[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
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

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

Thread replies: 255
Thread images: 137
File: AmateurGameDevelopmentGeneral.gif (147 KB, 400x400) Image search: [Google]
AmateurGameDevelopmentGeneral.gif
147 KB, 400x400
>AGDG WINTERJAM 2015
>http://itch.io/jam/agdg-winter-jam-2015
>GO PLAY SOME GAMES

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

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

> Demo Days
https://itch.io/jam/agdg-demo-day-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
>>
hi guys
>>
It is super early. And I imagine on the other side of the world it is super late. Is this the twilight hour of agdg? Feels neat.
>>
Anyone else hitting a complete wall in coming up with a good, eye catching art style?
It is one of the most key things to get right, but I can't seem to even come up with decent reference material.
>>
File: 1395552430249.jpg (246 KB, 630x960) Image search: [Google]
1395552430249.jpg
246 KB, 630x960
tfw scope is always too large to make a game

I just want a finished product :(
>>
I want to play your games.
>>
>>126616203

It's four in the afternoon here, so probably not.
>>
>>126615552
[email protected]
>>
I'm trying to learn game programming, but C++ seems like overkill for what I want, what's the best option?
>>
>>126616267
make a mobile game
>>
>>126616295
You will if I don't end up killing myself in a week or so
>>
>>126616378
How to make a fun mobile game? It seems everything is just copies of copies of copies that are copies. How to not be a copy?
>>
>>126616394
Being dead is no excuse for nodeving.
>>
>>126616213
copy an existing artstyle
>>
>>126616213
nope
>>
Is there a list of games finished by /agdg/?
>>
I'm making a platformer. How to make it fun?
>>
>>126616425
I hope they have better gamedev tools in the underworld
>>
>>126616213
if you have to worry about "style" then you're too low level art and should be learning the basics instead
>>
>>126616423
remember those little machines at the mall you insert coins to? yeah
don't steal too much i need it too
>>
>>126616423
>how to be original
copy more than 1 source
>>
>>126616378
> Have to learn new tools
> Having to playtest and balance the game around a touchscreen
> Having to make a game that functions on a wide variety of screen sizes

just kill me now f@m

>>126616471
http://www.homph.com/steam/
>>
>>126616498
Interesting combat
Some kind of twist on movement (gravity shifting, grappling hooks, limited flight...)
>>
>>126616423
Take existing mechanic
Add a twist to it
The real question is, do you want to make money with this or not
>>
File: 1.gif (4 MB, 480x482) Image search: [Google]
1.gif
4 MB, 480x482
changed game's input system to be kb only for now. the benefit is that it can be played with a controller and it generally just works better with what i wanna make out of this game
>>
>>126616754
Looks like you can fly across a whole level. Is this intended?
>>
>>126616754
I think most 2D games should be keyboard only.

A mouse only works with specific genres that require high accuracy, like aiming in a top down shooter, or a lot of menus, like a visual novel.
>>
>>126616754
you gonna clean up those rotations eventually?
>>
>>126616754
nice. her design seems a little bland though
>>
Is there any downside to down voting all positive reviews and up boating all the negative ones?
>>
>>126616754

You gonna add a powerup or item that makes her somersault into a screw attack or some shit so you can kill enemies that way?
>>
>>126616754

c-can i see her nude?
>>
File: b4sYC2SfTW-v.gif (998 KB, 320x321) Image search: [Google]
b4sYC2SfTW-v.gif
998 KB, 320x321
>>126616845
yea its gonna be a game like downwell (gif) kinda but you go up instead of down

>>126616876
you mean the way they look pixel wise? no

>>126616883
thanks for the feedback ill talk to artist to see if he agrees or not

>>126616946
yea the idea is to have lots of powerups
>>
File: FerriereColorSchemes.png (13 KB, 2560x512) Image search: [Google]
FerriereColorSchemes.png
13 KB, 2560x512
Which color do you think looks the best?
>>
>>126617105

>downwell

I really need to fucking get this. From the trailer it seems like it has good sound design, those gun sounds are crunchy
>>
File: Battle_Pong.webm (3 MB, 800x600) Image search: [Google]
Battle_Pong.webm
3 MB, 800x600
Well thank you faggots you reminded me of the first game I made.
Pong with mechas
>>
File: 1450295268931.png (211 KB, 734x923) Image search: [Google]
1450295268931.png
211 KB, 734x923
>>126616952
some anon made this
>>
is it a bad idea to game dev while under the influence of vodka and yoohoo
>>
>>126617204

damn
>>
>>126617163
red, blue or purple everything else has shit contrast to the helmet thingy
>>
>>126617312
black also has good contrast
>>
>>126617312
Even the silver? The silver was what I was learning towards most.

