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agdg - amateur game degenerates general
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You are currently reading a thread in /vg/ - Video Game Generals

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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
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>Not using the recap for OP
>>
Anime save us
>>
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>>127605973
I'm sorry anon I'm completely retarded and lost.

I can't find the cameras anywhere, only the option to cast to them. Is that right?
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>>127612849
fuck off whodev
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Do people even care about a strateg/4xlite game or do I give up? I'm broke and I need to guarantee a bit of cash from my projects now (just a couple hundred-a thousand, nothing too worrying) so I'm wondering if this project is a bust. It's only about 30% done after 6 months, I have the discipline, but im not sure if im blinded by my work that I'm not noticing I'm wasting time
>>
>>127612947
Create cameras in your level (the same way you made the trigger box) and then you can drag them from the world outliner into the blueprint
>>
>>127612960
>Whodev is the new nodev
Fuck off
>>
>want to download FL studio
>magnet links suddenly don't work for me
k
>>
>>127612407
Coop is the main draw of games like that and RoR. It's not gonna do great unless they add online coop. I doubt it'll have as much polish and depth as spelunky, boi or FTL.
>>
>>127613064
Its not a waste, but it looks far from sellable. Kickstarter maybe.

>>127612960
>wheres ur game :^)
I thought you animeposters were supposed to be clever
>>
HELP i put barrels and crates in my roguelite game now it's generic as fuck
>>
>>127612027
well fuck this
I'll get answer here faster.
I'm a total noob at Unity, there's something bothering me for a while. When you make RPG like this in RPG Maker but in 3d how do you handle multiple levels? Are they separate scenes? What I mean is - there is a room and a hallway. I don't want them to be seen wall by wall, I just want the room to be surrounded by black background. Objects like player can be transferred from Scene 1 to Scene 2 without reinitializing?

I'm used to coding things, this drag and drop bullshit is too hard to understand with it's easiness
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>>127612625
ur fucking welcome
>>
>>127613401
The graphics are very much placeholders if that's what you mean. I plan on contacting publishers and getting an artist to help out, but that's further down the line.

If you mean it's not sellable as in the idea of it, could you please expand?
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Improved lighting a little bit
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>>127613428
Take them out
What is your game's setting? Like what's the main dungeon
>>
>Don't want to use Game Maker because I want to learn a real language
>Don't want to use Unity (yet) because I can't 3D

I tried libgdx despite only knowing a small amount of Java. I don't even know where to start. All the tutorials just leave me confused. I'll never become dev.
>>
>>127613535
>Five
>Ten
>Fifteen
>Twenty
>Twenty five
>Twenty six
Golden age or froth?
>>
>>127613064

keep shilling on v and reddit if it doesnt get any traction then its probably not gonna sell. but if you have decent sized threads with good activity put up a patreon people can donate to
>>
>>127613619
don't worry i just need to add more varied content. i think boxes and barrels are only a problem if you see them too much.
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>>127613764
we've had more, just a reminder ;_;7
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http://strawpoll.me/6436242

Beginners guide will be done with the second winner or first if its second, all about algorithms.
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>>127613078
I got that, thanks man. Now I'm getting an error while compiling and it says I need a connection for the target. What should I link it to?
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>>127613764
Nah it's because everyone is on break.

They'll quit once they go back to school/work
>>
>>127613682
>>Don't want to use Game Maker because I want to learn a real language

literally me. I think coding in an actual language would be more beneficial and i would learn more in the long run, but if I can make what I want in GM with less effort, is it really worth the extra hassle?
>>
>>127614002
If you hover over the plug, it says it wants a Player Controller Reference

So get a 'Get Player Controller Reference' node
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reminder that we have a new meme
>>
>>127613386
Oh, you haven't played it yet.
>>
>>127614051
try unity its easy
>>
>>127614051
Unity is a weird bike to ride. Really weird.
But it uses C#, plenty of people use it, tutorials everywhere, you'll be fine.
Just expect to crash a few times. :3
>>
>>127614341
the more i look at it the more I cringe
>>
>>127614341
more like Tyler Toomuchsexy
>>
>>127613889
I'm glad at least some of these games got released.
>>
>>127614341
Thats just some newfag being a newfag. The real gold in that thread was the pistol modeller with the sideways bullets.
>>
>>127614051
Do you want to learn programming, or do you want to learn gamedevving? Huh? You've got a choice to make, and you're the only one responsible for your own outcome.
>>
>>127614384
I've seen vids. I'm not going to buy a game which has local coop but they didn't bother to implement online coop in fucking 2015. It just screams incompetence.
>>
>>127613950
How about something actually challenging that you don't get 100s of results for if you google it? Or do you only want to do things aimed at beginners?
>>
>>127613682
frameworks like libgdx are for chumps
>>
>>127614661
>pistol modeller with the sideways bullets.
Please explain, and post the gif/webm if applicable.
>>
yooo anon who posted https://a.pomf.cat/dqjdpk.wav

do you have a soundcloud?
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>>127614893
where's the gwyn patreon?
>>
>>127613535
>The googem shitpost got in and takes and entire extra row to itself
My sides
>>
>>127614341

