551
are you this dev?
>>
>>124702551
And release you? No.
>>
>>124702483
Nope
The precision of a float depends on the value of a float (it has a *floating* precision)

Basically, when a number is near 0, then a float has a lot of precision, but the bigger the number, the less precise it is
>>
skipping work to stay home and dev bros ww@
>>
>>124702551
It looks good
Needs more angles in the underlying geometry though
>>
>>124702636
>tfw you spawn 10k gameobjects with quads attached and you go from 3000 fps down to 12
>>
>>124702656
Are you going to get fired? Don't get fired.
>>
>>124701352
Why are you using stolen assets?
>>
>>124702742
my parents are my boss

i want them to fire me so i can get on with my life
>>
>>124691570
pretty sure i played that
shovelware like this comes out everyday in glorious nippon
>>
>>124702789
It's just so I have something to look at while making it, I'm replacing them little by little
>>
>>124701352
I like the bottom one
>>
>>124702845
Why don't you just quit?
>>
>>124702845
ask them, then
being passive-aggresive about it will only hurt both of you in the long term
>>
>>124702656
>national hollyday
>don't care because I'm neet
Such is my life
>>
>>124691570
Nice setting but where's the game?
>>
>>124702951
Are you jewish?
>>
>>124702905
they're my parents... i can't just "quit"

protip never get involved in the family business if you aren't interested in it

>>124702905
i've been trying to for months

it's always "w-we're too busy you can't quit now! just until we aren't so busy!" but we're always busy and they'll always find another excuse
>>
>>124703083
I don't know, I think my dad is. He sure gets sensitive around the issue
>>
So what do I do if I'm a programmer with no time to git gud at drawing? Is 3D a good idea? My only art friend is still in art school so there's no way they would have time to work on a project.
>>
>>124703207

Go minimalist and learn the theoretical parts of art.
>>
>>124703207
You don't really need that much time, just a bit of reading/practice every day, getting feedback.

3D is even more of a time sink...
>>
>>124703135
>never get involved in family business
I can second this
>working for uncle
>needs me to pass a certification test so we can sell a software
>fail test twice
>it's a paid test
>he paid for a course for it for me
>still won't fire me
>everyone hates me now
And then I became a neet and never ever worked again
>>
>>124702632
no not really just what was in demoday 5 which didnt really have gameplay
i have been focusing on art lately
>>124702636
nope my flowers are cuter
>>124702638
dont make do it myself
>>124702703
yeah the model itself needs a lot of work and the hexes dont align on some edges as well
>>
>>124703243

but gamers hate minimalist art.

>>124703268
No, I really do. I'm not trying to be modest I literally am the worst at art. Can't even do still life or the simplest shit like a house in perspective. Someone would have to teach me individually for years just for me to get as average as a beginner in /ic/
>>
File: improvement.gif (789KB, 474x266px) Image search: [Google] [Yandex] [Bing]
improvement.gif
789KB, 474x266px
>>124703505
>>
>>124695213
looks fucking shit. anytime i see this style, which is all the fucking time now, i know its SJW hipsters who only got into games after Phil Fish and only play iOS titles. i also know they're making some post-modern roguelite with dark souls inspiration, every. fucking. time. this art style doesn't fit any game, unless the narrative is something to do with 80s neon like hotline miami. they're ex "graphic design" students who care more about tumblr meme aesthetics than a convincing world

these people don't have creativity or their own thoughts they just jump on whatever bandwagon is popular at the time. check their instagram for starbucks pictures and apple macs..etc
>>
>>124690087
i fell for this meme as well

in 2D: finish a fun game every few months
in 3D: havent finished anything in years, nothing looks beyond a prototype
>>
>>124703680
you might be projecting a little
https://twitter.com/HeartMachineZ
>>
Fuck, what's the logic here?
I have a Map class that has a 2d array, the size of MAP_WIDTH x MAP_HEIGHT, filled with Tile objects. And I have a Camera class with a 2d array of size WINDOW_WIDTH x WINDOW_HEIGHT. (Window is smaller than map)
I want to fill the Camera class's array with the Map array, starting from cameraPos.X and cameraPos.Y.

Should my Map class have a method like "getMapForCamera(cameraPos)" which returns the appropriate size portion of the map array, or is there a better way of doing this?

I don't know why, but I feel like my way of implementing this somewhat goes against OOP conventions. Any input?
>>
>>124703680
That's one hell of an assumption, you must be very autistic.
>>
>>124703505
>but gamers hate minimalist art.
Minecraft, Undertale, Thomas Was Alone, Super Hexagon, Geometry Wars, Mountain, Journey, etc??????
>>
>>124704095
GetMapForCamera(map, cameraPos)
Stop applying OOP where it's not needed
>>
>>124704581

Frankly, most of them got lucky and picked up an autistic fanbase. And Journey and Geometry Wars had skilled visuals, the artists were definitely experienced.
>>
>>124704095
>I have a Map class that has a 2d array, the size of MAP_WIDTH x MAP_HEIGHT, filled with Tile objects. And I have a Camera class with a 2d array of size WINDOW_WIDTH x WINDOW_HEIGHT. (Window is smaller than map)
>I want to fill the Camera class's array with the Map array

What? Why? This sounds like a really bad setup.
>>
File: dat_ball_tho.png (18KB, 757x525px) Image search: [Google] [Yandex] [Bing]
dat_ball_tho.png
18KB, 757x525px
>>124701352
Might be useful.
>>
Good morning, gamedev
>>
File: 1439390267326.jpg (7KB, 213x200px) Image search: [Google] [Yandex] [Bing]
1439390267326.jpg
7KB, 213x200px
>>124704921
EXPLAIN
>>
>>124704095
void Map::inCamera(Camera, std::function<void(int, int, Tile)>)
>>
>>124704095
If you really want to use OOP, then do it properly, use MVC. Don't move data to show it.
>>
>>124704964
Why do they have to be connected, exactly? Also this variant looks a little too much like a dong...
>>
>>124705053
the camera shouldn't know anything about tiles, ideally
the map can clip itself to the camera bounds but imo even that's unnecessary
just make a spritebatch and call it a day.
some docs explaining a spritebatch
https://github.com/libgdx/libgdx/wiki/Spritebatch,-Textureregions,-and-Sprites#drawing-images
there should be an equivalent in most game engines
>>
>>124705092

>then do it properly, use MVC
>MVC

Jesus fuck did you just finish your first semester of CS?
>>
>>124705053
because it sounds very fucked up that your camera needs that kind of world/scene related logic inside it
>>
>>124704964
Looks cool but I need two bars so they can expand as the player's max HP raises.

>>124705127
Because losing life reveals more of the stamina bar that's behind it, so if the player is almost dying he's in a kind of 'panic mode' where his stamina is way bigger.
>>
Just put your whole game in a singleton desu
>>
>>124705060
>std::function<void(int, int, Tile)> ??

>>124705195
>>124705214
My game is ASCII, so I'm pretty sure I can't actually have the camera not know anything about tiles/other drawable objects.
>>
>>124705640
What's a singleton?
>>
>>124705662
void Map::with(Camera c, std::function<void(int, int, Tile)> f) {
..for(int i = c.x; i < c.x + c.w; ++i)
..for(int j = c.y; j < c.y + c.h; ++j)
....f(i, j, tiles[i][j]);
}
>>
>>124705640
i got u fampai
>>
>>124705820
1016,047 kg
>>
>>124705662
>>124705906
Point is, there's literally no reason for the Camera to know about tiles.
>>
File: 1373204706078.jpg (19KB, 372x278px) Image search: [Google] [Yandex] [Bing]
1373204706078.jpg
19KB, 372x278px
>>124705998
>>
>>124705662
Sure, so make your tiles have a graphics object that subclasses a renderable base class that the camera knows about. Don't give the camera any actual map tile logic.
>>
>>124706180
... well I guess "graphics object" and "renderable" are terms that would need to be applied pretty loosely here in the case of an ascii game, but you know what I mean.
>>
did anyone try to use rootmotion in their animation using UE4??
>>
My Tile class consists basically of a CHAR_INFO struct and some irrelevant methods and variables.
CHAR_INFO holds a SHORT that determines the character attributes, i.e. text color and background color. It also holds a CHAR which is the symbol of the tile.

>>124706048
Literally how would I draw something without letting the camera know about tiles?

>>124706180
>>124706338
Excuse me for not being too literate in programming jargon, but does that basically mean that I should have the aforementioned "getMapForCamera(cameraPos)" method not retrieve the actual Tile objects, but rather the Tile objects' CHAR_INFO's characters, only?
That kind of makes sense to me.
>>
>>124706529
>Literally how would I draw something without letting the camera know about tiles?
By having something use both the map and the camera without coupling either to each other.
>>
>>124706587
Ok, but
a) why?
b)
>...having something use both...
"something"?
>>
>>124687160
THIS IS WHAT NON ARTISTS BELIEVE
>>
>>124706529
>Excuse me for not being too literate in programming jargon, but does that basically mean that I should have the aforementioned "getMapForCamera(cameraPos)" method not retrieve the actual Tile objects, but rather the Tile objects' CHAR_INFO's characters, only?

Yes, that's basically it. You would separate out any information involved in rendering the text into its own class and register any objects instanced from that class with a graphics system. The camera would then iterate over the registered objects without needing to know anything about maps or tiles.
>>
>>124706720
>why?
Because having the camera coupled to tiles is useless and makes your code worse.

Something as in anything. Just code. You've been brainwashed by OOP to think that everything has to be owned as a member by some class.

THERE IS NO REASON FOR THE CAMERA TO BE RESPONSIBLE FOR WORKING WITH TILES.
>>
>>124705662
var back_buffer
var front_buffer

while (1) {
>>update_game()
>>draw_map()
>>draw_objects()
>>apply_differences_between_back_buffer_and_front_buffer_to_screen()
>>back_buffer = copy(front_buffer)
}

function draw_map() {
>>for (x = cam.x; x < cam.x + screen.w; x++)
>>>> ... for y ... {
>>>>>> front_buffer[x - cam.x][y - cam.y] = map[x][y]
>>>>}
>>}
}


camera in this case is just the position at the top-right of the screen and the buffers do all the heavy lifting in terms of rendering
>>
>>124706787
>You've been brainwashed by OOP to think that everything has to be owned as a member by some class.