>>126617459
But it doesn't contrast at all with the tights. I'm still not sure why I made that color.
>>
>>126616952
>>126617269
>>
>uncanny valley dev posting free keys on /v/

>not here

nigga fuck you
>>
the better you can be alone and for yourself, the more you'll be creative and productive. but i still don't know how to feel comfortable with myself. you really have to love being alone and for yourself, that's when you start making insane progress..
>>
>>126617578
He has posted them here before.

I got one in last August, but I haven't played it yet.
>>
>>126617578
Would you rather give out keys to
A) Salty jealous nodevs who want you to fail?
or
B) Idiot gamers who are your target audience?
>>
>>126617105
What was this game made in?
>>
>>126617817
Unityâ„¢
>>
>>126616532
not him but i made a flash game like that years ago, it had no gamble shit or p2w tho
>>
File: 1444657880037.png (1 MB, 1728x766) Image search: [Google]
1444657880037.png
1 MB, 1728x766
>>
>>126618050
>good art sells games guys

pfft

art guys BTFO
>>
tfw you are so alpha your sampler2d always return alpha=1
fuck opengl
>>
>>126617817
love2d
>>
>>126617817

the build engine
>>
i feel like IK is making animation way harder than it should be
>>
>>126617817
a computer
>>
File: photo-original.jpg (905 KB, 1536x1152) Image search: [Google]
photo-original.jpg
905 KB, 1536x1152
so AA seems to be successful, congrats AAdev! I wonder what will be the next successful /agdg/ game.
>>
>>126618352
my game
>>
>>126616723
> do you want money making mobile games

Yes. Making even 10 dollars / month with an increase of a few dollars every other month would be an absolute dream and a huge motivator. I doubt I could even pull 1 / year in todays market.
>>
>>126618372
what is your game? i think hopoo's next game is close to release so..
>>
>>126612887
Where did you get that skelly girl pic? Can you post it bigger? That is my fetish
>>
>>126618352
We shouldn't congratulate people selling unfinished games as full games rather than early access
>>
File: TargetTracking.webm (3 MB, 960x600) Image search: [Google]
TargetTracking.webm
3 MB, 960x600
Added radar and target tracking. It also supports locking on targets for missiles, but i haven't made any yet. Guided missiles are so comfy. Can't wait to put them in.
>>
>>126618352
one of the games that is not a platformer nor a "lol so randumb" themed game
>>
File: 1430509303307.png (88 KB, 293x282) Image search: [Google]
1430509303307.png
88 KB, 293x282
>>126618703
>this shit again
>>
>>126618803
Mothdan can't help it, he is mentally ill.
>>
>>126618785
>bird lawyers
>not lol so randumb
pick one and only one
>>
>>126618785
Shit, maybe it wont be my game then.
>>
>>126618034
Meh. Last time one of my game had that, the fan of the first beta started insulting me a lot at the second one (because I took too much time, because "OMG that's not what I wanted"...). As a result, there's nothing after the second beta...
>>
>>126617105
Upwell?
>>
>>126618873
this game didn't justhave a "lol so randumb" theme
the theme it is using originates from medival Europe. and there too all the animals were caricatures of different human stereotypes.

so AA was using a well established theme with deep reaching historical roots
>>
>trying to make music
>not that good at it
>reluctant to recruit a music guy because for all I know I could give up on the game in a few months and then I'd have wasted some music guy's time
>>
>>126619142
use royality free music
>>
>>126619142
http://www.audionetwork.com/browse/m/track/party-hard_45027
>>
>>126619050
im thinking of Wingfall, do you think it sounds good or too generic?
>>
>>126619301
The name sounds good, but if you go upward, why using the word "fall"?
>>
>>126619353
every time you die im imagining that you're gonna fall from where you currently are in the air back down to where you started
>>
> making money off of mobile games

is this even possible? Realistically, how much can you make?
>>
>>126619050
I wouldn't use that name, it sounds dangerously similar to Updog
>>
>>126619353
>>126619301
Wingrise :^)
>>
File: 1450585638947.jpg (93 KB, 640x480) Image search: [Google]
1450585638947.jpg
93 KB, 640x480
>>126619301
Rising Wings

that'll be 5% royalty on all of your game sales please
>>
>>126619396
So the name is good.

>>126619427
It was more a joke than a proposition...