They look like a bunch of redditors

https://www.youtube.com/watch?v=KTNB3NVfKSo
>>
>>127615004
I never had one
>>
>>127613950
Darn, there are so many beginner's guides for everything. But there's hardly anyone explaining how things work. Just the steps to make something specific work.
>>
>>127614339
Shit I got it! Thanks man.
That felt gratifying as fuck seeing it change cameras for the first time
>>
>>127614749
>incompetence
Hahaha so you've never tried netcode either eh.

Shit's far from trivial, and for them it would be approaching impossible unless they majorly change game mechanics for the worse to make shit actually work.
>>
>>127613826
I don't want to beg for money, I'd feel like a bum
>>
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So, about Entity-Component-System. What are some good ways to make it more efficient?

I thought a structure of arrays was a simple enough and good implementation of it, but it becomes too sparse the more components and entities I have (since not all components are used in all entities). At this point I'm wondering if I should just drop contiguity and just dynamically allocate components as needed
>>
>>127614850
>>127613682
Daily reminder to flat out ignore people who don't substantiate claims.
>>
>>127615462
Where is your evidence for this
>>
>>127612246
>http://a.pomf.cat/dqjdpk.wav

I like it.I figure if you design the songs for certain scenarios then it'd sound great in game. It'd definitely sound better than taking random free songs from the internet. If you're interested, feel free to email me.
>>
>>127615324
No, but if i made a coop game i wouldn't pussy out by making it local coop only. It's like false advertising towars people who actually have friends and are looking for games to play online with them.
On a sidenode RoR's online was an afterthought and it was arguably pretty shit, but people still played the hell out of it, so your argument is defeated there.
>>
>>127615130
webm?
>>
>>127614893
I think your bounciness can be improved.

You might have a value for the "scale" which you apply on the X and Y axis simultaneously. This makes the bounce effect scale the whole character, and doesn't look as good as when one axis is inverse to another.

You should scale Y by your current "scale" variable, and X by "1.0/scale".

This way, when something is bouncing, when it gets bigger on the Y axis, it gets smaller on the X, and it seems like it's streching or squishing, unlike when you scale both x and y by the same value.

Try that, trust me.

Scale X by "scale" and Y by "1.0/scale"
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>>127614341
photoshop mangled this but I found it funny so I'm posting it anyhow
>>
When's the busiest time for this general on the weekdays? Last time I posted major progress (just a few days ago) with a brand new video with music and sound effects, only 3 people replied to me, and they were all constructive criticism. I might as well have posted to reddit.

Also, why are there only a handful of games in the recap? There have been so many other progress posts by other devs, but are they supposed to apply for it or mention that they want to be included? Or should you be posting progress frequently? Or should I have read the OP first before asking these questions?
>>
>>127614858
yeah i do although most of the stuff on there is pretty old

soundcloud.com/cesque for game music stuff (haven't uploaded any here for ages, probably should add some stuff i've done since then)
soundcloud.com/euqsec for my attempts at electronic music
>>
>>127613575
is that hoth

you fucking nigger i wanted to steal it from star wars for my game ;_;;;
>>
>>127615604
Wow look at that cognitive dissonance.
>>
>>127615838
You have to post in a specific format to be included in the recap, not everyone bothers/wants to
>>
>>127615838
>and they were all constructive criticism
What the fuck kind of retarded complaint is this?
>>
>>127614854
>>127458752
or if that doesnt work
>>127458752
>>
>>127615707
alright I'll try that out thanks anon
>>
>>127615130
Cool

Now you can make an OnActorEndOverlap to trigger a blend back your character, just plug it in where the camera went before
>>
>>127613575
How complicated was it to code the lighting? Like how many lines of code total for all the next-gen effects? Specifically ambient lighting/global illumination/ambient occlusion/etc.?
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>>127613889
>99% of those are dead
>>
>>127615838
lurk moar
>>
gib game ideas
>>
>>127616223
Making games is hard.
>>
>>127613682
Just use Unity. The point is to make a game. If want to learn an actual language, Unity has one.
>>
>>127616223
>>127613889
What happened to gate(dev)?
He was probably one of my favorites devs to see progress from.
>>
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>>127612303
The face should look fine with proper texturing and hair. Topology can be improved but it's usable.
The proportions of the face do seem a bit ayy lmao-ish but if you are using reference stick with it because hair can do wonders. If you are not using reference try to make the gap between the eyes smaller. The golden rule is that the gap should be of the same width of the eyes but this doesn't apply for the more uguu styles.
There's a number of ways to make eyelashes, they don't have to be connected to the face, but try so the topology matches that of the eyelids so they can bend together without clipping.