Except what he's doing isn't considered good OOP so what you just said makes no fucking sense at all. If you don't know what you're talking about you should just shut the fuck up instead of muddying the already dank waters of AGDG.
>>
>>124706884
Exactly. Being brainwashed by OOP means you will write bad code.
>>
>>124707060
The region from the bottom of the eyes to the top of the mouth looks a tad bit long, but at least it looks human now.
>>
>>124707060
What's up with those weird diamond parts around the eyes
>>
File: waifu2.png (291KB, 754x648px) Image search: [Google] [Yandex] [Bing]
waifu2.png
291KB, 754x648px
forgot to smooth hehe
>>
>>124707312
she single?
>>
>>124707168
no idea, the sub surf made them i think
>>
>>124707312
looks pretty fucked up from any angle besides directly in front of it
>>
>>124707312
why is she a fat bald man?
also show the mesh without the texture, texture can hide a lot
also the topology is literally retarded
also N-gons
>>
>>124707418

subsurf should only make quads out of quads.
>>
>>124707120
maybe its because i escalated it?
>>
3d takes years of experience.
>>
$1500/mo and rising self employed work-when-you-feel-like it job for only a few years' practice
>>
File: waifu3.png (160KB, 575x663px) Image search: [Google] [Yandex] [Bing]
waifu3.png
160KB, 575x663px
>>124707441
no idea
the topology was hard, i may have not done the best job
>>
>>124707765
it looks like what would happen if you put the john boyega's head in a blender
>>
>>124707765
The nose doesn't stick out far enough, and the bottom half of the face sticks out too far ahead of the forehead.
>>
>>124707765
I'm sorry but you just dont have what it takes to do this
>>
I'm making a 3D game that's grid based but the map is huge. I want to load and unload the grid squares based on whether the camera can see them or not.
How do I do this? I figure continuously loading and unloading objects would be too taking, right? What about SetActive?

Yes I'm a retard.
>>
>>124707860
Come on, I know its funny but nobody gets it right in the first couple of tries right?
>>
>>124707927
If you want to do this to save on rendering performance, Unity already does this, assuming that's what you're using.
>>
>>124708031
It does? Cool. Yeah, I'm on Unity.
Thanks.
>>
>>124708024
you never learned to draw well, did ya
>>
File: 1449569470742.png (176KB, 499x452px) Image search: [Google] [Yandex] [Bing]
1449569470742.png
176KB, 499x452px
>>124708024
Ganbatte anon! I believe in you!

>>124708114
Word of advice; don't even think about optimization until you run into performance trouble, especially when you're just starting gamedev. Computers are a lot faster than you imagine
>>
>http://unity3d.com/unity/whats-new/unity-5.3
Apparently these known issues are acceptable in a release

Why do people use this trash engine again?
>>
File: KingSwirl_Walk.gif (28KB, 307x249px) Image search: [Google] [Yandex] [Bing]
KingSwirl_Walk.gif
28KB, 307x249px
Still got miles to go, but it's progress.
>>
>>124707765
sweet fucking jesus, i thought you've stopped already
>>
>>124708339
by year 2 or 3 of working on that animating stuff it might be passable
>>
>>124708339
That's adorable
>>
>>124708309
prototyping

AND NOTHING ELSE
>>
>>124708309
>unity hangs when selecting objects
>>
>>124691976
>God is a cube
>Seems like a real game ready for Steam
I don't even have music in the game, but yeah, I think than in a few months I should be ready.
>>
File: cf.webm (1MB, 322x517px) Image search: [Google] [Yandex] [Bing]
cf.webm
1MB, 322x517px
Hey guys, remember me? I posted a couple of times about this.
Just thought I'd show you how my micro game turned out since I probably won't work on it ever again.
>>
File: waifu4.png (249KB, 725x547px) Image search: [Google] [Yandex] [Bing]
waifu4.png
249KB, 725x547px
>>124707857
tryed to fix everything nose, forehead and distance between mouth and nose. Sorry for posting so much but i really need the help
>>
>>124708851
good, fuck off and don't come back
>>
>>124708851
game is hard
>>
>>124708851
Is there any interaction with cubes on the ground? Such as you can put yellow cubes next to one another to kill them?
>>
>>124708926
I'm gonna tell you right now, those triangles around the nose, eyes, and mouth are likely to give you some fucked up animations when you get to it.
>>
>>124708309
animeposter engine still has no binary release
>>
>>124708851
seems like a nice mobile game
>>
>>124708926
already made the cheeks more round
>>
>>124683060
Hey, that's pretty good
>>
>>124708926
When I said that the nose didn't stick out far enough, I meant in relation to the rest of the face.
Keep the nose where it is now, and move the cheeks back so they're just a little farther forward than the eye sockets are.
>>
>>124709030
Nope, once a cube has fallen it's over. Once the pit is full it's game over.
You can't see it in the webm, but the bottom part of the pit turns red as it's filled with fallen cubes.
>>
File: paperbagkid_BigWalk.gif (13KB, 408x145px) Image search: [Google] [Yandex] [Bing]
paperbagkid_BigWalk.gif
13KB, 408x145px
>>124708406
Thanks man, this is just day 2.
Why is pixel art so God damned annoying?

Thankfully this is just a small project I'm working on for/with my little brother.
So probably only another year or so of work and that will be that.

>>124708501
Thank you
>>
>>124709281
i did the exact opposite lol, fixing it
>>
File: seaman.jpg (17KB, 422x317px) Image search: [Google] [Yandex] [Bing]
seaman.jpg
17KB, 422x317px
>>124709956
nigga looks like seaman
>>
>>124709956
Pull up a picture of a woman's face for reference.
The nose is still too close to the cheeks. Recess the cheeks more.
>>
File: decal.png (660KB, 1600x870px) Image search: [Google] [Yandex] [Bing]
decal.png
660KB, 1600x870px
The question is should I rewrite this decal system from scratch myself for no reason, or continue using one from the asset store? Probably going to rewrite it for shits and giggles. This is how terrain will be handled.
>>
>>124710238
still looking good
>>
>>124710238
Why rewrite it? If it aint broke don't fix it anon. Get your game done/playable then go back and change shit like that.
>>124708851
You're stupid if you don't expand on that because it looks great.
>>
this thread has reached a new level of shitposting lads...
>>
File: 1433185986466.png (289KB, 457x381px) Image search: [Google] [Yandex] [Bing]
1433185986466.png
289KB, 457x381px
>>124710042
>>
>>124710335
Oh I will expand dong that's for sure.
jk thanks
>>
File: nickyoung.png (74KB, 300x256px) Image search: [Google] [Yandex] [Bing]
nickyoung.png
74KB, 300x256px
>>124710238
Pixel art UI in 3d Game
>>
>>124710335
To have more control over it and to learn how it actually works. In general I dislike using other people's work for non-complicated things. It feels weird to just throw this system in there and have it working within 5 minutes to me considering I came from XNA.

>>124710316
Thanks!

>>124710494
Placeholder until I can afford to commission vector shit.

Also to the anon who asked yesterday, atm this is the only map size but there will be others as well as interplanetary shit.
>>
File: waifu6.png (114KB, 640x484px) Image search: [Google] [Yandex] [Bing]
waifu6.png
114KB, 640x484px
>>
>>124710228
thank you so much for doing this man
>>
>>124683060
pretty good man keep making stuff
>>
Where is my anime language?
>>
>>124686620
it's perfect

I would just import it into unity right now
>>
>>124711113
if (_root.WEEB.isActive && _parent.shitposting = 'true'){
this.thread = ruined
}else if()
this.thread = fine
}
}
>>
>>124710937
>>124709267
Thanks friends, i'll keep working on getting a full new track. most of my stuff has vocals so I have to dial things back.
>>
>>124710932
And I really mean it, I feel like today I progressed a lot thank to you guys
>>
>>124711469
Where should I message you?
>>
Why do I always sabotage myself, often times subtly
>>
>>124710663
It's a bit N64-esque, but it definitely looks human now.
It'll look even better once you give it color and some hair.
>>
File: test.gif (369KB, 1348x675px) Image search: [Google] [Yandex] [Bing]
test.gif
369KB, 1348x675px
I settled on "move/attack towards the click"
also, clicking yourself now results in a wait instead of an attack
anyways, that's enough work for now on secondary input
>>
>>124711918
Why would you do that instead of using keys?
>>
>>124711918
you better be able to hold down that mouse button
>>
File: siig_mini_keyboard.jpg (116KB, 1200x1050px) Image search: [Google] [Yandex] [Bing]
siig_mini_keyboard.jpg
116KB, 1200x1050px
>>124712015
there are two other ways of diagonal movement:
numpad
home/end/pgup/pgdn
I wanted to add this because I've had a keyboard similar to pic related before
really it's tertiary input
>>124712075
not yet
>>
>>124711585
steam, twitter, soundcloud

/mobiusdisco
>>
>>124712481
Nigga you ever played a mystery dungeon? Holding a specific key and pressing the directions (up+right for example) where you want to go. Its simple.
>>
:)
>>
>>124713006
:(
>>
>>124707312
>mouth protrudes far beyond forehead
you going for a caveman/neanderthal/african look? because that's atrocious. Look up some damn profiles on google, jesus christ. Or better yet, model something else for practice, like a leopard's ASS.
>>
>>124713110
kinky
>>
>>124713535
>A LEOPARD'S ASS
>>
>>124708851
oh god i am so cloning this
fantastic idea desu
>>
File: 1445007228220.jpg (43KB, 450x600px) Image search: [Google] [Yandex] [Bing]
1445007228220.jpg
43KB, 450x600px
>>124708309
>Unity hangs when selecting objects in scene view.
So you can't do jack shit!?
>>
>>124685867
No. You don't have the ability to do this. Try practicing on simple basic shapes first. Desks, lighters. Learn to draw.
>>
is multiplayer in jewnity hard to implement?

