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/AGDG/ - Amateur Game Development General
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>DEMO DAY 6 SOON
>https://itch.io/jam/agdg-demo-day-6

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

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
Source: https://developer.valvesoftware.com/w/index.php?
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
>>
First for no progress
>>
>>127465683
http://lua-users.org/wiki/SwitchStatement
>>
first for... uh..
>>
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>mfw I'm enginedevving
>>
first for autistic /k/ nitpicking
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Enough art fagging for a day.
I got tired of trying to make an easter bunny and made a green poring instead.
>>
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http://strawpoll.me/6436242 Dont forget to vote for which guide comes next.
>>
The community has spoken, and this is what they had to say.

Reminder: Googum doesn't play video games. He just watches Anime/Netflix and uses a shit ton of if statements to get a semi-functional flash ad to look like a 'game'
STEAM GREENLIGHT HYPE

Googum is a literally who, 'newgrounds' dev

Googum is a literally who, 'flash' dev

I'm no fan of googum

Restricted RPS is the worst game I've ever played.

RESTRICTED NEEDS TO BE RESCRIPTED
AM I RIGHT? OR AM I RIGHT?

How does someone sink 2,700 GPB into RESEARCH for a Rock Paper Scissors FLASH game?
>>
6th for \GDAG\
>>
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slipstream is ded

direct your criticism to this post
>>
>>127465804

>going down that path
>hit my limit after 20 minutes

gotta find a better way
>>
>>127465749
i thought googum made all his games in C++
>>
>>127465889
>not going the pixel route
right choice
>>
Vulkanime
>>
How do you pronounce /agdg/? I normally say aggy-daggy
>>
>>127466002
I actually have gotten to a point where I could just like make game in it but it's a pretty convoluted process.
>>
>>127465969
>>127465910
>>127465910

Two failures of EPIC proportion.

How do we go from Hopoo and Vine to the likes of SlipStream Dev and Googum??
>>
>>127465969
RIP poor BRdev friend. I hope you manage to get a nice job and eventually break into the game industry with a hobby project done on weekends. Alternatively, I hope your kickstarter suceeds
>>
>>127465889
what kind of game is this for?
>>
>>127466115
yggad-ygga is the correct pronounciation
>>
Reminder that it's never too late to get started on that game, nodev. It could be...

https://www.youtube.com/watch?v=I6EOUaWscrE
>>
>>127465969
Those Japanese Characters are literally nothing.
Roughly Translated it comes out to

splimtelk which doesn't mean anything. Very bad form from the Asian community.
>>
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>>127466120
>treating the engine as a separate concept from the game when not talking about code that has been duplicated and refactored out of multiple games

>>127466109
>>
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I'd like to thank the anon that gave me the scaling advice last thread, I think it looks a lot better now. I'm going to tweak the base sprite a bit.
>>
>>127465910
How much has RRPS made anyway? Never mind how many people play it now, but if came out of it with more money than he wentin, I'd have to call that a success.
>>
>>127466375
It is not separate but the parts of the game I'm working on now are in no way unique to the game itself.
>>
>>127465969
OH WAIT, I KNOW!!!! SLIPSTREAM DEV!!!! ENTER YOUR GAME INTO THIS HERE _---->>>>> http://www.bigfestival.com.br/about

IF YOU WIN IT, THERE'S STILL HOPE

THE DREAM MUST NEVER DIE
>>
>>127466209
Gurro icecream game.
You and your sister chop up village kids and cart them to other towns. haven't thought it all out but the mechanics work in my head.
>>
>>127465969
should've included waifus

heed this warning fellow devs, without waifus you can't succeed
>>
>>127466358
>I can't read Japanese, but I can sure make up shit about it XD

Ain't nothing wrong with Surippu Sutoriimu
>>
>>127466452
Are you at least implementing things based on your own specific game rather than "well this could be useful"
>>
>>127466358
stupid gweilo
>>
>>127466103
I have no drawing/painting skills and I must make a game, so I'm using Inkscape to make the graphics. I might make a pixelized version later but this will do for now.
>>127466209
A worms/gunbound/scorch clone
>>
>>127465804
>>127465804

can someone clarify what 'enginedevving' is?
>>
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>>127466375
>treating the engine as a separate concept from the game when not talking about code that has been duplicated and refactored out of multiple games

yeah, fuck that
I wanted to reuse this shit myself for other projects but that was such a grave mistake.
Will switch back to unified as soon as I can.
>>
>>127466386
Looks nice. Realm of the mad god ripoff or something better?
>>
>>127466574
Yes, I'm only adding the stuff I need to progress with the game.
>>
>>127466390
Roughly 220 USD
About 35 people bought the game.
Average play time is .02 Minutes.
2,700 GPB to 3974.08 US Dollar
So he is about 3400 USD in with 0 Profit.
roughly, 4k.
>>
>>127466706
getting nothing done while posting anime
>>
>>127466770
Okay, well that's what I mean by "not treating the engine separate from the game"