>>126619441
Huu... Already taked...
>>
>>126619427
What's Updog?
>>
>>126619397
nothing retard, your game will appear 0.1 seconds in the store before the new games override it and if you pay 50 dollars for google to spam it, you'll get like 2 dollars back of add revenue
and nobody will want to buy your microtransactions because all bloody games have
>>
>>126619301
Stormrise of the Downfall
>>
File: 1450357518399-2.jpg (25 KB, 320x320) Image search: [Google]
1450357518399-2.jpg
25 KB, 320x320
>>126619492
Nothing much, you?
>>
>>126619397
no one ever made money off mobile game so nothing
>>
>>126619568
Uncle joke as fuck
>>
>>126619536
not him but i'm putting "making a successful mobile game" in my backlog, i'll prove you wrong
>>
At what point would you consider a potential game title too hard to spell?
>>
>>126619751
that's gay as fuck and a waste of time for something you won't archieve, don't be retarded
>>
>>126619938
When the average reader (around 6th grade reading level) would ever have to actually think about the spelling instead of simply just knowing.
>>
>>126619918
When I have to google it to check if I'm spelling it correctly.
>>
>>126619938
i know nothing about mobile dev so i wouldn't say it will be a waste of time since it's a learning experience
>>
File: 1451078065914.gif (2 MB, 269x321) Image search: [Google]
1451078065914.gif
2 MB, 269x321
>First Person Shooter
>Action Role Playing Game akin to Dark Messiah
>You go into the underground, and there are "100" levels of deepness
>Boss every 5 levels
>Miniboss every 2
>Randomly generated levels/Loot
>Multiplayer

Is this too big of a scope for a first game?
Planning on using UE4 or Unity
I can make music/art already so I just need to learn to code
>>
>>126620220
yes
>>
>>126619918
If it has a word like 10 characters long with unfamiliar build

smth like - Kaksthmürk
>>
>>126620220
Yes, but go ahead and try anyway. It's a good lesson. You need to overscope a couple of times in order to learn how to keep scope.
>>
>>126620220
by deepness i meant depth
>>
>>126620220
>Randomly generated
Wait for the fifth or sixth game to try that.

Personally my first randomly generated game was the eigth...
>>
>>126620220
That already exists and it failed.
>>
>>126620137
>>126620161
So I'm guessing I probably shouldn't use the word "mnemonic" in a title because of the silent m?
>>
>>126620357
>Dark Messiah but randomly generated
prove it nigger
>>
>>126620357
you mean the The Crossing
https://www.youtube.com/watch?v=HSRewknGUeY
>>
File: baittû.jpg (397 KB, 827x1223) Image search: [Google]
baittû.jpg
397 KB, 827x1223
>>126620220
are people falseflagging with anime pictures in this thread? why are almost all the posts with anime pictures so stupid?
>>
>>126620506
Yeah, you have that power too.
>>
>>126620431
Teach it to them in the splash screen with a mnemonic.
>>
>>126620506
>dark messiah clone
>stupid
fuck off anime shitter
>>
>>126618378
The market is indeed a problem. Unless you can get a license for some well-known brand, or get in touch with apple/google to discuss a chance for featuring, your best bet is to viral the shit out of your game.

F2P is a must if you want downloads, only go Premium if you already have a fanbase you know is willing to buy it without playing it first.

Mid-core stuff monetizes best. Mobile games are not played like PC/console games for the most part, so keep session length low - you should be able to do one quick loop of gameplay in 1 or 2 mins (think: one level of Candy Crush / one battle in Clash of Clans / one attempt of Fruit Ninja / a few passes at Crossy Roads), and put most of your progression into a metagame layer of building a character / team / base / empire / whatever.

Video ads that give rewards work really well. beyond that you should only sell in-game currency which can also be earned in limited amounts inside the game (login bonus / daily missions / weekly PVP / whatever).
The key is to make this premium currency plentiful enough that small uses of it feel trivial, but also make spending those small amounts a thing you do every session. This way purchases of currency don't fall into that trap of "too rare to use".

Also remember to prey on basic human vices - loss aversion (pay to avoid losing rank / resources on failure), vanity (unify colors on armor, dye items, buy skins), sunk cost (let them get a good couple of days out of the game for "free" before hitting them with big purchases. They will have put time and effort in that point and don't want to waste it).

If you can get them to do even one purchase, odds are they will make another much easier. offer "first time buyer" or "starter pack" discounts of like -80%. Trust me.
>>
>>126620634
Did you ever play it or are you spouting /v/ memes?
>>
how do you store you animations (for 2D sprites)?
>>
>>126620220
If by first game you mean first real game that isn't just something meant to help you progress your skills without needing to worry about design at the same time, then maybe. Multiplayer will probably trip you up, though, that shit is not easy.
>>
>>126620689
Each frame is it's own png.