I just want to do client to client to start with
>>
>>124714659
>is multiplayer in jewnity hard to implement
https://www.youtube.com/watch?v=tUEreuxmBj0
>>
>>124708851
>green bounces off of green at 00:10
why?
>>
>>124708309
God damn, it's 5.2 all over again.
>>
LUDUM
U
D
U
M
>>
File: ass.png (20KB, 498x176px) Image search: [Google] [Yandex] [Bing]
ass.png
20KB, 498x176px
>download game
>open game
>get this
>close game
>delete game
>>
>>124715848
push those cheeks back a little
>>
>>124715848

keep your optimism and ignore these shtiheads
>>
>>124715848
push cheeks back, lower the eyes.
>>
>>124715848
it's already looking a lot better than when you started. I actually think you should be an example to everyone in here.
>>
>>124715968
done :)
>>124715981
thanks
>>124716137
done
>>124716149
thanks but i didnt do it alone, you helped. Someday i will be able to, this is the power of pushing through, i only slept 2 hours haha, the first thing i modeled took me a whole week of non sleep and misery
>>
>tfw all you do is shit and it will always be shit
>you will never make good video games
>>
File: waifu13.png (146KB, 951x398px) Image search: [Google] [Yandex] [Bing]
waifu13.png
146KB, 951x398px
>>
>>124717193
delete this and just pirate that cg masters ninja/trex tutorial
>>
>>124717193
why you don't work with zbrush?
>>
>>124717959
>zbrush
not even once
>>
>>124717843
links?
>>124717959
i fear that which i dont understand
>>
>>124717959
how the hell would zbrush help him if he refuses to use proper reference
>>
>>124718164
at least he could block out the face and won't have to worry about topology instead of slapping a texture on flat surface.

but for the head alone, blender could do the same
>>
>>124718164
If he's learning 3D, he might as well learn real software instead of Blender.
>>
>>124718132
piratebay kickass
or just buy it http://www.cgmasters.net/training-dvds/character-creation-tutorial-modeling/
>>
>>124715927
epic, simply epic
I do the same thing, except when it's Flash. I'm okay with java though.
>>
>>124718278
then he should learn maya
zbrush fags on suicidewatch etc
>>
>>124718278
but anon im poor
>>
>>124718484
The "not pirating software when you can't afford it" meme
>>
>>124718484
then only make simple characters
when was the last time someone polymodeled a game character in an AAA game
>>
>>124704092
>>124704572
are you guys the ones with autism maybe? his assessment is probably correct in 80+ percent of games where that art style is present
>>
>>124718949
yea sure anon, his statement about people he knows nothing about is correct 80% of the time. fucking autists
>>
>>124718484
You can get maya or 3ds for free if you choose a student license
>>
>>124719129
look everyone it's an autist who never learned about social cues or that you can extrapolate information about someone by looking at how they express themselves artistically lol
>>
>>124719469
its worse to use student license for commercial product then to use pirated software
trust me i am layer
>>
>>124719548
>commercial product
>>
>>124719548
then he can get maya LT+stingray for 30$ per month

granted its still alot of money
>>
>>124719548
>trust me i am a liar
>>
>>124719903
fine i made that up but in one case you click i agree button in other case you can say you bought it off a gypsy outside of tescos who claimed hes a licensed reseller and that he gave you an invoice
>>
>not using blender the superior and free 3d package
>>
>not writing your own modelling software '
baka
>>
Is AI the most difficult thing to implement in gamedev? Especially when the AI needs to be even moderately intelligent, it just seems impossible to make it smart.
>>
>>124720359
I love blender but blender doesn't have normal editing which is necesary for animu shit.
>>
>not writing your own modelling software '
baka
>>
>>124720508
>normal editing
what is that?
>>
>>124720503
Game AI is relatively simple
It doesn't require a whole lot of complex maths or logic, just clever evaluation and state management
>>
>>124720465
>>124720526
Tough break m8
>>
>>124720652
the direction of normals, I mean.

it's necesary for giving correct toon shadows.
>>
>>124720669
I just assume normies dont really get/know how to easily implement FSMs
>>
>>124720897
How would I implement Flying Spaghetti Monster into my game? That's not even a good meme.
>>
>>124720508
>blender doesn't have normal editing
Yes it does, it was added recently. Check the modifiers.
>>
>>124720851
of course you can control that
>>
Man, I wish I had some kind of gamedev bro who could help me though everything.
I am studying and learning C#, Unity and Blender but damn, I have so many questions I just wish I had someone besides me to ask them to.
>>
>>124721184
link?
>>
>>124721171
Games in general arent a good meme
We still all make them (well pretend to)
>>
File: 2231362.gif (736KB, 500x583px) Image search: [Google] [Yandex] [Bing]
2231362.gif
736KB, 500x583px
>>124720897
Normies can't do anything desu
>>
>>124721268
Me too, same shit, wanna be friends anon?
>>
>>124721274
https://www.blender.org/manual/modeling/modifiers/modify/normal_edit.html
>>
>Armor gives a chance to halve damage
y/n?
>>
>>124721493
https://www.youtube.com/watch?v=KSlud8DFXEk
wow, finally I can replicate GGXRD in blender.

cool.
>>
>>124720503
It highly depends on what you're trying to do. Good Design can make bad AI workable. I suggest that you read this article as well as the comment section.

http://gamasutra.com/blogs/DeneCarter/20151026/257265/Rejecting_Black_Boxes_Or__Punk_Approaches_to_AI_and_Navigation_for_Spellrazor.php
>>
>>124721941
Maybe as an effect on an optional equipment, not as a core game mechanic

I don't mind RNG in games but only on optional gimmicks (powerups, special items, level gimmick, etc...)
>>
>>124722008
just be patient bro, we gonna get it all soon
>>
>>124721941
What kind of game is it?
>>
File: 1447908634330.png (8KB, 473x500px) Image search: [Google] [Yandex] [Bing]
1447908634330.png
8KB, 473x500px
>>124708309
>mpw I'm still using 5.1
>>
can someone help me with unity? for some reason, using the standard shader, objects remain transparent after increasing the alpha to 1 if they've been transparent before.how do i fix this? note that they're perfectly opaque if i start them out with an alpha of 1.
>>
>>124722291
>>124722465
Sorry for being a dumbass. RPG. There is already plenty of RNG.
>>
>>124722593
also, while we're at it, why aren't objects with an alpha of 0 invisible?
>>
>>124721482
No, fuck you.
just kidding <3do you like anime?
>>
>>124722687
then I assume there is some damage it will deflect. Do you mean you're considering of adding a chance of having the damage on top of that? Maybe if it's some sort of special armor.
>>
>>124722687
Plain and simple turn based RPG? Then the armor might work but it depends on what the other equipments offer and the HP/enemy damage scale.
>>
File: lvl14.jpg (49KB, 1000x689px) Image search: [Google] [Yandex] [Bing]
lvl14.jpg
49KB, 1000x689px
level 14 is done
>>
>>124722708
Because only the diffuse texture is invisible, you can still see the specular, etc. Try cutout or fade mode.
>>
>>124722802
I find that flat damage reduction has too large of an impact given the small numbers I'm using for everything else. I could greatly increase the numbers but then I'd lose the authentic P&P vibe I'm going for. likewise percentages smaller than 50% tend to work poorly when you typically roll 1d10 for damage.
>>
>>124723016
what engine
>>
>>124723016
Nice work girl.
>>
>>124708309
>Selecting objects hangs the editor
>Enlighten still not updated
>Physics still broken
>Terrain still broken
>"Cinematic" image effects released broken with key files missing
>Quaternions fixed but break everything due to not having been acknowledged as broken in the first place so everyone built around their broken system
>Official answer to shitty release is "everyone is on holiday so we can't fix it. maybe in a patch. :^)"

Fuck Unity.
>>
>>124723550
im not gonna tell u i dont want anyone to steal my ideas
>>
>>124723834
too late i already got em

i'm uploading them to the cloud as we speak
>>
File: idea.png (20KB, 650x429px) Image search: [Google] [Yandex] [Bing]
idea.png
20KB, 650x429px
tell me about this idea.
>>
File: 1445921357108.jpg (31KB, 325x346px) Image search: [Google] [Yandex] [Bing]
1445921357108.jpg
31KB, 325x346px
>>124723834
A small studio is making almost exactly the same game I've been working on. The worst part is, it's really good. It's a lot of fun. Has way nicer art than I could do or afford, too. I mean, our games are so similar that people would accuse me of ripping them off at this point just because they managed to release it first.

JUST
U
S
T
>>
I made a bunch of progress on the equipment system for White Howl Mountain. I decided to scrap the entire system I had before. I figured one of the advantages of a text based game is how the entry barrier for creating "Assets" is basically just text.

I want the player to join in the storytelling process. So instead of making a list of stuff the character can but at the start(Equipment wise anyways) I'm going to use a screen where the player can set their equipment and the stats using the same "Pool" of character points they use for stat allocation. They can tell the game where that equipment comes from, what it looks like and the modifiers that describe it.

I'm going to carry this over for the "players looks" they can take modifiers to have a "good looking face" and then tell me what their face looks like. IF they get a scar in a fight I want to have a screen where they can take like "intimidating, impressive, disgusting" modifiers for the cost of character points to further define their character as the game progresses.
>>
>>124724171
This is why you need to work hard and get your game out first. It's also why early access really exists, to stake claims.
>>
>>124724171
I used to tell people that I didn't need to hurry because there is no way anyone would make exactly what I dreamed up. Then Darkest Dungeon got kickstarted :^)
>>
>>124724048
damn. I never thought about it like that before.
>>
File: danimpwalljump.gif (207KB, 767x554px) Image search: [Google] [Yandex] [Bing]
danimpwalljump.gif
207KB, 767x554px
Sorry for the harsh background, just wanted to show progress on a new project, however little that progress may be.
>>
>>124724048
>wasting extra computations just to look like a bugged lighting system
Brillant
>>
>>124724234
Neat. I hope you put effort into design. That's the hardest part to get right in an RPG.
>>
>>124724234
looks neat
>>
Guys I'm using webmcam to record videos from my game, but despite the 30 FPS setting, all the vidoes come out 25fps and the gameplay looks slightly slowed down. I don't know anything about video encoding and nobody on google's results seem to have the same issue. Does my computer just suck? Is there anything I can do to make the videos come out as advertised?
>>
>>124724424
it's for imitating 2D shit anon.
>>
>>124724048
Kind of already exists.
http://gamelab.mit.edu/games/a-slower-speed-of-light/
>>
>>124724234
Is that the same font as DCSS?
I swear I remember that font from somewhere
>>
File: aestheticCave.webm (1MB, 530x394px) Image search: [Google] [Yandex] [Bing]
aestheticCave.webm
1MB, 530x394px
>>124724463 here
Please help!
>>
>>124724603
its the default font for a C# windows console application.
>>
Need inspo... Can anyone list all movement based puzzle games they know(portal 2 etc.), pls
>>
>>124724854
the talos principle
>>
>>124724854
Mirror's Edge
>>
>>124724854
Sokoban.
>>
>>124723029
that worked to make things completely invisible, thanks. i'll just live with bugged opaqueness for now
>>
>>124724438
By design to you mean setting and story? Or do you mean the design of the combat/skill system? Or do you mean balance?

Setting and story have a lot of effort put into them for this adventure. This game is strictly for winter jam and you can think of it as a one off D&D module like "White Plume Mountain" I'm using it mainly to prototype for a much larger game.

The design of the combat/skill system I'd like to be universal for various adventures/games in the same world. So I'm putting a lot of thought into making it play to the strengths of a text based game and my skillset.

Balance is something that I don't really know if it matters that much for single player RPGs. I know I'm going to get flack for this but I want to balance the worlds rules, not necessarily the players powerlevel vs whatever task they are taking on.

>>124724452
Thanks!
>>
File: EJnb3I.gif (4MB, 376x330px) Image search: [Google] [Yandex] [Bing]
EJnb3I.gif
4MB, 376x330px
added more passives. this one if you take more than 60% of your max hp in damage in under 5 seconds your item/friend (in the game friends you have = items you can collect and equip) gets activated and comes help you
>>
File: trader.png (3KB, 252x214px) Image search: [Google] [Yandex] [Bing]
trader.png
3KB, 252x214px
Goals for today:
>Finish "Look for items" command; it works most of the time but it's buggy as fuck.