Now on the body, it needs a lot of work but you probably can already tell. About the proportions, it depends entirely on the style. I don't know what kind of reference (if at all) you are using, so I can't tell you for sure if the proportions are good or not. I personally like to draw very long legs (pic related), but more "kawaii" styles are often pretty short legged.
I'd recommend going for a more realistic style for starters so you get used to human proportions, if I remember correctly the proper ratio is that lower leg length = upper leg and then the torso should be slightly longer. But don't quote me, better go check /ic/.
>>
>>127616501
>What happened to gate(dev)?
Life
>>
>>127616424
commander keen + f zero segments in neo 80s

lots of bright pink and cocaine and boobs of all colors
>>
>>127616223
Still in development (at least as far as being posted in the threads go):
Space Dementia
Crystal Gun Girl
Rainbow
Astral Transcendence
Mercenary Leto
Gunpoint Clone
Elysis
Feather Knight

Released and on Steam:
Aerannis
Xenoraptor
Cash_Out

So, no, not 99%
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>tfw one of ur fav artists blocks u on twitter
>>
>>127616501
Yeah he said he was busy with other shit and would probably/maybe get back to Gate, not even that long ago.
>>
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>>127616649
Fuck twitter
>mobile shovelware shill follows you and unfollows the next day
>>
>>127615404
You don't need to choose between one or the other for everything. Only do it for "rare" component types. And I'd use this method specifically:
http://bitsquid.blogspot.ca/2011/09/managing-decoupling-part-4-id-lookup.html

You can also look at it from another point of view: how do you limit fragmentation itself? I would do this by partitioning the component storage. Each partition can set restrictions, like "every entity must have this component", "no entity may have this component", and "any entity with this component must also have this component".

The first two are more for reducing branching and memory usage respectively, but the last one is especially useful -- if two component types are mostly used together in that partition, you can store them in the same packed order and indirect them with a single table. That way, you can operate on the packed arrays directly, which will play nicely with the cache.
>>
>>127614835
I will only be exploring algorithms (or at least 95% of the time), they will be no real difficulty on them, its based on how good you are. I will be doing what the community wants and putting some on polls that are viewed as very hard. Please give me some you want and would gladly put them up.

>>127615126
hit the nail on the head for what I will do, as an example for noise, I will explain how it works, how you can implement it and what each piece does/ how it connects with the summary
>>
>>127614341
>danny bullying another dev
>>
>>127615861

>No snow

>hoth

u wot m8
>>
>>127614698
i want to learn programming ( or rather, get better at it) but make games that can get me some dosh
>>
>>127615404
>>127616836
Just FYI, I am planning to write a new article, including an in-depth explanation of these optimizations, as a successor to these two at some point (I am the original author):
http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
>>
>>127613889
I'm still barely any closer to finishing the game. But at least I know what I'm doing now.
>>
>>127617213
If you don't even know how to use GM or Unity, making dosh should not even be on your list yet.
>>
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>>127616163

If you use unity it's really not that much code depending on how complicated you want it to be
>>
>>127614893

well this is fucking neato.

can he swing around with his tongue?
>>
>tfw you were drawing all day now your wrist and hand really hurt

i must be doing something wrong, i don't draw with my wrist so many i grip too tigh
>>
Reminder that to be a truly good game, your game should have no manual and no tutorial. The only good games are hardcore games.
>>
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Got textboxes working. Still need to find a good font though.

Should I keep the red flashing when you damage an enemy or change it with something else? I think it looks a bit weird.
>>
>>127617270

I dig that jumping animation. Those projectiles being thrown, is it supposed to be rapidfire machine gun punches from your chicken man?
>>
>>127617531
>i grip too tigh
I tend to do that with my tablet pen, fucking kills my hand
Trying to get rid of taht habbit
>>
>>127617270
Working with other people will slow you down further.
>>
>every game I've ever made has either barely been a game or hasn't been any fun
I don't even know what fun is any more
>>
>>127617803
Part of your problem is the fact that you think "fun" is a useful word.