So good
>>
>>127466706
dreaming
>>
>>127466706
Programming anything that isn't directly related to the game but still needs to be done so that you can continue gamedeving.
>>
>>127466706
"enginedevving" - Developing an engine. As this is not "Mechanical/Electrical Engineering General - M/EEG", it refers to Video Game Engines.
>>
>>127466806
>So he is about 3400 USD in with 0 Profit.
I don't know what would hurt worse.
This or That
>About 35 people bought the game.
>Average play time is .02 Minutes.
>>
>>127466115
>I normally say
In what situations are you saying agdg out loud?
>>
>>127466706
Making a game in such a way that you are ostensibly developing stuff that isn't specific to the game itself in the process

Like what >>127466919 said
>>
>>127465969
>moonrunes
>Charleston, SC
>HUEdev
what
>>
i havent deved on my game for 3 weeks
i will also not post new demo on demo day
rip
>>
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>>127465910
>RESTRICTED NEEDS TO BE RESCRIPTED
>>
Engines are tools
>>
>>127467174
you're a tool
>>
>>127466952
The reality check probably hurts most of all.
>>
>>127467174
its a set of tools
>>
>>127467239
Words hurt :(
>>
>you will never work in a small studio deving fun games with fun people
>you will always be a lonely 1MA

reading new game was a bad idea
>>
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You should tell people about the thing you're selling.
>>
>>127467396
Could be worse...

You could be Googum
>>
>>127467174
An engine could be a tool, but in that case I'd rather call it an SDK

Hopefully none of us are SDKdevs, or at least we get paid to do it for a company
>>
>>127467396
its actually very easy to set something up, maybe we should or someone should set up a site for people looking for groups.
>>
>>127466506

I would have included waifus if the game was funded
>>
Stop using "waifu" to mean "girl" even if they're just for fanservice.

Waifus are in the eye of the husbando.
>>
Any advice for an aspiring game Dev?
>>
>>127467510
>getting payed by the man to be a software architevt following an agile development process on the most soulless piece of software imaginable
>ever
I'd rather kill myself desu
>>
>>127467714
get out while you can
>>
>>127467551
they should've been in the kickstarter as selling points though
>>
>>127467714
listen to this https://www.youtube.com/watch?v=eq8eSdAG0Uk
>>
>>127467714
Give up
>>
>>127467714
rapid prototyping and challenge yourself
>>
>>127467765
Fair enough
>>
>>127467679
Similarly, don't use "husbando" to refer to yourself, because you're not really husbando-material at all.
>>
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~~~* RECAP MONDAY *~~~

game:
dev:
tools:
website:
progress:
>>
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Fixed some bugs with giving orders. Now the units only take new orders if they are selected, and you can deselect units

>>127465969
Really sorry to hear this. Didn't this dev use LibGDX? I'm using that framework too and it was great to see what can be accomplished with my tools

>>127466115
ay gee dee gee
>>
>>127467975
only bitches post in recap
>>
>>127466767
Thanks, it's an srpg kinda thing.
>>
>>127467714
Get a degree at a good university and try to get into some big company like EA or Blizzard.
The path of the indiedev is a self-destructive one.
>>
>>127467714
do whatever you can to start making games now. go download construct 2 or game maker and just start. look up tutorials and read documentation

also start learning to draw because fucking hell you will need it
>>
>tfw you're making a gamepad only game so you have to redo yourself things that the engine already has because they're set for mouse control like drag and drop
>>
>>127467516
need to make a site like ebay where you auction of money for assets.
>>
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>>127468208
>gamepad only game
>>
>>127468131
a degree won't help you get into those companies