>Complete dialogue system (Mostly finished from other systems I have in place, shouldn't take too long at all to do.)

>Re-draw overworld sprites and introduce the Merchant.

What are you going to accomplish today, /agdg/?
>>
>>124724438
I should mention a lot of the design of the skills and character creation is inspired heavily by the GURPS roleplaying system. I've gone off the beaten path for a lot of stuff already but I like the system of

>One pool of character points for attributes/allies/enemies/social standings/ skills/ and relative tech level and wealth.

>Primary Attributes
>Secondary Attributes
>Social
>Advantages&Disadvantages = "traits"
>trait modifiers
>Skills

Is the basic "system" layout.

There's a high chance I'll scrap stuff if I have a good idea "or something I think is a good idea".

One of the unique things I'm trying out is just a list<string> that is called story in the playerclass. Whenever something happens that impacts the characters position in the world or a players important decision/action I can just add it to the list and then search for it when its relevant.

I should also say that the game is going to have a "Time" variable and every action/round in combat will have a time cost so everything you do makes time pass. I can measure the changes in time to make antagonists be proactive and make changes in the world.

A lot of these sound super grandiose right now but I think I can have this game ready by the 21'st and show if you keep the design simple in regards to not over designing the engine you can do some really cool shit.
>>
>>124726074
>"Look for items" command
What is that? It better not be something you do and it reveals the items in a room.
>>
>>124701352
TOP ONE IS COMPLETELY IMMERSION/ATMOSPHERE BREAKING WTF IS WRONG WITH PEOPLE
>>
>>124726074
make a shop interface and incorporate it into chargen so players don't start out naked and weaponless
>>
>>124726406
It only lists the names of important items that are within a couple feet of you. It's pretty much purely so that there's not any frustration with trying to figure out the right word to use for items.
>>
>>124724667
Someone help this guy. Had similar issue in the past I just don't know how it got fixed.
>>
>>124714867
whats wrong with it? i never had problems in unity, only small glitches like broken animations transitions or the unity crashing when editing animations states (sometimes it crashes randomly but not too often), but they always fix it in the next release
>>
File: 1447359435027.jpg (42KB, 510x427px) Image search: [Google] [Yandex] [Bing]
1447359435027.jpg
42KB, 510x427px
>tfw 26
>tfw 27 in march
>tfw mediocre skills in everything
>tfw graduated in 2005
>tfw spent that time browsing 4chan and fapping to animu
>tfw kissless virgin
should I kill myself?

am I too old?

Should I go to college and study CS?
>>
>>124723735
I hear you man. I would be all over UE4 if those ididots didn't picked archaic bloated c++ as their main language. They wanted to steal the unity userbase so bad but they failed simple because they failed to offer the currently best available and industry fucking standard native c# support
Serves them right tbqh
>>
>>124727262
go to college and lie about your age
its the only way
or kill self
>>
File: startFight.webm (2MB, 530x394px) Image search: [Google] [Yandex] [Bing]
startFight.webm
2MB, 530x394px
>>124724463
>Guys I'm using webmcam to record videos from my game, but despite the 30 FPS setting, all the vidoes come out 25fps and the gameplay looks slightly slowed down. I don't know anything about video encoding and nobody on google's results seem to have the same issue. Does my computer just suck? Is there anything I can do to make the videos come out as advertised?

Bumping question with more unfortunately 25fps clips from game.
>>
>>124727302
>meanwhile, Anon is stuck with buggy engines because they refuse to learn new technologies
Oh no, poor UE4
>>
>>124727262
not too old to start programming
Download WAMP and make a site that reads/writes to a local database. You'll feel a lot better about yourself when you see what youre capable of
>>
>>124727624
>youll feel much better about yourself once you start doing web development
do you want the poor man to kill himself?
>>
>>124724463
Use OBS + webm for retards
>>
Last round of ludum dare voting is up goyim
go vote
>>
>>124727262
>>124727459
Or just enroll in your country's Open University.
>>
>>124727721
You dont have to mess around with getting the pixels to line up for all the browsers, but its a rush to put in www.mysite.com and have it actually read from your computer across the web
>>
>>124727262
>tfw mediocre skills in everything
in what exactly?
>>
>>124728023
everything.
programming
sewing
cooking
shooting
walking
etc
>>
File: 2015-12-09_03-54-44.png (219KB, 981x714px) Image search: [Google] [Yandex] [Bing]
2015-12-09_03-54-44.png
219KB, 981x714px
3D is hard

guess i'll have to fix that nose sooner or later
>>
>>124724667
Get OBS instead
>>
>>124724667
>>124724463
Use fraps
>>
>>124727302
I swear, the only thing that Unity haven't fucked up in the 5.x releases are the new audio tools. They must have lucked out or something because they're the only thing in 5.x that's actually pretty fucking good.
>>
>>124727508
Use OBS and record at 60 FPS, then use WebM for bakas to convert, I've never had any problem with it.
If your game is locked to 30 FPS it might be easier to just kill yourself.
>>
Which screen resolution should I use for pixelart game?
>>
>>124729240

1920x1080
>>
>>124729240
320x180 and then scale up from there
>>
I'm gonna implement a crafting system, but i'm not sure how.

I could have a list of craftable items and the materials needed as a GUI, but then it doesn't feel as the player is actually making the item.

I thought it would be better if the player actually combined the items themselves by dragging them somewhere, but this way combinations can not work, and i don't want the player wasting his time experimenting. He would eventually search on the internet.

I thought about recipes which tell you what combination produces a certain item, but i'm not sure if all recipes will be available always, or if they must be unlocked.

If they must be unlocked, should i make crafting an item which it's recipe is still locked possible or impossible?

Any ideas?
>>
>>124728190
you're shit because you are lazy stop being lazy or live the rest of your life a loser
>>
>>124727262
You might as well kill yourself if you're 26 and you're still playing the victim and not doing anything to become better at anything.
>>
>>124729240
256x224
>>
>>124728190
then lowball on your program skills and learn webdev with django/rails/angularjs
>>
>>124729240
530x520
>>
Would it be realistic to look for an amateur visual designer to dev with, or should I bite the bullet and hire one for a couple days? Budget couldn't be more than like $200 which I know won't go far, but a pro should be able to come up with SOMETHING for a days work
>>
>>124730697
why.png
>>
>>124730891
>amateur visual designer
whats that
>>
>>124730891
Go for a chink. First worlders are entitled little bitches that will make you a stick figure with your budget because they weren't "inspired" and you have no right to complain.
>>
>>124731172
for 200$ he could bargain with low-mid tier guys
>>
>>124730957
it's the best starting point if you're targeting 53x52
>>
File: 2015-12-08-1743-24.webm (3MB, 1024x768px) Image search: [Google] [Yandex] [Bing]
2015-12-08-1743-24.webm
3MB, 1024x768px
We all start somewhere
>>
>>124731609
Looks pretty vidya
>>
why did arikadodev leave?
>>
>>124732092
Couldn't handle the bants
>>
>>124732092
bullies
>>
Anyone want to code a Final fight beat em up for me? I have art skills and the basic layout of what I want but coding eludes me as part of my skillset.
>>
>>124730891
>budget of 200
That maybe will get you a character
>>
Progress: Finished my animation system. Still no gf.
>>
>>124704921
So you're going to move the camera around by (some integer) tiles at a time?

Otherwise you might try setting a size for the tiles, and drawing them to the screen via SpriteBatch and/or ShapeRenderer
>>
>>124732092
steamchat bullied him until he left
>>
>>124732092
He didn't trust us enough to believe we were just messing with him
>>
>>124732413
I don't know, I would design a lot for $200 if he was specific about what he wanted, but wasn't too picky and didn't require a million revisions. But besides the stuff I've done for my game, I don't have a portfolio, so –
>>
>>124732410
post art
>>
>>124733103
post art
>>
>>124729621
Can somebody give me any ideas?
>>
progress:
i decided to discard half of the work i've done these past few days because it wasn't up to snuff and now i'm trying to come up with something better. so far, i've taken 2 showers in an effort to tackle the problem head on but nothing is happening. i'm afraid that if i want to overcome this hurdle, i'll ultimately have to resort to ecstasy.

yours truly
anonymous
>>
>>124733439
no fuck you
>>
File: citizen.png (2KB, 144x147px) Image search: [Google] [Yandex] [Bing]
citizen.png
2KB, 144x147px
I have a question or two.

So, as I continue development, I notice that my amount of global variables gets higher and higher. I try to make sure these are things that need to be called on at almost all times - If items are obtained, statuses with people, strings to be stored in the command prompt, that sort of thing. The list is getting rather large, despite my efforts to keep it trimmed.

How far can I go with this before it starts becoming a problem? I worry about getting to a certain point in development and realizing that it's starting to impact performance because too much information is being stored.

In the same vein, I'd like to keep a lot of my rooms persistent; seeing as the world is more or less supposed to be entirely persistent. Items dropped will remain there until picked up, ect. How far can I go with this before I start running into the issue above?

With what I have now, the game runs at about 2000 FPS and uses ~120mb of ram.

Are there any techniques I can remember to keep shit as optimized as possible in a persistent world game?
>>
>>124733823
>so far, i've taken 2 showers in an effort to tackle the problem head on
kek

>>124729621
dont require a recipe to be unlocked

>>124733103
I wouldn't go for an aggydaggy dev if I was paying for it. But what I'm trying to get is a holistic aesthetic, so when someone says Deus Ex Human Revolution, you instantly think about the pissfilter and triangles. It just seems like theres all these cool desktop wallpapers out there that would make a cool overall look to a game, but how does a person go about getting that put into game format
>>
File: 1335724397914.jpg (59KB, 337x367px) Image search: [Google] [Yandex] [Bing]
1335724397914.jpg
59KB, 337x367px
>>124734176
>global variables
ooooohhhhhhh boy
>>
>>124733958
then how are us programmers supposed to know if you're worth our time?
>>
>>124734176
Loading one song into memory will use up 100x what you're worried about
>>
>>124734176
>global variables

I bet you use singletons too.
>>
>>124734335
what would you do in place of global variables?
>>
>>124734674
I would make them not global, duh. Why do you need globals anyway?
>>
>>124734782
so you don't have to change one value in 100 different places, bub
>>
>>124734674
by building a proper inheritance tree and loosely coupling your classes
>>
>>124735037
what if I'm making a game in c
>>
>>124735000
but you can avoid that just fine without globals, mate.

Also, check'd
>>
>>124735226
but >>124735208
>>
>>124735365
oh, I'm more on a C++ front so.... yeeeaaaahhhh, really dunno how to help ya, there.