If you tried for something less nebulous you could actually start down a meaningful path to create a game with those features.
>>
>>127617270
Him being glued to an almost 45° slope and rotated to that angle as well looks off, he should probably slide down it or not be rotated. As it is, it looks like he could flip over and go rolling down hill any moment.
>>
>>127617719
>ow, whats your problem
nice undertale clone
>>
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>>127617741
He's swinging a wand in that animation but I'm not going to do that anymore. I'm currently going to give him so sort of wrist blaster like this. I think it looks really stylish. I'm sure no one will know I ripped-– inspired it off this.
>>127617758
I don't know, it seems like it would be convenient to take a small break from the project and draw other shit(like I tend to do) and still have a constant stream of progress.
>>127618112
I'm aware of that. Thanks though. I'll do something about it.
>>
>>127617719

So if the reaper berates you for attacking him, what happens if you let him get you?
>>
Are soundfonts free to use to make music in a commercially-released game or is it on a case-by-case basis like royalty-free music or something?
>>
>>127618258
>and still have a constant stream of progress.
Nah more like, other guy is a lazy sack of shit who hasn't finished a game yet either, and doesn't get anything done. And then he waits for your input to get shit done. And then he loses motivation entirely after a point and you have to throw away all his work because it doesn't actually mesh that well.
>>
>>127618340
Read the license
>>
>>127618327
He tells you "Give that back." Then he takes it and scoots off back to his original position.

If you talk to him again, he'll begrudgingly give it to you.
>>
>>127618198
Get some sunlight bro.
>>
>>127618508

That's adorable. What kinda theme are you going for in your game? Slightly weird and whimsical but ultimately harmless?
>>
>>127618340
i'm pretty sure Undertale used a FFVI soundfont so make of that what you will
>>
>>127618371
it sounds like you're speaking from experience. I guess it can't be helped.
>>
>>127618584
Pretty much. I'm mostly emulating Yume Nikki for the atmosphere but I'm going to make it less overtly creepy and a lot more whimsical except for the secret level
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jesus fuck all I wanted to do was make a circular FOV
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>>127613535
>the only game project that listed a negative has a minus sign beside that blurb instead of a plus sign
>the thing that's neither a plus nor minus has a tilde instead
ATTENTION TO DETAIL
>>
What about a game that can only be played by one person at a time, but every new player that takes over receives the same world that the previous player helped or screwed over.
>>
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>>127618428
>>127618593
The only decent site I found with them had this to say:
>In the US, you may have fair use protection, depending on the nature of the project, and how much the sound is altered. Consult an attorney before selling anything that uses these samples.
Fucking shit, I thought making my music would simplify things from a legal standpoint. Why does everything have to be so annoying and complicated? Why can't people just ease up on the copyright shit?
It's not like I'm using entire songs.

Is there ANY simple way to get digital instruments for FL Studio that doesn't involve legal bullshit? I just want to make some fucking music.
>>
>>127618942
https://en.wikipedia.org/wiki/Midpoint_circle_algorithm
>>
>>127618951
If it gets popular you'll be screwing yourself
>>
>>127618942
[code]
function bresenham(pos0, pos1, callback){
var x0=pos0.x;
var x1=pos1.x;
var y0=pos0.y;
var y1=pos1.y;
var dx = Math.abs(x1-x0);
var dy = Math.abs(y1-y0);
var sx,sy;
if (x0 < x1) { sx = 1; } else {sx = -1;}
if (y0 < y1) { sy = 1; } else {sy = -1;}
var err = dx-dy;
while (true){
callback(x0,y0);
if (x0 == x1 && y0 == y1) {
return;
}
var e2 = 2*err;
if (e2 > -dy) {
err = err - dy;
x0 = x0 + sx;
}
if (e2 < dx) {
err = err + dx;
y0 = y0 + sy;
}
}
}
[/code]
>>
>>127619046
I'm using that. I draw a circle based on the sight range, now I need to draw a line from the player's position to each grid tile in that drawn circle, stopping if I hit a wall.
>>
>>127618942
>Import bresenham
Done. Supposing you're rendering via software.
Hardware acceleration already does this for any line rendering, you just specify an amount of points that form straight segments.
Reimplementing decade old algorithms is only done to learn man.
>>
>>127619004
you can use VSTs with FL right? basically just google 'free vsts' or something like that and you'll find whatever you want. i'd recommend Synth1 as a great all round synth VST
>>
>>127618757

So what happens in the secret level?
>>
>>127619210
I'd like to learn, anon.
>>
>>127619216
I'm still learning FL so I didn't know if VSTs were supposed to be instruments or weird plugins or something, so I'll look into it.

Was really looking forward to using soundfonts, though, but everywhere I look seems to only range from "maybe, take your chances" to "no, it's owned by whoever owns the license to the game they're from" so I'm not taking any chances.
>>
>>127619004
https://www.youtube.com/watch?v=gjyWILsgUfw

follow that, except instead of just getting the synth stuff, you can use anything from that giant list of instruments

it's what I'm using, alongside a free NES soundfont
>>
>>127619190
See >>127619161

var state = {hit: false};
bresenham(playerpos, circletile, function (x, y) {
if (state.hit || wall(x, y)) {
state.hit = true;
return;
}
draw(x, y);
});
>>
>>127619216
Yes, if you were the guy asking which vst to use last thread, try ableton as well. Just a bit of an alternate workflow to experiment with. (also a tracker I guess).