I have folders with folders that have folders.

For example a 4th frame for the rapid gun attack by the human character folder will look like:

Sprite/Human/Weapons/Gun/Rapid/04_gun_rapid.png
>>
>>126620483
lol, it seems that it predicted the migration crisis
why else would Templar crusaders be in Paris chettos if not for the islam jihadists there
>>
>>126620796
Game development has moved on since the 90s you know
>>
>>126620796
what if you want to make that frame last longer? do you just copy it to 05_gun_rapid.png?
>>
>>126620935
It works for me tbqh familia.

>>126620962
That's handled in the code.
>>
File: iaintclickinthatshit.png (20 KB, 361x601) Image search: [Google]
iaintclickinthatshit.png
20 KB, 361x601
Progress:
Added AI difficulty levels. Now you can choose an easier bot if you're a beginner.

http://kish.itch.io/balls
>>
File: disgust.jpg (46 KB, 620x400) Image search: [Google]
disgust.jpg
46 KB, 620x400
>>126620898
I'm ashamed to be white because of people like you.
>>126620796
Why not just use spritesheets?
>>
>>126621071
>Why not just use spritesheets?

Because then I have to splice it in the code so in the end it's the same thing.
>>
>>126620796
Isn't that a bit unoptimized? Storing muliple small images instead of spritesheets requires way more disc space and loading time.
I know performance in 2d games is not an issue anymore but still...
>>
>>126621178
No, it's not the same thing

It is way more expensive to load and render 24 images than 1
>>
>>126621209
>>126621223
It's a 2d pixel game.

Who cares nerds.
>>
>>126621178
>in the end it's the same thing.
It's not. Using separate images and hence separate textures is slow as shit except on the newest hardware with bindless texture support.
>>
Any particular trick devs use to change crosshair colour based on the colour that surrounds it, so it doesn't blend in?
>>
File: kill it.png (2 MB, 1880x672) Image search: [Google]
kill it.png
2 MB, 1880x672
>>126621048
>>
>>126621304
inverted blend mode
>>
>>126621304
Yeah, have a white crosshair with a black outline or a black crosshair with a white outline. There is literally no possible way it will blend with anything.
>>
>>126621440
what if anon's game is full of zebras?
>>
File: 1450985001175.png (1 MB, 600x900) Image search: [Google]
1450985001175.png
1 MB, 600x900
>>126621071
>"I'm ashamed to be white becauseof people like you"
do whites share a fecking collective hivemind for you considering them a cohesive entity
>>
File: shitsonfire.jpg (285 KB, 1913x1042) Image search: [Google]
shitsonfire.jpg
285 KB, 1913x1042
making fire for muh mmorpg
>>
>>126617105
>you mean the way they look pixel wise? no

You could do something like RotSprite to make the rotations look better. Upscale with Scale2x/EPX, rotate, then scale back down. The results will look much nicer.

The effort is minimal, too.
>>
>>126621582

looks like a rocket desu f@m
>>
>>126618352
he/they wouldn't consider it an /agdg/ game
>>
>>126621851
What is an /agdg/ game?
>>
>>126621889
a game that is finished
>>
File: output_file.webm (132 KB, 480x480) Image search: [Google]
output_file.webm
132 KB, 480x480
>>126621582
added to game. time for an inventory system
>>
>>126621889
not sure, but definitely not one where the dev was smart enough to realize he's better than this shit
>>
File: 1451013887766 - Copy.png (466 KB, 512x512) Image search: [Google]
1451013887766 - Copy.png
466 KB, 512x512
>>126620898
damn this post and this music video
https://www.youtube.com/watch?v=5-2nByd2cr4
game me a game idea

a game where you are a leader of a religious cult who is trying to carve out one's own polity, by throwing terrorist acts in places where your religions people are minorities, thus riling up the hate between natives and that minority, making them outcast and thus forced to find acceptance in your new kingdom of heaven
>>
>>126621617
when i have time ill look into those. thanks for the advice
>>
>>126621440
But I want it to be sleek and non-intrusive.

>>126621379
Seems perfect, thanks.
>>
File: fuketsu.jpg (47 KB, 420x440) Image search: [Google]
fuketsu.jpg
47 KB, 420x440
Someone suggested me to read this a couple of days ago: http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382

And after I finished it, the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable. So why do people prefer this?
>>
>>126622338
So we can laugh at you
>>
>>126622190
a fucking crosshair is something that people will be fucking looking for in order to aim their shit

you want that shit to be READABLE, not "sleek and non-intrusive"
>>
File: bagram.gif (4 MB, 350x221) Image search: [Google]
bagram.gif
4 MB, 350x221
>>126621048
I find this game dull.