I'm used to OOP, so it's not a problem, for me. I don't know how it would pan out in the good-old C way...
>>
>>124734176
>global variables
You keep using that word. I hope it doesn't mean what I think it means.
>>
>>124734674
Create a singleton and put all your globals inside it. It's the perfect crime.
>>
>>124735867
you sick fuck
>>
Just wondering if any of you nerds have your game on steam, and if you do could you tell me if you can delete unfavorable reviews?
>>
give me one idea for a simple mobile game centered about cos and sin (baby trigo) that isn't a shmup.
>>
>>124736051
if you could delete unfavourable reviews, every game would be a 10/10
>>
>>124722797
no : (
>>
>>124736273
i wish they would delete the friend reviews which are always super cringworthy
>>
>>124736154
snake game with one button;

if button pressed
> move in circle, clockwise

else
> move in sin wave angled off the circle
>>
>>124736154
How about a.. slice em up.. where you rotate the character around a focus point?

>>124736051
That's a really good way to make you look like a complete tool. Not something you want unles you're some kind of SJW-gamedev hybrid scumbag fuckhead.
>>
>>124734176
Variable optimization is a meme. Unless you are making software with millions of lines of code it's irrelevant. Stuff that's called every frame is all you should care about.
>>
>>124736051
kill yourself
>>
>>124736051
don't release bad games m8
>>
> want to set up a building placement grid that can be used for roads, farms and so on
> it has to scale with mouse drag
> "ha this is gonna be extremely easy. 10min work tops"

Boy, did it look simple 2 hours ago.
>>
>>124736649
>>124734408
I'll keep that in mind, thanks. I still want to keep things as trimmed as reasonably possible for a shitcoder like myself, but it's good to know.
>>
File: 1442085256792.png (516KB, 853x720px) Image search: [Google] [Yandex] [Bing]
1442085256792.png
516KB, 853x720px
>>124735208
Do whatever you want, just be careful with making everything global
Use more heap allocation and static variables
There shouldn't be a whole lot of need for global variables being accessed in a bunch of different files
It sounds like you've got some ridiculous, reinforced coupling going on
Eventually it'll just become a bitch to change anything since it's being accessed by everything
>>
>>124727262
you are not alone
but also this >>124730304
get started now
>>
>>124736556
>>124736603
how bout a ballistic canon game?
>>
File: soy.png (141KB, 405x474px) Image search: [Google] [Yandex] [Bing]
soy.png
141KB, 405x474px
watching totalbiscuit's podcast reminds me of how much I hate game reviewer's ideas of what makes a good game
makes me want to dev something out of anger
>>
>>124736051
The fuck is the point of reviews of your product if you can censor negative opinion?
>>
>>124736936
i've done that, it's actually pretty easy

-raycast from camera to mouse
-if you click on an object, save wherever your raycast hits + offset to position your object properly in a vector
-round the vector down to whatever your grid is i.e, if you grid is 1x1 and your vector is 50.2, 51,4, make it 50,51
>>
>>124737539
what are their ideas?
>>
What do you guys think about black&white silhouette-graphics as in Limbo, for example. Lazy? Viable? It sure would save a lot of time for a solo dev.
>>
>>124737539
what were some of the specific things that triggered you?
>>
>>124737865
it's mostly the contradictions
"gameplay is all the matters, but I'm going to disregard this because it looks bad"
"I hate the elder scrolls because they're too big and don't give me direction, but witcher 3 10/10 best game ever"
>>
>>124737864
They look bad and lazy and gives this this "i put no effort to my game" feel to it.
>>
>>124737864
it's going to look lazy to the consumer since it has been done so many times before
>>
>>124736051
It baffles me that anyone would think to do this. There are devs on greenlight that STILL delete negative comments, like that'll possibly end well. Honestly, what are people thinking?
>>
>>124737718
Hmm maybe i'm understanding something wrong, but I have all of those. Have building selection up and running and building placement aswell.

I also set up the grid to be

"...Vector3(Mathf.Round(currentPos.x / grid_scale) * grid_scale..." etc etc, which lets me build and move objects on my defined "grid".

What i'm having trouble with is a selection box and a dynamic building grid.

For example I want to build a farm, which can be any size from a specific minimum to a maximum on both the X and Y axis. So, whenever I select to build the farm and move my mouse, the building grid snaps slowly in increments. so it starts as a size of (1,1), then it can go to (1,2), (2,2), or whatever size, basically the starting point is your mouse click position and the end point corner is where you're dragging your mouse. So it can be (2,8), (5,1) and so on.

Same for a selection box that follows the terrain. Getting it to follow the curvature of the terrain isn't the hard part, that's very easy, but for some weird reason I can't get the actual GRID/BOX to be created and scale properly based on mouse drag.
>>
>>124738268
>>124738265
I agree with these guys, but would like to add that the reason Limbo made it work is because it added other stylistic things, like ragdoll physics and visual effects that really tied the look together.

So if you know you can pull it off, go for it. But you probably can't.
>>
File: 2015-12-08-1850-34.webm (3MB, 1024x768px) Image search: [Google] [Yandex] [Bing]
2015-12-08-1850-34.webm
3MB, 1024x768px
>>124731609

some bullet testing, shit's pretty yo.
>>
File: 2015-12-08-1850-342.webm (3MB, 1024x768px) Image search: [Google] [Yandex] [Bing]
2015-12-08-1850-342.webm
3MB, 1024x768px
>>124738661
>>
is OOP that useful in Unity? I keep watching those tutorials about polymorphism and shit but I never end up in a situation where I need those things so I forget what they do.

Right now I know how to use coroutines properly and static/public things too but what are some other useful things?
>>
>>124738925
Hmm, I think you need a different hobby.
>>
>>124738925
OOP is a meme.
>>
>>124738925
You need to start thinking in classes, instead of the usual iterative programming you currently think in. Once you start thinking of things in terms of classes, data structures and patterns, the amount you can do will increase exponentially.
>>
added an enemy
this was completely unintended, but it gets stuck on the player's upper torso and I don't hate the idea
>>
File: steven.jpg (53KB, 640x640px) Image search: [Google] [Yandex] [Bing]
steven.jpg
53KB, 640x640px
Be a magician.
>>
>>124740425
imagine if you applied this persistence to deving
someone here could actually have made a game by now
>>
>>124738473
>>124736273
>>124736603
>>124737609
I was asking if its possible not the ethics of it. Someone on /v/ was complaining that his reviews are deleted by the devs. But as far as I can tell devs can only report reviews as abusive or spam, not delete them. I was hoping one of you would have had some experience in this matter and knew of the process.
>>124736924
>implying i make games at all.
>>
post ur 3d models
>>
File: dwqe.jpg (17KB, 752x458px) Image search: [Google] [Yandex] [Bing]
dwqe.jpg
17KB, 752x458px
>>124740882
flatlander here
>>
File: dantheimplighttest.gif (787KB, 768x995px) Image search: [Google] [Yandex] [Bing]
dantheimplighttest.gif
787KB, 768x995px
Should I make a death animation or enemies/obstacles first?
>>
File: anim2.webm (1MB, 700x407px) Image search: [Google] [Yandex] [Bing]
anim2.webm
1MB, 700x407px
>>124740882
>>
>banned from steam group
>now want to be dev
>can't be recognized by the council of agdg devs

hhhahhaaaahhaa
>>
>>124741076

if you made the levels small, gave the players a grace period during which they are to scout and memorize the level before you let them move and then have them do the level in complete darkness, you'd have an interesting spin on the platformer genre
>>
>>124741703
Thanks for the input! I actually really like that idea. I have a few other ideas for types of stages, all based on light, do you mind if I use that idea for a type of stage?
>>
Anyone ever had a problem with playing music in SDL2 and C++?
When my song starts, sometimes it will start immediately, or other times it will be quiet for a seconds and skip a little bit of the song, most of the time it just makes a weird noises then plays like normal.
>>
>>124741960
you can do w/e you want m8
>>
>>124708309
Times like this make me wish I could just use UE4
>>
>>124741117

aahhh, wtf, or as some say, wtfm8
>>
>>124708309
I Love Unityâ„¢
>>
>>124742740
Check frequency and buffer sizes you setup.
>>
File: 8FmaDp7.jpg (145KB, 800x534px) Image search: [Google] [Yandex] [Bing]
8FmaDp7.jpg
145KB, 800x534px
Okay, you know what? FUCK everything. Fuck this, and fuck that, and fuck you. Fuck programming and fuck pointers and fuck memory management.
How the FUCK do I get a pointer to this FUCKING SHIT?

CHAR_INFO ci[WINDOW_HEIGHT][WINDOW_WIDTH] = {0};
>>
>>124742740
Do you load the music on play or do you pre-load it first?
If you load on demand, there might be variable delays in loading the file. In one game I had, loading 5 music files could take up to 10 seconds, never knew why
>>
File: coop.webm (1MB, 800x450px) Image search: [Google] [Yandex] [Bing]
coop.webm
1MB, 800x450px
CO-OP IS IN
>>
File: code.png (6KB, 658x110px) Image search: [Google] [Yandex] [Bing]
code.png
6KB, 658x110px
>>124744076
This is how I'm starting SDL_Mixer.
I load the song file in and save it as a Mix_Music pointer, then play it by calling Mix_PlayMusic.
>>
>>124744292
&ci

Though you should use C++'s GSL's array_view :S
>>
>>124744406
rad!
>>
how do you get somewhere as a music person

does giving people here your music actually help (other than for the obvious practice)?
>>
>>124744406
Oh boy I love Zelda!
>>
>>124744406
looks fun!
>>
I tried too hard to make it fancy and now it's a fucking mess
>>
>>124744462
Check that the frequency is the same as the file being played, then try fiddling with the buffer size. Then, finally, try restarting your computer. Then stop using namespace std;
>>
>>124744406
Goddamn this looks cool. Those sprites look exactly the kind of thing I had in mind for muh dream game.
>>
>>124744560
mindblowing advice i know

make good music and understand that good means different things for different people
>>
>>124744489
Thanks
>>
>>124744989
He didn't make them himself. He bought them. Those tiles are stolen from LTTP.
>>
>>124745207
ok thats alot easier than i thought then

I even make non chiptunes
>>
should i mopdel some shitty low poly hair for my character or can it be made better using the engine?
>>
>>124745438
What the fuck, why would you buy sprites?

Either way im stealing that knight design.
>>
>>124744958
Thanks anon. The song file's frequency was 44100Hz. I changed the 22050 to 44100 and now it works much better.
>>
File: garage.jpg (137KB, 1186x798px) Image search: [Google] [Yandex] [Bing]
garage.jpg
137KB, 1186x798px
Working on a Mech game, it's probably going to be a turn based SRPG like Front Mission.

I got the mech-creation down, a unit is made up of multiple parts: head, body, R-arm, L-arm, legs, generator, R-weapon, L-weapon and a back-unit/special weapon and every part is again made up of 8 Attributes(ID, Name, type, weight etc). All data is extracted from text-files which can be easily expanded, so the sky is the limit.