But ya FL definately can use VSTs, it is a fully featured daw in most respects.
>>
>>127617803
read that game design book called lenses or something, it's like 500 pages though

it's supposed make those things clear
>>
>>127619161
Thank you for the code, friend. I'm trying to understand how it works too, though.
>>
>>127619262
it's a secret
>>
>>127619442
Soundfonts are almost always property of the company that published the original game. Really though you can just use preset samples from your daw or VST and it will sound better cauyse it wont be 20 years old IMO.

VSTs are both instruments (vsti) and effects (vst). They function just like the included instruments and effects of your DAW.
>>
>>127619472
The fuck? All the synths in Sad Machine are just presets off a soundbank?

>someone should convert these to massive patches for me <3 ps i dont use fl
I hate people.
>>
>>127618951
Already done.
https://en.wikipedia.org/wiki/Chain_World
>>
>RPG where combat is in the vein of a side-scrolling shooter

would you buy it?
>>
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>>127619442
there's a VST for everything basically.

in terms of the Undertale FFVI bit i mentioned, i found this comment on reddit which kinda negates my point
>>
>>127620023
Yeah, all he probably did to get the "retro" sound was slap a bitcrusher on top of everything.
>>
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>>127615707
did it and looks way better thanks anon

>>127617378
yup
>>
>>127617305

where did i say I didn't YOU FOOL?!

I said
>I think coding in an actual language would be more beneficial and i would learn more in the long run, but if I can make what I want in GM with less effort, is it really worth the extra hassle?
>>
>Oculus preorders tomorrow
Can't wait for FIVE HUNDRED DOLLARS and deving on it.
>>
>>127613889
>recap monday 03/2014
>my game was in that pic
Haha oh fuck. If you gotta pull back that far to get decent numbers then that's pretty sad.
>>
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>>127614572
WWHY AM I LAFFIN AT THIS
>>
>>127620156
I fucking love it
>>
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please send help I think my game is trying to build a pentagram and summon the undead
>>
>>127619728
It's some optimization to discretize what in floats is just


round(y + error + slope)

At least that's how I remember it

This link explains it better http://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html
>>
>>127620189

player dont care what engine your game is in
so if its feasible in GM go for it
>>
>>127620005
So a Summon Night clone?
>>
>>127620680
Ha, that's literally the page I was reading and posted an image of in the thread.

Guess I'll get to reading, then..
>>
>>127620156
>did it and looks way better thanks anon
No problem man. Also your game looks sick.

>>127620614
What are you trying to do, anon?
>>
>>127620005
Only if it's actually a side-scrolling spellcaster.
>>
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Yo what are some good design articles, I need some vacation reading until I'm back to work
>>
>>127613064
I like your game a lot, but don't count on gamedev to make you any money. Not you specifically, but making real money out of this sorta thing is rare.
>>
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>>127620867
Trying to make this FOV a circle instead.
>>
>>127621086
I can help you if you need. Just pastebin the part of your code that "reveals" each tile.
>>
>>127620369
archerdev please come back
>>
>>127621462
>implying I'm chirimoya
Guess again nerdo.
>>
>>127620976
>electrosphere ost
You're rad anon, this isn't what you asked for but it's a neat read anyway.
http://gamasutra.com/view/news/255018/Have_a_look_at_the_original_WipeOut_design_document.php
>>
>>127621252
I honestly don't think my old FOV code is reusable for this, it's very poor and inefficient hence the filename, but sure thing anon. I'd honestly say it's not worth trawling through the old code though since it clearly has to be completely rewritten.

http://pastebin.com/XHDSVe6r
>>
>>127621620
Twice failed kickstarter dev?
>>
>>127620803

Never played it, but it would be sci-fi meets fantasy setting

>>127620914
what if some of the abilities involved spellcasting..? maybe?
>>
>>127615357

Sorry i didn't see your reply, but when I mean shill I mean just keep posting your game, if people show interest, ask questions, even make suggestions your golden and you know you have a niche. You can even see the number of people who post in the thread and stuff if you want numbers
>>
>Clicked Anon's Alibaba link yesterday
>Now I have adult diaper ads everywhere
t-thanks

Also yes I know it's past time I got an adblocker installed.
>>
>>127621631
Electrosphere, the NA version, is my favorite AC title.

Thanks homie
>>
>>127618951
People have great fun with that with Dwarf Fortress and similar games (who I am entirely forgetting, but I know it exists).

Part of the problem with that idea is that you can't really enforce cloning / cheating, unless you make it a online only black box thing.