a portfolio and connections will. mostly connections
>>
>>127468208
a gamepad only game by definition should work with at least a keyboard + mouse. what are you doing?
>>
>>127468028
Really?
So if my "game" isn't up there, should I not reply to that post?
>>
>>127468131
>Giving the worst advice possible.jpg
My sides
>>
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>>127465172
One last attempt at smoothening out your logo, Anubisdev. Since I had nothing better to do.
https://a.uguu.se/pgtszi.psd (CS6)
>>
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>>127468305
>his game isn't console exclusive!
>>
>>127467714
Post progress.
>>
>>127467714
Don't post in Aggy Diggy if you actually want to get anything done.
>>
You are given a job to write a program that generates a completely random game every time.
How do you do it?
>>
>>127468636
Anubis and the buried bone? More like Anus and the buried boner!
>>
>>127468793
it torrents random games from the game section on a random torrent site
>>
>>127468806
Nice job Sherlock
>>
>>127467516
i've always wondered how those studios with multiple failed mobile games stay in business, where do they get their funding?

i make games all by myself yet i can't do it for a living. somehow these people can and it makes me very bitter
>>
>>127468806
I think that's what "buried bone" is meant to get at, but despite repeating the joke you're still very witty. Good job.
>>
how do I join the gitlab
>>
>>127468883
It has to work offline.
>>
>>127468636
all furries should be put on trains to auschwitz
>>
>>127469037
nah, nah it doesn't.
>>
>>127468793
I program an AI that understands most game styles and genres and then get it to shitpost on 4chan for me.
>>
>>127469008
add agdg as a member to one of your projects
>>
>>127468806
Anon and the buried comedic sense.
>>
>>127468963
they do side projects, help out with other companies code, and those failed games still usually make sales. Also if they have a publisher, they get money and have to produce a game in a time frame
>>
>>127468636
what's this game about? i've seen this logo a couple times but never any game.
>>
>>127465969

6k doesn't seem that much - is the game nearly finished? If so - why not just spend a month polishing what you have and adding in basic features to have an Early Access build going?
>>
>>127469238
you play as a shota dog and fuck other animals
>>
>>127468963
Most such companies make licensed games for a living and get payed upfront.
>>
>>127467965
I hate how husbando is spelled and pronounced. It should have been spelled hazubando to sound more japanese. It's like someone just added an o to the end bust still pronounces it with an english accent.
>>
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>>127468636
Looks more metallic on that pass. The dithering looks fun, gotta play around with that sometime.

>>127469238
It's Maze of Galious with an Egyptian theme.
>>
>>127465969

>no PR push
>suprised when KS fails
>>
>want to code
>keyboard dies
>>
>>127469650
how did you type this out
>>
>>127469528
>implying any media sites cover kickstarters from whodevs any more

it's not 2012, kickstarter is a dead horse unless you have a basically finished game or are fucking Sid Meier
>>
>>127469650
https://www.youtube.com/watch?v=8SkdfdXWYaI
>>
>>127469650
Copy and paste the letters plebe
>>
Hey, does the guy who made lostboy still browse here?
>>
>>127469721
with my mind
>>
>>127469492
Im all for gamedev and agdg but please tell me this isnt a gay furry porn game
>>
>>127469721
bot keys between f and j died, smartass
>>
>>127469650
https://www.youtube.com/watch?v=MzJ0CytAsec
>>
>>127469852
im sry
>>
>>127469492
https://www.youtube.com/watch?v=7Q36EyvaYG8
Explains the dithering technique. It's very useful for actually painting pixel art.
>>
>>127469732
You shouldn't push a KS if you have no demo or media awareness already
>>
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>spent all day with micro optimizations
>>
>>127469971
Why do you do this
>>
Anyone else get that 'fuck I dont have time for this' feel when they need to learn a new library or something for devving?

This shit even looks easy but i'm having a hard time bringing myself to read up the documentation for any longer than 20 mins
>>
i want to dev but im too lazy to start :(
>>
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>>127469492
No, please put the shield down by default. I played Link's Awakening first so I liked having a separate button to block, especially because it let's me strafe an enemy with ranged attacks instead of turning around when I need to move away which leaves my back exposed. Link to the Past fucked it up by having the shield up by default. I hated that and it's why I never finished the game. Also, can you put a swing on the sword so that it starts pointing at 12 o clock and then swipes down to 9 o clock? I can already see shit like bats and ghosts flying at you and not being able to defend yourself from their aerial attacks. Good lord Link to the Past pissed me off so much. How does a gameboy game get it right while an snes game with more power and resources somehow screws up the combat system?
>>
>>127469852
he shoots his sperm
>>
>>127470063
You probably shouldn't even be doing micro-optimizations. If the performance difference isn't significant, just keep the implementation that's the cleanest and most easily understood.
>>
>>127469975
Thanks! So far the only graphics in the game that have been large enough to even have room for dithering have been the boss sprites.