The biggest reason is that it doesn't have any sort of progression and the skill ceiling is very low. It feels like an air hockey game designed for people living in retiriment homes. The biggest fun factor air hockey is that it tests your reaction time and you have taken it completely out of equation here. Sorry for being harsh, but I honestly don't see this going anywhere.

I still hope you finish this. Sound effects and visual polish will probably make the game atleast somewhat enjoyable. You could also recycle a lot of things from this game to make a billiards or minigolf game if you want to make something foolproof instead of trying to invent new games.
>>
>>126622338
>the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable
Can I ask why?
>>
>>126620673
This guy get's it. The difference is that you can shit out a finished product for mobile in a few weeks to a few months tops. Unlike for actual PC or any other platform releases, you need to spend atleast a few months to a few years on the game.

The more games you have on mobile, the better chances you have of making money and the more money they will generate in general. After that, you only need to spend your time fixing game breaking bugs, adding new hats/recolors and a few extra levels here and there.

I would say going premium is somewhat better these days. With going freemium, but with ads and the choice of paying to remove all the ads and leaving in game purchases. The in-game purchases should only focus on vanity, and saving yourself from death, like the anon pointed. It's good to avoid what some games do, where you hit a wall if you don't pay. You should be able to get everything you want in the game without paying, without it taking years. Paying should simply make it much much easier.

Also, releasing your game for money without ads is also good, simply because there are soooo sooo many freemium and free games in general. The Paid tab is actually surprisingly slow compared to the Free tab. You can get alot more exposure there. The key is to make your video short and to the point. Skip all the intro and bullshit story, unless the story is the KEY feature of your game. Other than that a 10-30 second video where you show the action is the best choice.

Another thing is the game should be quick, like the anon pointed out. But i'd also like to add that it should start quick. You get to the menu screen, don't add any unnecessary things It should be minimal, with only the start button, load, options and market. That's it. The first level of the game should feature action in under 30 seconds of gameplay. Add simple combat and other mechanics from the first seconds, otherwise people will simply turn it off and never open the game again.
>>
File: KEK.jpg (29 KB, 700x500) Image search: [Google]
KEK.jpg
29 KB, 700x500
>>126618091
>>good art sells games guys
>pfft
>art guys BTFO

>Anime good art.
>>
>>126622386
Nah, it's fine. What is important is that it looks good.
>>
>>126622338
>http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
> And after I finished it, the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable. So why do people prefer this?

If that's the conclusion you drew after reading it, then maybe you should find a different hobby. Or better yet, a drag and drop engine and stick to extremely simple games.
>>
>>126618721
I dunno why but that looks like it could be really fun

Something about being able to press the buttons yourself and being able to look around

And the joystick animation is really cool

Keep going anon
>>
>>126622338
>>126622409
Also that's not the article I linked, did you even read the one where it was explained or did you skip to the follow up with the sample implementation so that you could copy the code without understanding it?
>>
>>126622653
I don't care if you like anime or not
Sakura Clicker has much better art than Clicker Heroes
>>
>>126622587
Note that Vanity only works if there is a heavy social/multiplayer element
>>
>>126622338
>less malleable
You're a special kind of stupid, aren't you?
>>
>>126622389
You're kinda tight tho...
It lacks depth. I was thinking about adding some new features like powerups, or other game modes, but I couldn't think of anything that wouldn't break the current simplicity which is basically the best part of the game. Honestly, I'm not planing to invest much more effort into it. I might fix some bugs or add a few more simple things and I'll probably move on to a different project...
>>
File: succubus(male).jpg (113 KB, 366x426) Image search: [Google]
succubus(male).jpg
113 KB, 366x426
anubis dev please post progress
>>
>>126622653
>Anime good art.
Sorry, Anime GREAT art.
>>
>>126623196
I posted music the other day, that's progress right?
>>
File: 1450788363668.gif (1 MB, 480x270) Image search: [Google]
1450788363668.gif
1 MB, 480x270
>>126623196
>succubus(male)

then call it an incubus you retard.
>>
>>126623304
post it I wasn't here
>>
>>126622409
>less intuitive to implement and use
Relatively. Classes are pretty straightforward.
>seems much less malleable
You seem to need to define an entity for even the smallest of things. I think it's a waste.