Reason it works for Dwarf Fortress is that it's entirely player ran and works off a sort of honor system. If that was your entire game's gimmick people would be hell bent on fucking with it. That's just basic logic, but it was also proven by a minecraft mod that did exactly that. It was passed it on by USB.
>>
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>>127621997
Then it might be gud. Color me interested.
>>
>>127622737
Your parallax is too flat and boring. Get some more layers in there!
>>
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I'm so close, but there's blind spots in the corners of my circle..probably because of the way the algorithm decides to either move up or down. Gotta change it to choose a non-found tile already.
>>
>>127621882
Guess again.
>>
>>127623039
make a class that creates a circle on a given location (x,y) on the graph and just loop your fov code on it
>>
>>127623261
but then how would I draw shadows? If the tile's not getting hit then it's not taking into account if it should be a blocking tile or not either.
>>
>>127623261
>make a class
Fuck off OOP cultist.
>>
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I just want to test out making .exe demos before demo day should I even be seeing this?
>>
>>127623425
Don't be silly


>>127623369
if its on screen and not in the circle its grey or if its in the circle and not in fov
>>
>>127623478
For clarification this is Game Maker Studio standard edition I'm using. I become less intelligible when I panic I'm sorry for not proof reading.
>>
>>127623617
What the FUCK would making a new class gain you in that situation, other than a couple dozen more lines of boilerplate and less readable code?
>>
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>>127617264
>>127616836
I'll take a loot at that link soonish, and I'll look forward to seeing your new article.

ES works for stuff I'm bound to use on everything (Position, Velocity, Visibility, Destroyable...) but when it comes to rarely used components, it seems to throw the benefits out of the window, which is why I thought of moving stuff to dynamic allocation. An entity would have the most used stuff, plus an address to something(s) specific to itself, like the player entity and boss entities. It'd reduce the number of arrays and memory usage, I assumed

But the moment I throw heap-dynamic stuff in the mix, I feel like I'm straying from what ES boast of. I've got to say I'm feeling really dumb, because this is giving me headaches. I guess I'm just thinking too hard about this
>>
>>127622814

im getting there. Im making random anime circle explosions now
>>
>>127623704
You could have multiple circles, keep the circle code off the algorithm code, literally takes up no extra memory, makes the code more readable
>>
>>127621839
Assuming i understood your code correctly, this should work fine:

http://pastebin.com/KASYbrzY

I only edited it for octant 1, but it should work for the others if you adjust the variables. The changes are fairly small.

Post webm or screenshots with results!
>>
>>127623039
Uh.
You had this working with a rectangle.
Why don't you simply shade anything that would fall outside the circle?
>>
>>127623052
Man, there's like, 30 dead games on there. NEETdev, unrelated to neetdev?
>>
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>>127623891
I thought about doing that at first. It was really tempting. But part of the reason I'm working on this game is to become a better developer, and I'm not going to becoming more competent at programming if I do things inefficiently just because I'm too scared that my attempts at doing it more correctly are going too hard.

>>127623875
Thank you kindly anon, I'll take a look at this in a moment and see if it helps. I appreciate the effort!
>>
>>127624138
>I'm not going to becoming more competent at programming if I do things inefficiently just because I'm too scared that my attempts at doing it more correctly are going too hard
Well, if you're just learning it's fine, but a very important part of being an actually good developer is to doing things the fastest way possible and then profiling for bottlenecks instead of prematurely optimizing.
Slowdowns are generally caused by like only >1% of the code.
>>
>>127624339
>only greater than 1%
>>
>>127623828
>But the moment I throw heap-dynamic stuff in the mix, I feel like I'm straying from what ES boast of. I've got to say I'm feeling really dumb, because this is giving me headaches. I guess I'm just thinking too hard about this
You are thinking too much about it. And it can actually improve cache usage, because instead of iterating over an array with holes, if you only need that particular component (or the "linked" components as I previously explained) you can iterate directly over the underlying, packed array. And say you had 3 components packed together as well as one stored sparsely, you could base iteration again on that packed array and do indirection in the opposite direction. If you read the Bitsquid post, you'll see what I mean, and I'll go in-depth in the article.

The best course of action is to abstract things such that you can swap sparse arrays and indirected, packed arrays out (just at compile time) without affecting the code that uses them. Have it such that each "component row" or whatever has both a "lookup by ID" function and an "iterate contiguously" higher-order function (or begin() and end() for C++, IEnumerable for .Net, etc.). Then you can easily experiment to see which combinations give you the best performance.
>>
>>127624339
That might be generally true, but I posted my old rectangular code above. If you look at it, I'm not sure you'd be able to justify keeping it either, and definitely not adding MORE on top of it. it's 400 lines long, it's very inefficient at what it's trying to do because of how many duplicate tile checks there are, and it's an unsustainable mess. This isn't premature optimizing in this instance, I think -- I had it working, and now I'm trying to make it better.