However now I am wondering before I move on should I add more part-types? I am not an artist so I guess the hook of my game is going to be the mech building but I am kind of afraid of turning it into a chore by adding too many parts that have to be switched/upgraded all the time.

Well anyway, possible Idea for more parts: split the body-parts into Frames and Armor, the frames would be the bones and muscles while the Armor would be the skin of the mech.
>heavy head frame+light head armor
Too autistic?
>>
>>124744406
There's something going on with the movement that i really like, but i don't know exactly what.

I think it's the camera lerp, the characters bouncing when walking, and their smoothness.

Looks really professional. well done.
>>
File: 1446705465703.jpg (21KB, 576x432px) Image search: [Google] [Yandex] [Bing]
1446705465703.jpg
21KB, 576x432px
>>124744406
>co-op
>they are fighting each other
>>
>>124746597
Seems about right
>>
File: MIXELS.jpg (154KB, 904x660px) Image search: [Google] [Yandex] [Bing]
MIXELS.jpg
154KB, 904x660px
>>124744406
>mixels
lmao
>>
File: the virgin clover.jpg (223KB, 1628x1080px) Image search: [Google] [Yandex] [Bing]
the virgin clover.jpg
223KB, 1628x1080px
Are you releasing your game on the new Virgin console?
>>
>>124747221
Isnt the point of limiting your resolution to avoid learning how to draw?
>>
3D dev here. Can someone explain mixels to me?
Isn't a big pixel just a bunch of smaller ones?
>>
>>124747615
>4 controllers
>2 ports

>>124747658
(good) pixel art is actually harder than (good) full res art
>>
>>124747658
some people really enjoy pixel art and their art skills are besides the point.
>>
>>124747768
>4 controllers
>2 ports

What is the PlayStation 3?
>>
is there a dating site for yesdevs?
>>
>>124747862
okcupid
just set the filter to only show females with the "a bit extra" body type and a sexual preference other than "straight"
>>
>>124747862
yeah you enter the lottery and get a chance to date vine
>>
>>124740775
Let me translate that for you, "I called the developers niggershitcuntwaffle fat faggot cunts and called for their public beheading, and steam banned my review".
>>
>>124746597
Co-op with friendly fire**

>>124747221
No mixels here other than the life bar that's pretty much just for debug right now
>>
File: jobcher.jpg (44KB, 456x394px) Image search: [Google] [Yandex] [Bing]
jobcher.jpg
44KB, 456x394px
The line between a Boss and a Miniboss is undefined.
>>
>>124747658
Of course. All pixel art is ugly.
>>
>>124747960
If this is a tranny joke, wouldn't the transperson/trap set his/her profile to straight if s/he was into guys?
>>
>>124747715
mixed size pixels
>>
>>124747768
>(good) pixel art is actually harder than (good) full res art


>This is what pixelshits actually believe
>>
>>124748332
listen man youre not gonna fool me with your depraved gender mathematics

not this time
>>
>>124748164
A miniboss is tiny.
>>
>>124748182
I can't even understand what half of those things are
>>
My music files are in .mp3 format. Is that okay? I see a bunch of games use .ogg, should I convert it?
>>
>>124747768
Maybe from a technical standpoint, but it's a hell of a lot easier to craft an image pixel by pixel and have it look decent than it is to hand-draw an image and have it look decent with the same amount of skill in both fields.
I've drawn on my tablet PC a few times, and the amount of times I'd have to hit undo and draw a line again to get it to look right drove me nuts. You can't just do it more slowly because the speed at which you draw can affect how the line looks.
That doesn't happen when making an image a few pixels at a time, though.
>>
>>124748182
>7th one
Invisible dildo covered with a blanket?
>>
>>124748336
How the fuck can you have mixed size pixels though.
A big pixel is just made of smaller ones.
>>
>>124748484
Videogame idea you where the boss all along. All the boxes where your minibosses
>>
>>124748586
It's clearly a thong.
>>
>2 months into initial game prototype
>realize I have virtually no gameplay just controls, art and juice

Gamedev is hard as shit how am I supposed to do game design?
>>
>>124748471
I don't get it.
>>
>>124748750
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
>>
>>124748607
Are you actually retarded or are you just pretending?
>>
>>124748458
>transmitting information is easier if you have less bytes to put your message on

>this is what literal retards actually believe
>>
>>124748750
What kind of game?
>>
>>124748528
to me it seems like.
Slime, brain. skull. hat with stone, hat, sword, thong, bag with blood, seed, yarn, cactus, eye
milk tank, cheese, snek, tentacle, egg, ring, flower, shell, coins
>>
>>124748607
They're not literally mixed size pixels, it's about relative resolution. By having one thing on the screen made out of pixels of one size, and then having another thing on the screen made out of 2x2 blocks of pixels such that each block looks like one large pixel, you end up with two objects at two different resolutions within the same game, and it looks like shit. For example, in >>124747221, the resolution of the key looks to be roughly half that of the hammer next to "craft."
Granted, most normies won't care about mixels, or even recognize that they're a thing. But that doesn't mean it's not still a shitty and lazy thing to do.
>>
What are some easy-to-model 3D styles?

Besides voxel minecraft shit.
>>
>>124749162
It does look bad
>>
File: maxresdefault.jpg (73KB, 1280x720px) Image search: [Google] [Yandex] [Bing]
maxresdefault.jpg
73KB, 1280x720px
>>124749252
>>
>>124749252
ps1 spyro type of art

you would still need good painting skills to make it appealing in 2015 or simply use toon shader
>>
File: dwaewd.jpg (9KB, 185x23px) Image search: [Google] [Yandex] [Bing]
dwaewd.jpg
9KB, 185x23px
chinese people would love to print my function names onto their shirts
>>
>>124749252
Chibby low poly?
>>
>>124749162
>Granted, most normies won't care about mixels, or even recognize that they're a thing.
yeah they don't understand WHY, but a game without a cohesive artstyle won't ever win "best graphics" in their personal GOTY lists.
>>
>>124728191
looking bretty good anon.
>>
As someone with no knowledge of webdev, what's my best option for having a simple website for my game with my own domain?

I don't want to actually host any game files there and I already have a tumblr and shit.
>>
>>124749609
http://www.w3schools.com/bootstrap/bootstrap_theme_company.asp
>>
>>124749609
neocities
>>
>>124748916
>>124748458
A B S O L U T E L Y B T F O
>>
>>124749560
>>124749474
>>124749396
Thanks for the suggestions. My game is horror based so I fear chibi styles will ruin the vibes. Some dark Spyro shit seems neat though
>>
>>124749604
It's just a tutorial
>>
>>124748458
>>124748916
rekt
>>
>>124749862
I would still go with chibby. Maybe make a mock horror game
>>
>>124750112
I mean look at yume Nikki
>>
>>124749876
Your point?
All learning makes you better
>>
File: 2PIE6g1.jpg (57KB, 600x450px) Image search: [Google] [Yandex] [Bing]
2PIE6g1.jpg
57KB, 600x450px
Any C++ wizards here?
I stumbled upon a pretty weird thing:

In my code, I was accessing a 2d array of structs with the -> operator from inside a class, as I usually (based on SO and C++ specs) should. This caused an error that (to me) seemed absolutely inexplicable. I started getting an access violation error after writing to the second row of the array. The array was way bigger than that, plus I could access the first elements just fine.

After some debugging I found that I actually couldn't even point to the second column of the array; any row/column combinations resulted in just accessing the first column, just changing the row.

After Googling a bit I found that (*variable). should be IDENTICAL to variable-> , and decided to try it, because I ran out of ideas. This seemed to fix everything, and now it works.
Could anyone explain how this is possible?
>>
>>124750496
You could have let people know that you where following a tutorial instead of playing dumb, that's my point
>>
>>124750501
Pastebin code
Paste errors
>>
>>124749827
>>124750059
>>124748916

pixelshitter samefag
>>
>>124748916
pixel art is easy because limiting yourself to a small amount of pixels also means you're limiting yourself to a small amount of details and much less work. that's why pixel art is so popular among beginners; the more pixels, the more details and the quicker you'll be exposed as a bad artist.

pixel art is piss easy compared to high res art.
>>
File: 1394042722037.gif (977KB, 500x281px) Image search: [Google] [Yandex] [Bing]
1394042722037.gif
977KB, 500x281px
>>124750768
Im not the guy, I was just saying that all learning is learning, stop being a sperg.
>>
>>124751224
i dont disagree with this and thats not what i complained about, stop being disingenuous
>>
>>124751369
>I'm not the guy

Did you even read my post you moron?
How am I being disingenuous if it wasnt me that posted the model?
>>
>>124751556
you are acusing me of complaining about something i never complained about, putting words in my mouth
if someone posts a tutorial here i wont oppose it but if he does no mention its a tutorial i will mstep in and say this is a tutorial
>>
File: 1348180448429.gif (2MB, 236x224px) Image search: [Google] [Yandex] [Bing]
1348180448429.gif
2MB, 236x224px
>time manipulation made it to the final round of ludum

the only theme possibly worse would be gravity manipulation. literally 90% of the games would be generic platformers with time rewind mechanics
>>
>>124750501
What kind of arrays are you using? STL or C?
>>
>>124751902
>literally 90% of the games would be generic platformers with time rewind mechanics
It's your time to shine, then, anon
be the 10%
>>
>>124752148
this, make your game about time going faster and jumping to the futue
>>
>>124750501
I fucking love this picture
>>
>>124750792
http://hastebin.com/acayiyemob.cpp
No output errors, just those "Access violation" thingies.

>>124752038
Nigga I don't know what that means. See the link above, if you're interested.

>>124752287
Me too
>>
I don't understand how there are people who cannot into art at all, who know it, and who still somehow try to art.

Why fuckin bother? Just be humble and make something minimalistic. Because if you don't, your game will litteraly look worse the more you try to add details.
>>
>>124742740
wow, vintage
>>
>>124752498
Because if you don't try, you won't make it anywhere. As long as they try to improve and respond well to criticism, I don't see a point in disparaging them.

I don't think that it'd be smart to leave the final game with "You tried" assets, but it's nice to at least do the best you can.
>>
>>124752498
what is learning
what is effort
unless you are talking about people unwilling to learn and put efffort then i agree, why add some shitty assets when you can buy better for cheap?
>>
>>124751902
>not remaking oracle of ages
>>
>>124751902
>90% of the games would be generic platformers
So? It's not like 90% of the ludum games are not generic platformers to begin with anyway.
>>
>>124750968
shh no tears
>>
anyone else hates youtubers?
>im going to make a video of me playing a game from start to finish and not share any of the money i make because its my right
>if you compolain i will send you my army of retards to destroy you
>i know jack shit about any aspect of deving yet im entitled everything i think is a mistake
>>
>>124752498
>Why fuckin bother? Just be humble and make something minimalistic.
I don't bother at all and just use cubes or stolen assets. Helped me getting on the progress train again.