>>126622754
I read both articles. While components seemed like a good idea from what I read on the first article, the second one, which I looked because I wanted to see an example of an implementation, made it seem like you had to go through a bunch of hoops to get what you wanted and it still introduced other constraints like limited size masks.

>>126622671
I'm a complete beginner. The most I've done was some circles flying around the screen.

pls no bully
>>
>>126623495
>Classes are pretty straightforward.
If inheritance works for your game, then go ahead. It just usually doesn't, and if you're that guy who was talking about a Fallout-type game yesterday then I can almost guarantee that it will be awful.

>You seem to need to define an entity for even the smallest of things. I think it's a waste.
Where are you getting that idea from?

>I read both articles. While components seemed like a good idea from what I read on the first article, the second one, which I looked because I wanted to see an example of an implementation, made it seem like you had to go through a bunch of hoops to get what you wanted and it still introduced other constraints like limited size masks.
It's a sample implementation, but it's still the approach you would take and is the one used by Artemis, for example. The size mask isn't limited, either, I believe in that article it addresses that issue.
>>
File: 1451087393345.png (440 KB, 645x1260) Image search: [Google]
1451087393345.png
440 KB, 645x1260
>>126620673
>>
>>126620220
Did you even read your own list?

>proc gen levels and loot
>100 levels
>20 bosses
>shitload of minibosses
>you'll probably want to have monsters on top of that so 100 diff monsters
>action rpg mechanics
>multiplayer

Does this sound like something one person can make as their first game?

>so I just need to learn to code
Make pong or some simple shit first.
>>
>>126623445
https://clyp.it/5qn0z31g
>>
File: 1448226805771.jpg (47 KB, 374x386) Image search: [Google]
1448226805771.jpg
47 KB, 374x386
>>126623906
>>
>>126623940
why the grizzled face
>>
>>126615983
when importing model from blender to unity, is it better to join meshes together if they will be used as a single object or is it better to leave them seperated.
I'm asking because joining them makes ngons and that's not good
>>
>>126624027
not particularly a fan of chiptune

this being an exception https://www.youtube.com/watch?v=2kZ7FhqBDkU
>>
>>126624075
If it's a large complex model, separate parts are better.
>>
>>126623658
>Where are you getting that idea from?
I meant a component, not an entity, sorry.

I got the idea from this bit:
>An entity is simply an aggregation (technically a composition) of components.

What I understood from that is that even if an entity used something completely unique to itself, it'd still need to be defined separately as a component. And I think it's a waste because the more components you have, the bigger the component mask (in his example) gets. Or maybe I'm just horribly misunderstanding it.

>if you're that guy who was talking about a Fallout-type game yesterday
I'm a different guy.
>>
>>126624371
it's a low poly chest, 363 total faces
>>
>>126624535
Why are there separate parts?

The top and bottom?
>>
>>126624394
>What I understood from that is that even if an entity used something completely unique to itself, it'd still need to be defined separately as a component. And I think it's a waste because the more components you have, the bigger the component mask (in his example) gets. Or maybe I'm just horribly misunderstanding it.
The point of ECS is that entities don't have "types", and they don't have unique behaviours for that "type". What's an example of the unique behaviour you are talking about?

It's not like you can't work it into the design. You can have a component that just holds a tag in an integer or something, and a "unique behaviour" system can simply skip over all entities that don't have the right tag.
>>
File: camera.webm (506 KB, 480x480) Image search: [Google]
camera.webm
506 KB, 480x480
camera works and added a tree.
>>
File: 1450822301555.jpg (35 KB, 377x527) Image search: [Google]
1450822301555.jpg
35 KB, 377x527
A game where you have a gun and can cast magic out of said gun
>>
>>126624394
>>126624743
Also, I'd take the sample implementation with a grain of salt. It's pretty naive, there are lots of ways to reduce memory usage and improve cache performance by partitioning the component storage and using packed arrays with sparse lookup tables and such.
>>
File: 20151227-163255 (10).webm (3 MB, 500x282) Image search: [Google]
20151227-163255 (10).webm
3 MB, 500x282
Minimal progress on the game itself
just some finetuning of the shadows ( which is a total fucking bitch in Construct 2).

I did draw a character sketch after doing some research on how animu looked back in the 80s

(not a troll post )
>>
>>126624246
gotta do chiptunes with the old MSX graphics
>>
>>126624535
If you want the chest to be openable then keep the lid and the bottom separate.