>>127470138
Money and gamedev exp.

>>127470306
That's a lot of hate. You'll hate it even more once I tell you that the shield doesn't actually block anything by default until you get an item.
>>
>>127470542
but are you or not a furry?
>>
Why is the motto no longer "dev or die"? What even is our motto now?
>>
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I swear, it's not even attaching the parts to sockets at all. I re-exported all of the models to make sure the orientations were correct. Also moved the objects so that the point I want to attach it by (the bone) is at the origin.

This is getting irritating.
>>
>>127470745
dev or danny
>>
>>127470745
>tfw 99% of those games are dead
Fuck.
>>
>>127469789
Please respond
>>
>>127470542
>>
>>127470745
>What even is our motto now?
Glug glug
>>
>>127470542
well you have to keep it clean here so I don't mind
>>
>>127469492

>furry shit

im scared to look at your site but looks good so far anon
>>
>>127470253
Yes
Especially when there's no binaries and you have to deal with learning some shit build system
>>
>>127469873
>delete adult scrolls conflict for
>it types it again
kek
>>
>tfw in a constant cycle of discouragement and motivation

this is only my 3rd day, it can only get better r-right?
>>
>>127471227
It only gets worse
>>
>>127470085
http://gamemakerblog.com/2013/08/14/5-game-maker-cliches-to-avoid/

>Pseudo-Companies

>There is a strange obsession with creating game companies in the GameMaker community. New users are often guilty of this more than anyone else. You don’t need to create a logo, or a business name, or assemble a team of people you’ll never end up using (seek help only when you need it, team requests should be used sparingly). Don’t create a shoddy website for a non-existent, unregistered gaming company. Don’t put obnoxious trademarks on your software. If you want an identity associated with your work, use your username or your real name. Or how about linking to a YouTube channel where you can post videos of your game when it’s out?

>In a nutshell, splash screens and bogus company names don’t make you look credible. Since most people abandon their GameMaker projects and teams, it’s best to leave any business details for later – and only if you plan to stick to it and produce more software. And if you want to protect your work legally and freely, copyright can instantly be applied to your work. You can also use a free Creative Commons license, if your game is freeware or open-source. As for trademarks, you don’t need them.
>>
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>>127471227
Right
>>
>>127471052
It just links back to the tumblr right now, which is more or less clean. Cheesecake is as bad as that will get.
>>
Anyone looking for work? 2 of our programmers left, e-mail if you want to get in touch with an exciting project:

[email protected]
>>
>>127471529
Isn't this meme years old by now? Stop.
>>
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>>127471529
>stale memes
>>
>>127471529

Chad's going to be able to drink this year.
>>
>>127471481
>more or less clean
>literally the second post from the top is a naked cat with a dick in a box.
>>
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>>127471529
joke's on you
I'm already working for someone for 30 whole bucks
>>
>>127471346

>game maker

i get that its easier to use but wouldnt making something in an actual language be better career wise?
>>
>>127469865
copy "fFJj" whenever you need to type f or j paste and erase all but one of them?
>>
>>127471529
I thought it was blaziken96.
Also people born in 1995 will be turning 21 this year
People born in 1998 will be turning 18.
>>
>>127472028
Does it really matter?
>>
>>127472117

yes
>>
>>127472095
Wait I misread your post. Still applies though. vVbBnNmM
>>
>>127470745
What was the pic? Why delete it? When was the motto dev or die? I've only been here since 2013.
>>
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how do you work up the strength to dev when you can barely work up the strength to live?
>>
>>127470745
because AGDG died. current motto is "dev or don't"
>>
>>127472028
If you cared about career you wouldn't be making games for the off chance that you're successful. You'd be specializing to get hired and overworked by a big company.
>>
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Added a pretty pink background and finished getting combat to work.