And I suggest coders to do the same. Don't post it though.
>>
>>124753662
>disliking first amendment rights
>>
>>124753798
>stealing assets
thats ok i will steal your game
>>
>>124753954
You can't steal the game if I don't post it baka.
>>
File: ui.png (120KB, 834x508px) Image search: [Google] [Yandex] [Bing]
ui.png
120KB, 834x508px
Gave the game some basic UI - speed and distance, plus overheating represented by that almost depleted white line in the middle.
It's almost demo time, core loop of the game is nearly complete.
>>
>>124754075
you cant steal what doesnt exist anyways
people like you get find out all the time, not that you will ever gain enough notoriety for it tho
>>
>>124753662
no I think everyone is entitled to their opinion, even if they don't understand game development they're players, and if a video is a portion big enough of your game experience to warrant a share of the profits it's probably a shit game
>>
File: tomb.gif (685KB, 540x300px) Image search: [Google] [Yandex] [Bing]
tomb.gif
685KB, 540x300px
How do you guys feel about this mc?

I dont think it looks like gwyn anymore. I think it mainly had to do with the thick eyebrows.
Also I made the colors more saturated.
>>
gibe ideas for a loading icon please

Black/white, non specific theme.
>>
>>124751205
I agree with you, though I still think good pixel art looks much nicer than good traditional 2D art.
>>
>>124754539
nice titties
>>
>>124724667
what keeps you from just climbing up the wall when you start and skipping all the bullshit jumping puzzles
>>
>>124754314
any story driven game is shit then
>>
>>124754271
To be that aggressive and angry you must be an artist.
>>
File: Untitledlevel 22.jpg (63KB, 676x410px) Image search: [Google] [Yandex] [Bing]
Untitledlevel 22.jpg
63KB, 676x410px
level design i drew with a mouse
>>
how do i make a 3d plataformer sidescrolling level?
>>
File: moterbike.png (154KB, 378x416px) Image search: [Google] [Yandex] [Bing]
moterbike.png
154KB, 378x416px
It's been a couple of months but I'm going to make fucking progress. Then I'll post it on here tomorrow and let you guys tear my shit apart or ignore me.
>>
>>124754675
Probably this.
>>
>>124754698
blender artist, you cant steal my models from pictures silly boy
>>
>>124754563
larger black circle bumping into a small white one repeatedly and vigorously
>>
>>124751205
that's the opposite for me
the less pixels i have to more optical illusion i have to create
but i still can't setup a proper canvas for pixel art
>>
>no one replies to your progress
Why even bother posting here? It makes more sense to just not post if I'll get no feedback.
>>
>>124755296
You have to get better and better so people will pay more attention to your work.
>>
>>124754172
Looks nice. I'd change the font though.
>>
>>124755296
I already fucking told you but you never listen to me.
If you want constructive feedback :
- tumblr
- twitter
- reddit
- tigsource
>>
>>124754539
it's ok. green pants and a yellow sweater are kinda weird. dont really like the big coin slot eyes. they look empty. the hair is cool, but can you make it more than 1 pixel thick?
>>
non bullet/melee weapon damage is now effected by skills finally
>>
>>124755560
Shes Brazilian.
>>
>>124753662
If they don't link to my game's page on the description then yea, if they do link then they're doing their job properly and I don't care.
>>
>>124752710
i was studying with this nigga at school, all he did was drawing in his notebook, he got to a decent level and probably could make a living if he persisted
>>
>>124755524
People saying they like your stuff so that people see the link to their game in their signature isn't constructive feedback.

Good constructive feedback will always require you to step out of the hugbox comfort zone. People in those communities aren't keen on that, because their own reputations are at stake.

Sure, it's a generalization, but so is saying that 4chan is all negativity.
>>
>>124755508
I'm already better than 90% of devs here.
>>
File: shiny.jpg (134KB, 1004x555px) Image search: [Google] [Yandex] [Bing]
shiny.jpg
134KB, 1004x555px
>>124702636
Nope, but I am.
>>
>>124755576
while your coding was always above average, the graphics are not all that appealing to me. I'd subjectively say it's ugly. pains me to say this since I know how much effort you put into it by this point

best I can wish you is that some players like this style.
>>
>>124755524

>reddit
>twitter

That's where you get ignored. Everyone else is trying to shill their game and don't give a shit about giving you good critcism.

And Tumblr? Why? There's no comments on that site you only get likes.
>>
File: tomb.gif (246KB, 540x300px) Image search: [Google] [Yandex] [Bing]
tomb.gif
246KB, 540x300px
>>124754636
thx

>>124755560
yes I can make it thicker but it just looks like a rope instead of hair.
>>
File: fisherman.gif (2MB, 1019x760px) Image search: [Google] [Yandex] [Bing]
fisherman.gif
2MB, 1019x760px
new enemy. sorry for disappearing for a month or two I got kinda demotivated by school 'n shit
>>
>>124755969
whats the texture size
>>
whats the difference between smooth vertex and smooth modifier?
>>
>>124756042
Make it thinner at the base or at the tip
I'm also not super keen on the big eyes, that or move the "front eye" one pixel forward.
>>
>>124756062
256x256, just a placeholder I grabbed offa google to try out various ways to do terrain shading

some 2k textures should look a lot nicer on there
>>
>>124756042
i think adding text, or some cute annotations will be nice
i know u haven't got to that part yet but im just throwing it out there

>>124756123
there are no such things
>>
>>124755917
wich one is your game?
>>
>>124752480
You really should learn the language basics before you try to make a game. Don't use arrays, that shit is so 1999.
>>
File: LevelDesign0000.png (1MB, 1056x894px) Image search: [Google] [Yandex] [Bing]
LevelDesign0000.png
1MB, 1056x894px
Some shots of the level design. I like how it's shaping up, generally. A lot of the work is trying to make memorable areas, so that people feel more oriented as they navigate it.

The general principle of the level design, is that the more you explore the world, the more you can open it up, thus allowing you to explore more. But this is very dependent on having the difficulty tuned just right so that it is meaningful, and relieving, when you open a shortcut. That part is very hard.
>>
>>124755875
>Good constructive feedback will always require you to step out of the hugbox comfort zone
That's the shit I love to hear coming from this place. You guys try to justify your negativity and people are actually falling for this.

Why do you think that so many yesdev has left this horrible place? Get a fucking clue.
>>
File: 1436660530084.png (121KB, 694x801px) Image search: [Google] [Yandex] [Bing]
1436660530084.png
121KB, 694x801px
>>124756327

>don't use arrays
>>
>>124754539
looks like a turban on its head.
>>
>>124756049
welcome back.
paint the walls already

it's crucial to tell the fog of war apart form actual walls

as far as enemies go, you're good to go forward and sketch out on paper levels.

also think up background lore

>>124756385
I believe in you anon!
>>
>>124755917
Oh sorry, then just make sure you game attracts attention.
>>
>>124756472
Use a vector faggot.
>>
>>124755875
I have to agree with >>124756415. I used to think like you but lately I've been noticing there's really not a lot of constructive feedback. People who post progress almost never get actual proper feedback. It's just random answers or the guy who hates some random bullshit, like RNG, and he keeps telling you that your game shouldn't have random elements in it.
>>
>>124756415
its just that no one calling out the "its shit" guys and its making me believe there is a shitposting circle that got eachother backs
>>
>>124756415
Are you fucking retarded?

You literally cannot give constructive feedback without saying that something isn't good enough. People don't always like to hear what they need to hear, especially in those sorts of communities where everybody has a name.
>>
>>124756602
background lore is done lol
>>
>>124756642
>using a vector type for non-vector data
>>
>>124756049
cool grapple enemy
>>
>>124756701
What is non-vector data?
>>
>>124756602
i just said "background lore is done lol" and left it at that. I'm sorry I'm tired

You are completely right about the walls and that is what I'm working on literally right now thank you
>>
>>124756701
Don't be pedantic.
>>
What will you buy with all your videogame profits? Me? A big mac
>>
File: Untitled.png (7KB, 392x532px) Image search: [Google] [Yandex] [Bing]
Untitled.png
7KB, 392x532px
>>124756226
like this? i added a little eyebrow

>>124756254
text for what?
>>
>>124756049
ugly programmer art but still looks like it has potential. dont give up bro.
>>
>>124756672
its not that, sometimes newdevs come post here and suddenly 1 or more guys try to prey on their game until they leave
>>
>>124756912
what i meant was when she hits a wall or get hurt she goes like "ouch" or falling into slime and saying "yuck"

she is so cute
>>
>>124757005
This has nothing to do with that topic at hand.

And I'm not going to deny that there are shitters on 4chan. But the great thing about 4chan is that you get unfiltered opinions, whereas on communities like TIG or Reddit people will hold back on certain things, even if they need to be said, to avoid harming their repuation.

Filter out the bad, listen to the good. Better than having nothing at all.
>>
>>124757005
i dont think that has ever happened unless the dev was being a dickhead.
>>
File: 9780811877824.jpg (43KB, 400x430px) Image search: [Google] [Yandex] [Bing]
9780811877824.jpg
43KB, 400x430px
>>124756836
atta boy

I'm also tired, goodnight agdg
>>
>>124755296
>agdg has not constructive feedback
Excuse me but this general literally taught me how to make a head on blender just today, maybe it's you who doesn't know how to ask for help
>>
File: asdf.webm (104KB, 480x128px) Image search: [Google] [Yandex] [Bing]
asdf.webm
104KB, 480x128px
>>124756701
behold
>>
>>124752480
You're reading at index i+1, so you'll read out of bounds.
>>
>>124757251
across the vastness of space, keks where had
>>
Hi Guys,

I was wondering is it easier to get started in Unreal or Unity?

I was looking more at unity. But, I heard that Unreal is more powerful with better shaders like it has better PBR shaders.