As for separate meshes, you know you can join them together with ctrl+J without the vertices having to be connected?
>>
File: shadow clones.png (152 KB, 865x609) Image search: [Google]
shadow clones.png
152 KB, 865x609
fuckin' glitches
>>
File: 1450333951254.jpg (212 KB, 590x322) Image search: [Google]
1450333951254.jpg
212 KB, 590x322
>>126625264
bateman?
>>
>>126624535
doesn't matter
but usually in 3D art you try to pack everything into 1 material, in complex models it rarely works
>>
>>126625328
yes, but does then the new joined mesh have ngons on places that they were joined?
>>
>>126625264

Is that Slipstream free-roam mode?
>>
File: Untitled.png (2 MB, 4000x1440) Image search: [Google]
Untitled.png
2 MB, 4000x1440
Multiplayer, health bars, basic combat. Giants someday.

>>126625264
Looking good anon
>>
>>126624954
chaika ripoff
>>
>>126625575
Post webm
>>
>>126625464
No because the actual geometry doesn't get connected. You can have "floating" vertices in a mesh.
>>
>want to listen to music while I dev
>can't find anything I want to listen to
truly having good taste is a curse

post good music
>>
>>126625649
I tried but I'm shit, Ill give it another go next time I make progress
>>
>>126625575
That grass looks really nice for seemingly being just flat colors. Is there a secret?

Also this >>126625649
>>
how do I blur a 2d array of doubles?
>>
File: .png (363 KB, 429x500) Image search: [Google]
.png
363 KB, 429x500
>>126623196
>>
>>126625808
Its just a black and white .png plugged into unity's grass which has two colour options it'll blend between
>>
>>126625662
oooh great,
thx senpai
>>
>>126625705
https://www.youtube.com/watch?v=f-3_pZcFjow
instrumental
https://www.youtube.com/watch?v=9940VxoBTuE&index=15
https://www.youtube.com/watch?v=7VGimSfTM54
https://www.youtube.com/watch?v=FtodoTDckUY&list=PLH-JBusVFR
>>
>>126624876
u should add some delay to the camera so it only starts moving slightly after the player starts walking
>>
>>126625995
cool what is this?
>>
>>126625343
who ? I'm 80sDev
>>
>>126626113
>https://www.youtube.com/watch?v=9940VxoBTuE&index=15

this is great
>>126626337
go watch american Psycho

webm reminded me of it, sorta
>>
>>126624876
>>126626127
i'm trying to go for a runescapeish feel. camera has to be on target at all times
>>
>>126625813
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch39.html
>>
File: online forum.png (52 KB, 654x580) Image search: [Google]
online forum.png
52 KB, 654x580
why aren't you cashing in on the ebin meme market?

https://www.youtube.com/watch?v=nCFAOv6b4e0
>>
anyone else rooting for slipstream to make their goal ?
>>
>>126627898
Of course. He's the only one here with an actual playable game. So I want it to succeed.
>>
>>126627898
I root for every AGDG dev
We're all gonna make it
>>
>>126628289
hahahahahahaha
>>
>>126628289
Y-you too
>>
>>126627646
Those were always terrible and cringe worthy but at least at first they had a novelty to them.

Now it's literally beating a dead horse.
>>
>>126629145
>Now it's literally beating a dead horse.
holy shit
maybe that's it
it's just a metaphor -- the whole thing -- a social commentary
>>
>>126629329
videogames are truly the highest form of art
>>
File: .png (401 KB, 374x500) Image search: [Google]
.png
401 KB, 374x500
>>126626325
deepart.io
>>
File: INTENSE.png (8 KB, 992x186) Image search: [Google]
INTENSE.png
8 KB, 992x186
DO I TAKE THE PLUNGE /AGDG/
>>
File: 51458451564541516.jpg (130 KB, 1280x720) Image search: [Google]
51458451564541516.jpg
130 KB, 1280x720
> tfw game characters are always the hardest thing to do

How do you even model them properly. This is always where my gamedeving stops because I hit a wall.

> will never do characters like they do in yookalaylee.

kill me
>>
>>126630135
no
>>
>tfw you will never taste vines boipucci after she lays a big chocolate log on your stomach
>>
>>126630135
use UE4 instead

AAA engine for only 5% royalty
>>
>>126630135
learn sepples instead
>>
>>126630285
Scat is a mental illness.
>>
File: 1416947599124.jpg (104 KB, 1280x842) Image search: [Google]
1416947599124.jpg
104 KB, 1280x842
>>126627646
>Pewdie Pie: Legend of the Brofist
>It's a shitty platformer with mediocre art
>12,968 copies sold at 8.00$
The only fact I can take refuge in is that this game did terrible for the subject matter it was based upon.