Next up is actually animating stuff.
>>
>>127472339
Waifus and my dick give me strength
Not simultaneously though
>>
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>>127467975
>game: Asteroid Clicker
>dev: Mike Le Watt
>tools: Unity/C#
>website: http://mike-le-watt.itch.io/asteroidclicker
>progress:
-added script to shrink an asteroid as you mine it
-added script that spawns as new asteroid as the previous one is mined out
-implemented Ore counter
>>
>>127471797
>Amerisobers
>>
>>127472339
Anime
>>
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>he doesn't store all his data structures as contiguous arrays
>>
>>127472432

being succesfull has nothing to do it, showing you are capable of coding something that solves a complex problem like AI goes a long way, even in a game
>>
>>127472872
Enjoy your shitty structure management complexity
>>
>>127472997
What
>>
>>127472997
enjoy your shitty performance
>>
>>127473227
Not him but keeping everything as contiguous arrays adds a lot of structure management complexity, as in, because everything is contiguous the best way of getting things done is through the concept of systems, and this concept tends to make certain types of actions harder.
>>
>>127472872
>>127473325
if your game bottlenecks from iterating over a collection, you have serious issues
>>
>>127470797
gotta be honest here, i dunno m8

why is it shaking

also, if you're using OBS, right click your capture source->position/size->fit to screen
>>
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How do I make mob AI without RNG?
I want the enemies to attack but not all at the same time if they happen to be in range so I was planning on setting a random delay so they take turns
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>>127472872
While we're at it, is there a good reason to break gigantic arrays into parts? Most of my game's data is currently in just a handful of vectors that simulate the behavior of vectors of vectors because I found that vector classes were too expensive (32B, last I checked).
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>>127472949
Why would anyone hire some random coder when they can hire actual graduates with degrees?
Problem solving in programming is an expected basic, the other really important part is being able to work in a team and produce friendly code.
There's no such thing as "impressive code", being able to code a complex AI is an absolute minimum, what's desired is clean readable reusable code that keeps a convention, doesn't needlessly alter state, doesn't leak, etc etc.
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>>127473343
The fuck are you talking about
He said data structures, not game entities

>>127473393
Not really, cache performance is extremely important and generally considered to be the biggest bottleneck behind graphics fidelity
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>>127473325
Access time aint shit if you know how to exploit the size of a cache line
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>>127473456
Give them some kind of priority variable and then send them in according to whichever has the highest.
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>>127473470
>I found that vector classes were too expensive (32B, last I checked).
>he literally did the "I'm going to rewrite the STL better" meme
Are you dumb, fampai
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>>127473343
>the best way of getting things done is through the concept of systems
what?
I'm talking about things like BSTs
the interface doesn't change, it's just the implementation that changes

>>127473492
>exploit caching
and that was my point

>>127473393
enjoy being limited to pong on mobiles
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>>127473571
What if it's a mob of the same type of enemy?
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>>127473740
>making a mobile game

like I said, serious issues
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>>127473740
And my point is even iterating through contiguous memory can rape the cache if not done properly
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>>127473762
Make priority be influenced by distance to player, as well. If two enemies of the same kind are the same distance from the player then they may a well both go desu senpai.
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>>127473762
make a director who monitors the fight and sends in shit if there's room
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>>127473456
create a mob AI that controls all the individual mob entities, assigning priority to the closest and then pushing it to the end of the queue
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>>127473852
it was a strawman
if your thing can run well on potato systems, you can't worry more about bigger systems

>>127473928
ah, yes
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>>127473456
It's turn based? Roll for initiative, distribute their delay as interval time for one single turn / number of combatants.
E.g. 2000ms / 6 mobs = 333ms
mob 1 attacks at 333ms
mob 2 attacks at 666ms
etc.
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>>127473393
>>127473489
Draw calls specifically, I mean, but that's part of graphics fidelity I guess

It's unlikely that draw calls will be the bottleneck in an indie game, since simple graphics mean easy instancing and batching and whatnot, but it's easy to make cache misses build up even if you're just doing the same behaviour a lot of times

>>127473928
False sharing can be overcome, whereas non-contiguous storage will always thrash the cache
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>>127473625
I didn't do that, I just made a class that contains a single vector and provides an interface which replicates the behavior of a twodimensional vector, because the data I want to store in the second dimension of vectors is usually smaller than the vector class that contains them and because as I said, it's a gigantic list which might accumulate to a half a gigabyte in size.
But I really just wanted to know whether there's a good reason not to make gigantic vectors like that.
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>>127470745
>>127472407
Would changing the theme of the recap help?
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>>127469492
>Im all for gamedev and agdg but please tell me this IS a gay furry porn game
fixd
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>>127473456
A good AI will always come up with the most optimal strategy without using a RNG.
If statistically multiple options have the same probability of success however, you can always pick the first or last one you came up with.
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>>127470797
looks nice
except I don't know what a beakion is
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>>127473472
>Why would anyone hire some random coder when they can hire actual graduates with degrees?