Besides. I'm SO close.
>>
>>127624339
The estimate is actually 3% in general (please don't quote the premature optimization line incorrectly), but for games, the "critical section" is often a much greater part, especially in enginedev.

That doesn't change the "profile first" rule of thumb, but at the same time it increases the "validity" of just doing things right the first time.
>>
>>127624138
>Thank you kindly anon, I'll take a look at this in a moment and see if it helps. I appreciate the effort!

No problem, but judging by your reply to the first anon, i don't think my code will help you, since checking only inside a circle is exaclty what my code does.

I think a good solution for this would be raycasting.
>>
>>127624589
Sounds more like "plain bad code that needed refactoring" than "unoptimal".
I recommend reading an article or similar on refactoring. Maybe even one of Fowler's memeboooks about "bad code smells".
>>
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>Had to go see family today
>Got 0 chance to gamedev
Kill me
>>
>>127624956
Pretty much. I decided to kill two birds with one stone; refactor a lot of my old shitty code, but also use a more efficient way altogether.

>>127624887
Maybe. If I can just get the Bresenham algorithm to decide tiles in a line based on what's already been found or not, I can eliminate the blind spots I have and it'll be great. But that requires me to understand exactly how it works first, so I'm reading up on it.
>>
>https://www.reddit.com/r/Unity3D/comments/3znct9/can_vector3lerp_lose_its_position/
These are real people using Unity. These are the people you associate with by using Unity.
>>
>>127616550
Not him but how do you even 3D anime? Is the face flat with an animated texture for the eyes/eyebrows? Sometimes the mouth looks flat too like in RWBY or any Miku videos. I notice this when they talk or do silly/cute expressions. \(> o < )/ Like that.
>>
>>127625325
Retarded code is expected in any drag and drop artist friendly game making solution.
>>
>visualize an art style in my head
>draw it
>looks nothing like it and like shit
>>
>>127625283
>Maybe. If I can just get the Bresenham algorithm...

This algorithm finds all the tiles that intersect the line. Are you tracing lines from where to where?
>>
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Mostly audio bug-fixes today.

Put the final touch (FOV control) on a "title-card" thing I programmed yesterday. For a 3d zelda-esque intro to new areas. Don't have a title card graphic yet, so I used stupid fucking memes because I'm lazy.

>>127614572
>Toomuchsexy
We use Tomasexy, but I like that more.
>>
>>127625830
If you haven't been drawing for at least 5 years you have no right to complain about anything. Shut the fuck up and practice. And if you have and you still suck that bad, try another 5 years.
>>
>>127626289
i'm at 15 months, s-sorry

>tfw i'll be in my 30s before i draw anything i like
>>
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After two days, I finally got my spaceships to move the way i want them to
>>
>>127613682
>unity
>c#
>>
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>>127626001
I'm tracing lines from the player's position to the circle radius drawn by the midpoint circle algorithm https://en.wikipedia.org/wiki/Midpoint_circle_algorithm (with some changes to adjust for game world boundaries).
>>
>>127626474
I was drawing things I liked at around the 3 year mark. They look astronomically bad now but, it won't take as long as you think. But you still shouldn't hold your breath.
>>
>>127626619
Does the Bresenham algorithm accept floats, such as positions between tiles?
>>
>>127612625
Oh cool, a pedo OP.
>>
>>127627113
Not the implementation of it i'm using.
My guess is all the tiles are being traced to correctly, but some lines are going over the same tile twice leaving blind spots that no line goes to.
>>
>>127627221
nodev
>>
>>127625382
Flat face + animated texture is useful for mobile and other low poly games.
I work with high poly, so everything is actually modeled. Blend shapes are useful for complex facial expressions but for something like ">o<" you would probably need auxiliary models. Not really sure about that one since I'm not a fan of those and have never really attempted to do expressions like that.
>>
im tired
>>
>>127627341
>have game on steam
>get called a nodev
hehhhh

inb4 "where's your game (so I can shitpost unendingly about you)"
>>
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T-this is how level design starts, r-right?
>>
>>127627468
>has game on steam
>visits agdg

>tries to inb4 so he doesnt have to defend his obvious lie
>>
>>127613682
You can use Unity for 2D. Love2D is worth trying, especially if it's hobby-work. Construct & Superpowers are worth looking at too, if you don't mind trying Javascript.
>>
(you)
>>
>>127627637
www.homph.com/steam
A number of us have games on Steam.
>>
>>127613682
Start with any of the other frameworks first. LibGDX is fairly moderate in difficulty. Especially if you haven't learn the concept of scene layouts, game design, etc...
>>
>>127627329
This is exactly what's happening.

If you could trace lines between floating point positions, i'd suggest that instead of tracing lines between the player and tiles you get with the midpoint circle algorithm, you should trace lines between the player and the actual floating point position of several points on the circle's line (before being transformed to tile-space).