But what's worse isn't that the game is about pewdiepie, it's that for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made.
>>
>>126630285
thank god
>>
>>126630135
It's 50 bucks on steam.
>>
Unity 2d or gamemaker?
Which has better tutorials for absolute newshitters

my 2016 goal is to create something that will make people genuinely smile
>>
>>126630135
Why not pirate it first, and buy it once you go commercial with your game?
>>
>>126630536
>>126630671
nice blunder
>>
What's a meme game?
>>
>>126630654
I think the popular opinion is that game maker is easier, but personally I had a much easier time getting Unity. Maybe that's just a result of being familiar with C# though, but I feel like the editor interface is much more intuitive as well.
>>
>>126630654
Make Undertale
>>
> tfw the 2d platformer market is insanely over-saturated

I swear it probably makes up 70% of indie games at this point.

But how will I do MY 2d platformer now?
>>
>>126630890
LOTS of waifus and use humor.
>>
>>126617817
>>126617863
>>126618162
>>126618226
>>126618265
GAME MAKER STUDIO U DUMBIES
>>
>>126630890
>70%

Honestly senpai I feel like it's been closer to 90% since Meat Boy and Braid.

But I would say there is still not that many indie 2D platformers that are of high quality. Meat Boy is still the only one I would even compare with the Mario games, so as long as your game isn't shovelshit like the rest you'll do fine.
>>
>62 posters
sure is winter here
>>
File: 1440525873262.jpg (152 KB, 480x640) Image search: [Google]
1440525873262.jpg
152 KB, 480x640
>>126630890
maybe 5 years ago

its all "multiplayer survival online horror" games now

>mfw going through my steam queue and half of them are this shit and maybe 5% of them are rated above 70%
>>
>>126630470
>But what's worse isn't that the game is about pewdiepie, it's that for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made
Are you implying that the people who make those are capable of making actually interesting and or fun games?
>>
>>126630470
> for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made
you wot m8
>>
File: SorryNotNavalBattle.webm (2 MB, 800x434) Image search: [Google]
SorryNotNavalBattle.webm
2 MB, 800x434
>>126605694
>>126609773
Srry I didn't reply. It's not a space game, no. The game takes place on an alien planet that has a moon. Since I put a day night cycle in on the planet I had to do it with the moon. At the moment it needs to be in geosynchronous orbit (or counter rotate the object or material to match its revolutions)... It would be a lot easier if UE4 allowed light linking, but what-r-ya-going-to-do.

Have another oldish webm.
>>
>>126632039
>>126631768
maybe he's talking about how it's unfair that meme devs are yesdevs and some people with good ideas are nodevs
>>
>>126631324
It's summer though.
>>
>>126631768
>>126632039
No I'm basically saying that other games more worthy of attention pass by the wayside.
>>
>>126632258
nope summer is when there is a big number of posters shitposting really fast
we clearly have a small number of posters posting slowly so it's winter
>>
File: 1450239765026.png (256 KB, 645x1260) Image search: [Google]
1450239765026.png
256 KB, 645x1260
>tfw amazing ideas uncontrollably flow through my brain
>nodev
2016 will be different
>>
>>126633021
If your nodev why are you here?
>>
>>126633021
I know that feel
I know that feel too well
>>
>>126633074
reading and learning all these tutorials but not doing anything with them
>>
>>126633074
you don't have to be a dev to enjoy game development
>>
>>126620220
i think you can do it in 100k lines of code. if you write 1k lines per day, that's only 100 days! good luck anon!
>>
>>126633868
>1k lines per day

yesdev as fuck
>>
>>126633868
Nodev spotted

It's not about the quantity of code, it's the quality and purpose they serve

GET
OUUUUUUUUUUUUUUT
>>
File: 4298009-1419641297037.jpg (38 KB, 600x375) Image search: [Google]
4298009-1419641297037.jpg
38 KB, 600x375
>>126633868
>i think you can do it in 100k lines of code. if you write 1k lines per day, that's only 100 days! good luck anon!

I spend 70% of my time deleting lines senpai
>>
>>126633868
I think the code for a messiah like fps game in itself will be rather easy, the big problem will be the modeling. You need to create enough models/assets for 100 levels, and countless items/weapons/enemies.
>>
File: PROGRESS.png (163 KB, 1512x1033) Image search: [Google]
PROGRESS.png
163 KB, 1512x1033
BEHOLD
THE FIRST PIXEL OF MY FIRST SPRITE
TRULY I CAN FEEL THE PROGRESS FLOWING THROUGH MY VEINS
>>
hey 3d guys
make me models for 5$ each
Thread replies: 255
Thread images: 137

banner
banner
[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.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.