obviously if someone is thinking about their career their not 'some random coder'
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>>127474589
Several search algorithms rely on RNG to avoid local maxima, you dummy
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>>127474434
Okay that's not dumb at all, good job.
It's fine to make giant vectors if you need all that memory at once and if the user has enough RAM
What are you storing exactly for it to take half a gig?
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>>127474921
my dick
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>>127474713
>This man you're going against studied 4-6 years of stuff, made numerous projects with other people, knows at least 10 programming languages (some with different paradigms), has a thesis on neural networks, and was an active member of the demoscene, what do you have?
>I made a few games by myself that implements pathfinding and AI in, get this, C++ !
Making games for your career only applies if you want to do, say, game design, since art degrees are a fucking joke. But programming is a different beast. I would even go as far as saying making impressive shader demos would be miles better than making regular games.
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>>127475194
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>>127475338
Dats why i programm oculus Rift demos with my art degree.
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>>127475482
This pic is lewd AF
>>
Anime is not for lewdness!
>>
My first attempt at making music, what do you think?
https://clyp.it/wmjw4iaa
>>
>tfw trying to do pixel art without the required anatomy knowledge
Kill me.
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>>127475338
what about the virtue of self teaching?

thing with graduates is that you can't really know for sure what they are made of and how much training they're gonna need
on the other side, if this guy has been doing shit alone, and impressive shit, you know he can handle himself and can adapt to the company
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>>127474921
Sounds like a hash table, the secondary lists for items with the same hash

But that doesn't really explain why it's so big, because either the objects are large and owned by the hash table and the size overhead of std::vector is negligible, or the objects are tiny or only pointed to, in which case the hash table itself is way too large
>>
https://a.pomf.cat/fttepd.webm

??
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>>127475743
it's a cute little melody
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>>127475743
Too repetitive for my taste but alright for a first attempt.
>>
Hey, just in case you asswipes are interested, HeartBeast's udemy course on making a platformer in Game Maker Studio (which is free) is on sale for $10 right now when it's usually literally $159. No idea when the sale ends, but I already got it. Goes through the basics of using the program, uses 100% scripting and none of the other actions, so you know you'll get a grounding in GML, and is careful to teach proper terms and make concepts like inheritance clear.

I'm not finished with it, so it might fall off. Dunno. But if you were considering buying it at the full price for some stupid reason, do yourself a favor and do it now. Or if you just think it sounds cool.
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>>127476291
ends the 7th I believe.
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>>127475743
nice but a little annoying
>>
>>127476291
Any way to pirate this?
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>>127476291
Stop shilling your fucking course
>>
>>127476435
Cool.
>>127476563
No idea. Probably. Let me know if you find one since it might be useful for finding other courses.
>>127476649
>implying
>>
>>127475832
In any non shit university you need to teach yourself a lot of stuff, so I don't know what you're trying to imply. Sure there's the usual guy that weaseled his way into the degree, but you can discard him with a simple fizzbuzz or similar.
The problem is also that CS is a meme degree that focuses on research and is mostly irrelevant for practical applications, what you want is software engineers.
Another thing is, "impressive shit done by oneself" barely exists because most problems have been solved for decades, the bulk of programming is just designing subsystem interactions in a nice way. I've worked with a few of "self taught programmers" and a lot of their shit needs to be completely rewritten because it's unreadable. Some can't even handle big codebases because they are so used to actually writing all the code they work with themselves. Sure they are great for prototyping, but that's about it.
>>
>>127475338
How about
>I made a cool little indie game that got kickstarted and greenlighted and got me hundreds of patrons at patreon all by myself (advertising it included)
>>
>>127476763 here.
Or don't let me know if you find a way to pirate it if you're worried I'm HB trying to find pirates to shut down or something.
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>>127476834
I'd offer them a job in PR/marketing probably. Why are they even asking for a job here instead of making their own company if they were so successful?
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>>127476291
anything on udemy that says shit like "learn this in hours" is a fucking scam