Since your algo doesn't accept floats, you should trace a line between every cell that's inside the circle and the player, instead of tracing between only the outline cells and the player.

Another choice would be changing the radius of the circle. You have blind spots because of the current positioning of the outline tiles. Changing the radius might remove the blind spots. Try increasing or reducing by small values.
>>
>>227627653
>>
>>127627717
and then they immediately leave, r-right?
>>
So I've been using gamemaker for like 2 months now and have been making a lot of progress, but I've recently tried switching over to using the instance_place type functions to check for collisions, but all sorts of weird shit seems to be happening, like damaging objects counting my player's sword swing as my player's hitbox for some indecipherable reason. It works perfectly fine with the drag-n-drop collision system though. Should I just stick with that or is it worth learning how to do it all in code?
>>
>>127627870
only the successful ones
>>
>>127615861
>>
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>>127614850
>>
>>127627829
>Try increasing or reducing by small values.
I changed it to be as small as 4 -- in every case, there were blind spots in the corners.
>>
>>127627870
Devs of these still come around (at the minimum):
Risk of Rain
Cavern Kings
Vampire of the Sands
Aerannis
Cash_Out
Restricted RPS

RIP the rest, though
>>
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>>127627717
>Catmouth and RPS n/a
>mfw there is at least some justice in the world
>>
>>127627513
Usually on whiteboards or graph paper actually.
>>
>>127627914
>implying agdg shitting out ANY game isnt worthy of the title of "success"
>>
>>127627821
Not that guy, but is there anything you can recommend? I also tried libgdx, but was intimated by how the amount files I had to go through and the amount of work needed to set things up in eclipse (kept getting android errors).
>>
>>127628118
Catmouth requested Steam Spy hid his info

RRPS only occasionally shows up as n/a probably because the sales are so shit lol
>>
>>127628030
What is your current radius?

Also, do you have a twitter so that we can chat with more ease?
>>
just make a good game
>>
>>127628058
Uncanny Valley dev was posting about their new game not too long ago, and I've seen Catmouthdev on /v/ gamedev threads so he might be here too. And Lethal League dev popped in here last month after being gone forever, but other than that it seems spot on.
>>
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>>127617719
>Undertale-esque

I like this direction you're heading in OP
>>
I just downloaded Maya 2016, I've got VERY little to no experience with 3D modeling. How long should it take me to well...get going?
>>
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>>127628320
oh, i get it now
>>
>make game
>hope someone on youtube LPs it

am i wrong or is this basically the key to your success
>>
>>127628341
Green tea does wonders for depression.
>>
>>127628316
I tried: 12, 10, 8, 4
I don't have a twitter. ...Or anything, really. I have a steam account, but that's about it. You think I should make stuff like that?
I have to go to work in 7 hours so I'll probably not be able to chat more until tomorrow anyway. I'm a developer and I gotta wake up and code on other people's shit for 8 hours, RIP.
>>
>>127628408
yeah. all this time you were making a bad game when you should have been making a good one
>>
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>>127628320
>it used to be justlikemakegame
>now it has to be good
Well there goes 2 years of my life
>>
>>127628445

Can confirm
>>
>>127628413
>hope
See, here is your problem, you make an entire strategy about getting youtube views but don't want to compromise your game into being youtuber bait. Lrn2business.
>>
>>127628413
Luck is all about being skilled enough to frequently be good positions to get lucky.
>>
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>>127628131
I usually sketch in 3d, and then sculpt the mesh. I think I'll try drawing over it with a tablet this time.
>>
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>Weather is making me depressed
>Have to wake up at 6 am
>Get home at 4 pm tired
>Have to do projects
>No time to game dev
How does /agdg/ get though times like these
Should I kill someone or should i cross dress? Honestly I don't fucking care what I have to do, I want to game dev
>>
I hope my game gets made
>>
>>127628341
I'm not sure if these posts are trying to troll or they really just never played Yume Nikki, but in either case you should play it.
>>
>>127628660
Nice passive language there FUD spreader.
>>
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>Be me
>Thinking up game idea after failing at winter jam
>Great idea
>Build up on itself and starts to take shape with tons of features.
>Folder filled with textual planning over two days.
>This happens every time (Though mostly with code during development)
>Not this time

Scrapped everything and restarting smaller.
>>
>>127627717

So Vampire of the Sands dev keeps track of the AGDG games as well? That's pretty cool
>>
>>127628753
I think they're trying to refer to the reaper asking what your problem is, as a poke at the average player's reaction to a seemingly hostile creature.
>>
>>127628886
>writing down worthless ideas
>>
>>127628753
Not trying to troll. Yet,I will check out Yume Nikki.
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