Does Unreal do PBR?
What is better for procedural generations?
Can you get rid of the made in unity look?
Is C++ in unreal engine impossible to understand?
>>
>>124751902
Personally I'd like to see more games where you can use past versions of yourself to assist you.
Gateways and Super Time Force Ultra are the only two that come to mind.
>>
>>124756912
Yeah bud, that looks 100x better.
>>
>>124756642
>need 10001 quads
>vector initialized to 10000
>doubles memory needed to 20000 freezing your game and crashing it on slower computers
idiot
>>
>>124757535
>Can you get rid of the made in unity look?
I recently found out Endless Space was made in Unity and I didn't see it the first time I played that game, so I guess you can. But that game has some nice aesthetics.
>>
>>124754539
It's not as good as the rectangle.
>>
>>124756385
what are you using to mak gam?
>>
>>124757535
could people actually tell that ori and the blind forest was made in unity?
>>
>>124757535
unity is easy to get in to for noobs and the workflow is nice but it looks like shit and is bloated as fuck and slow

ue4 is pretty and a lot more optimized for 3d games but scripting in it is a nightmare and you either need to learn the engine inside out or use the blueprinting thing (which i guess isn't so bad unless you come from a coding background)
>>
>>124757578
>use array
>can't change size lol

It's not like vector is the only container available.
>>
>>124758046
>having mutable state
>>
>>124757578
>what is resize()
>20000 elements vs. 10000 elements crashes your game
>>
>>124758046
>have to reinitialize the array

>>124758123
ah the benefits of using unity!
>>
>>124757789
Written with phaser, levels with Tiled
>>
>>124757793
by the unity logo in the credits, sure
>>
>>124758123
Er, reserve.
>>
>>124758246
>reserve 20000 elements
>need 20001
>use 40000 worth of memory
ayyyy
>>
>>124758360
I can see where this is going.
>>
>>124758360
So what's your point?
>>
>>124758460
>reserve 40000 elements
>need 40001
>use 80000 worth of memery
>>
>>124758201
so you wouldn't recommend paser?
some other anon made a game in pixi.js and had shit performance too.
Is jsgamedev doomed?
>>
>>124757251
kek, took me a while
>>
Hello. I'm new to the thread.

I originally was trying to learn to make my own engine, using allegro to create a very basic game based on moving squares around a room using primitives. I have since abandoned the idea, as making my own game engine seems needlessly difficult.

I'm installing Unity and gonna be working through the official tutorials. I'm going to be making a 2D game, so hopefully it won't be too bad.

I didn't want to go in this thread because I assumed everyone here had made significant headway and it was all very professional, but taking a glance, it seems there's still a fair bit of shitposting, so me going through "babby's first game" shouldn't offend anyone.

Anyone here work with allegro? I see lots of people are doing unity stuff. Do you guys have programming jobs?
>>
>>124757793
Isn't Ori basically just drawings with barely any real time shading.
>>
File: 1449623711658.png (786B, 90x90px) Image search: [Google] [Yandex] [Bing]
1449623711658.png
786B, 90x90px
>>124756912
Did a small edit to suggest some ways forward with it.
>>
>>124758534
I wouldn't recommend it for a game of this size / speed. it's well suited to simple games, especially puzzle games, and other slow ones.
>>
>>124755296
>Why even bother posting here?
A lot of these people just want to feel like they're part of a community because they don't have friends or something. Many of them are regulars in the steam chatroom or IRC so they are even more stuck in that line of thinking. And some are just faggots who care only about memes and shitposting for the most part. If you're a yesdev you really have no reason to be here past a certain point. The few bits of feedback you will get will be from ideaguys and is going to be worthless.
>>
>>124758713
I messed around with Allegro for a while, its nice and direct but also very outdated. The guy that made it went on to help make XNA so you might graduate up to that later. I didn't work with Allegro enough to have any specific advice for it.
>>
>>124758713
>Unity for 2D
please reconsider

>Allegro
also reconsider harder

welcome, let's hope you contribute and don't shitpost
>>
>>124708850
I watched your entire video and browsed through your website. I love the concept and it seems like an insanely great game! I am just confused as to what the God Cube does. I get that you spawned it and that you gather resources, but is that its' primary purpose? To hold energy?
>>
>>124759038
Alright, then, why are you here?
>>
>>124745438
where'd he buy them from?
>>
>>124724354
Looks nice and snappy
>>
>>124759226
To put ideaguys in their place obviously.
>but anon my feedback is unfiltered unlike reddit and tigsource my feedback is unfiltered and that makes it valuable
Unfiltered shit is still shit.
>>
>>124754686
if the gameplay is negligible, yes it is.
>>
>>124759038
I stay here because the wider internet is disproportionately impressed by low poly and pixel art and is all circlejerky, which here is thankfully mostly contained within steamchat.
>>
File: 1438038719327.jpg (61KB, 586x456px) Image search: [Google] [Yandex] [Bing]
1438038719327.jpg
61KB, 586x456px
give me a list of games that would take less than one week to make pls.
>>
>>124759063
XNA, hm. Interesting. I'll look it up in a sec. I was looking into Allegro due to a tip a guy at community college gave me (I did one course there because it looked fun (it wasn't)). There was a tutorial I was following. I never finished it. And because the only "real" programming language I know well is C++.

>>124759117
I honestly only chose it because I knew it had shitloads of documentation. I know it is primarily for 3D stuff. I just needed to do something or else nothing would ever get done. Nothing substantial, at the very least.

I guess this is the sort of problem that a google search would fix, but as I go ahead with that plan, any engines you would recommend?

It is going to be a sidescroller (I know, lame).
>>
>>124754563
make it a snowboarding minigame
>>
the lad zeppelin

it's a zeppelin wearing a tophat

no need to thank me
>>
>>124759636
>I stay here because the wider internet is disproportionately impressed by low poly and pixel art
>fuck off steamchat btw
In other words you're triggered by certain art styles and are a snob but know you could only be a snob like that on an anonymous board. I am familiar with your kind. Your feedback is among the least valuable.
>>
a-hum
>>
>>124759038
I can't speak for everyone but when I'm working I work for long ass periods of time that leave me too tired to do anything else. Also there is a lot I don't know and I look for help here plus I like to see other people's progress and I can use this place to look for talent
>>
>>124759751
point and click
go nuts
http://www.adventuregamestudio.co.uk/
>>
What's the best language / library to enginedev in / with?
>inb4 don't
no

nobody reads posts without webms anymore
>>
>>124759751
2d? 3d? Can you make art?
>>
>>124759038
>A lot of these people just want to feel like they're part of a community
this
>because they don't have friends
also this

/v/ is the only place to get real opinions on videogames, but I can't post my game there, so its /agdg/
>>
>>124760197
If you need to ask, don't.

Don't enginedev unless you know exactly what you need to do to make your game.
>>
>>124759793
>I honestly only chose it because I knew it had shitloads of documentation. I know it is primarily for 3D stuff. I just needed to do something or else nothing would ever get done. Nothing substantial, at the very least.
>I guess this is the sort of problem that a google search would fix, but as I go ahead with that plan, any engines you would recommend?
Unity is amazing, and it has done a lot for everyone involved in gamedev. However, I wouldn't advice using unity for 2d unless you already know unity 3d.
You -probably- want to learn how to make a game first, not a Unity game. Moreso if you already know your way around coding.

I don't want to suggest engines because I'll probably be biased towards the ones I enjoy working with. Having said that, it depends a lot on what languages you like and what platforms you wish to target.
What languages you like and what platforms you wish to target, anon?

>It is going to be a sidescroller (I know, lame).
not at all. I love sidescrollers.
>>
>>124752480
mB is a pointer to a 20x40 2D array of CHAR_INFO. When you do:

(*mB)[i+1][j+1].something = something

(*mB) resolves to a 2D array of CHAR_TYPE;(*mB)[i+1] resolves to 1D array of CHAR_TYPE;(*mB)[i+1][j+1] resolves to CHAR_TYPE; and the . operator works fine

But when you do

mB[i+1][j+1]->something = something

mB[i+1] : array access operator has a special definition for pointers, equivalent to (*mB + (i+1)*sizeof(CHAR_TYPE)), so it is of type 1D array of CHAR_TYPE; mB[i+1][j+1] is of type CHAR_TYPE, which is non pointer, so applying -> operator to it is attempting to access some random part in memory.

At least, I believe this what is happening. In the future I suggest storing your array as type TYPE_NAME** as the access notation is much more intuitive.
>>
>>124760319
Is engine deving what you guys call using a preexisting engine?

What do you guys code in? All from scratch?
>>
>>124760417
Other way around.
>>
>>124760417
what, no
engine devving is devving an engine
>>
>>124760304
I can do both 3D/2D/code/music
but I'm depressed because I suck.

I want to make something small I can finish in two days.
>>
>>124760319
I don't need to ask senpai, I'm asking because I'm not conceited enough to believe that what I think I know is objectively the sole best way of doing things
>>
>>124760313
>v
>knowing shit
>about anything
Be honest you have no game
>>
>>124760523
>two days
LUDUM DARE
>>
I just came up with a really good game idea
who wants to join me?
>>
>>124760313
>/v/ is the only place to get real opinions on videogames
True. The ideaguys and designfags here are really incapable of giving the kind of feedback a dev really needs which is from his target audience: gamers. Most of the feedback here comes from autists who couldn't make it as gamedevs or designers themselves so it's always got that oily rancidness to it that stems from their own insecurity. Just how it goes.
>>
new thread
>>124760695
>>124760695
>>124760695
new thread
>>
>>124760642
You're the best person to answer, because you know what you are looking to make.
>>
>>124760667
I rather make something real I can upload in google play.
>>
>over 850 posts
I've never seen an agdg thread go this far
>>
>>124758765
you either compressed it like a bitch or you bad at pixel art.

Either way, fuck off anon.
>>
>>124760721
>muh meme
>not promoting winterjam or ludum dare
>not an agdg image
Just stick with posting anime, faggot.
>>
>>124760847
This was standard before the 'rushing for an anime thread' meme started
>>
>>124760847
We used to go to 1k back when the thread wasn't dead, most of the last 300 posts were shitposts but now it's shitposts from post 0
>>
>>124760326
I used to code in C++ using Visual Studio. I did Java in High School using BlueJ. I did some Ruby in Notepad+ around that time as well. Not great. To be perfectly honest, I haven't worked in any of these languages in probably about a year if not more.

At work I program in COBOL. Seriously. COBOL. It is hell. It is essentially a programmer job for nonprogrammers.

As for platforms, I figured it would be a PC only thing. You know, the absurd dream would be a nintendo console or XBox Live somewhere down the line. But that's absurd, this is my first game, I don't have a studio, I'm not stupid.
>>
>>124760864
haha 4chan compresses the thumbnail... click on it to see the unartifacted version ;)
>>
Ok so I think im going to stick with this mc.

>>124758765
looks neat anon but your style has more depth to it where as mine is more flat
>>
File: firstprize.gif (1MB, 320x232px) Image search: [Google] [Yandex] [Bing]
firstprize.gif
1MB, 320x232px
>>124761293
Professional bait disarmer 2015
>>
>>124759423
Got them from Oryx (Christopher Barret), at http://oryxdesignlab.com/, there are some pretty cool sprites there.
Thread replies: 867
Thread images: 140
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y / ] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
If a post contains illegal content, please click on its [Report] button and follow the instructions.
This is a 4chan archive - all of the content originated from them. If you need information for a Poster - you need to contact them.
This website shows only archived content and is not affiliated with 4chan in any way.
If you like this website please support us by donating with Bitcoin at 1XVgDnu36zCj97gLdeSwHMdiJaBkqhtMK