just read the documentation and use google
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>>127476808
Software engineers are mindless cucks that will never write anything of real value
All they do is maintain shitheaps with reinforced shit
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>>127465969
This is why i'm actually dreading finishing my game. I'm too lazy and poor for any pr so my game will probably just die forgotten with all that work wasted
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>>127477337
>I don't need people that get things done, I need unique creative theoretical butterflies that reinvent papers that were published 20 years ago. As we all know, videogames require cutting edge programming
Kek
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>>127473426
The menu won't shake I just assigned multiple different shake on numbpad and testing it. Thank you for the tip. I'm still learning how to use OBS.
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>>127477781
I don't need anyone, Anonymous
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>>127474641
ty
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>>127478003
>Identifying autistic 1ma enginedevs - accurate results with simple tools
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>>127478398
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Fucking FINALLY.

Turns out I was trying to attach parts to nonexistant bones and no error was given, for some reason.
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>>127467975

game: full metal god

dev: mikota & kitten

tools: gamemaker:studio

website: kiokotadev.tumblr.com

progress: added all the new art in, worked on combat, started adding the new npcs
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>>127478910
Hello steamchat whodev
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>>127467975
>Want to join in on this
>Have basically no progress yet

Some day..
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Got his jump animations inputted. How's it looking?

I will have a different background done next time I swear
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>>127479405
Looking good, anon. You should make a blog to post updates for this.
>>
aggy daggies, I'm using Unity/C#

I'm destroying an object and I'm spawning a prefab clone of it.

My problem is that in the script attached to the prefab, there are two references to values in 2 other scripts. In the newly spawned clone, they are not linked to those scripts/objects.

How can I use GetComponent/gameobject.find to do so?

I've been googling this shit for two days but I just can't get the syntax correct.

Please help.
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>>127480098
If the other scripts are also on the prefab it should keep the proper reference to the new instance components.
If you are trying to reference other gameobjects:

GameManager gm = FindObjectOfType<GameManager>();

or

Camera previewCamera = GameObject.Find("CharPreviewCamera").GetComponent<Camera>();
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>>127467975
>game: InnerSpace
>dev: @GodJammit @PolyKnight Games
>tools: Unity
>website:
twitter.com/GodJammit
tyfurious.tumblr.com (never updated, picking it up today)
>progress:
Title cards, gathering energy fx, "swoosh" sounds, a bit more juicing on cutting ropes (attached). Hauling through some bug-fixes & tweak-shit I've been ignoring.
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>>127480748
looks good
but who?
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How do I edit an image so that the user knows it is a background?
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>>127480748
WHOOODEEEEEEV
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>>127480748
>>
>>>>127479405
Looks nice, reminds me of StarBound. I'd pick a less-black stroke on the character. But at that resolution it's hard to tell.
>>
Is ir okay if I start working on my Jam early if I don't spend more than 29 days on it?
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>>127480748
hi handsome
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>>127478683
Is that a red panda or a racoon?
>>
Trying to create my own Solid generic object to be a parent to floors and ceilings in my game. Using gamemaker. I had floors working but now I'm trying to test with ceilings and I'm having some issues with the character falling through the floor after contacting a ceiling. I'm pretty sure what is happening is the character is failing a collision check in one step, but by the next step the character intersecting with the solid. I had a solution involving changing the y position at the beginning of a step by 1 until the player was no longer intersecting with the ceiling, but it appears that this causes them to fall through the floor on the way back down. Should I tie this interaction to the v-speed so that they don't fall through floors? Once that's fixed how do I make the character not get stuck in the ground on the way down.
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>>127467091
It's two devs, one BR and the other is from Charleston.
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>>127480747
>If the other scripts are also on the prefab it should keep the proper reference to the new instance components.

I'm an idiot, I didn't think of attaching the other scripts, they're just referenced.

>Camera previewCamera = GameObject.Find("CharPreviewCamera").GetComponent<Camera>();

Thanks.
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>>127481049
>>127480990
I'm Tyler Tomaseski. I code & direct. We're PolyKnight Games.

Longtime lurk, first time posting outside a few things on 8ch during our kickstarter. Feedback here, but normally as anon. Using my handle b/c I like it.
>>127480930
thnx bruh
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>>127481524
FUCKING WHODEV
GET OUT OF HERE
Thread replies: 255
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