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/agdg/ - Amateur Game Development General
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demo day in 1 day, where is your game?

>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
>>
Last thread had literally 0 GOOD progress.

I'm dissapointed in agdg.
>>
first for love2d 0,10,0
>>
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3nd for actionscript
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1 day
7 hours
24 minutes
30 seconds
>>
>>127708316
>>127708316
>>
>>127708149
If I do this, taking the square root means I'm going to have to round to get an int grid position. Isn't it possible that's going to lead to blind spots based on rounding circumstances?
>>
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i think i need help with a rolling sprite?
this looks so weird but i like the idea of him curling into a spinny ball and popping out at the end
>>
6th for /AGDG/ was a mistake
>>
>>127708331
I've written worse, in AS2.
>>
>>127708474
It's fine. Your sprites always look good, Vine.
>>
>>127708474
Literally Sonic.

Do you have a single innovative bone in your body vine-chan?
>>
Thank you for making a new anime thread :)
>>
>>127708474
why would a frog roll into a ball

it makes no sense
>>
>>127708794
why would a two-tailed fox roll into a ball? Why would a frog wear a coat?
>>
>>127708474
need to add some pink for where the tongue would obviously be flailing wildly
>>
>>127708794
cuz its cute
>>
>>127708504
lay off anon, I was going through puberty
https://gist.github.com/cogloch/5d5a3838d547476698bf

I realized I did more progress as a 9th grader than I've done ever since
anyone got a favorite brand of rope?
>>
>>127708794
In all levels except physical, it's sanic
>>
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I believe in you
>>
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Demo fucking finished.

Whenever you mine an asteroid a new one spawns, with a random size, and random resource density. Also as you mine it, the image shrinks.

Next I'll try to add a fuel mechanic, where you can only mine until you run out of fuel, then you can upgrade your ship and choose the next stage.

Shia is placeholder for the mining ship.
>>
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>when he isn't making progress on his language
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Anyone here experienced in FL Studio/VSTs?
How can I tell if a "free" VST is free for commercial use or personal use?
It seems like none of the ones I find mention one or the other, nor do they come with license info.
Am I looking in the wrong places or are all free VSTs free for commercial use?

I'd ask this shit on /mu/ but I assume they'd just shit on me for talking about digital music-making to begin with.
>>
>If I could get a game to sell as much as most of the games on homph list have sold I'd be able to pay my student loans off
I'm so jealous.
>>
>>127709112
>Tutorial start
>JUST DO IT
>Tutorial end
>>
>>127709356
why would it matter? How would anyone find out what vst you're using and how would they find out you didn't pay for?
Also just look at the license if you actually for some reason care.
>>
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>>127709112
>Demo fucking finished.
>you will never know this feel
>>
>>127709575
>why would it matter?
Becuase I don't fool around when it comes to legal bullshit.

>Also just look at the license if you actually for some reason care.
>nor do they come with license info.
>>
>>127709863
If you're really worried, contact them and ask.
>>
>>127709863
then buy vsts that cost money lol,

What vsts are you wondering about? I'm genuinely trying to help.
>>
>>127700914
Can you write my game for me
>>
>>127709648
But anon, my demo only works on Android. So no one is gonna bother downloading.

I have no fucking clue how to sort out the UI position to look ok on windows.

Also my project is super simple. So my demo is pretty piss easy to do.
>>
>>127709863
And its not fooling around, literally just think about it.
To figure out you used a vst theyd have to isolate that sound from your mix, deleting all other sounds, reverb, eq, compression etc etc (most likely mathematically impossible) then would have to prove that NO other vst ON EARTH could make that sound instead, this is literally the only way to prove you used it to make a song. Even then, how could they prove you didnt either buy it or have the sound given to you by someone who did?
>>
>tfw you add feature after feature into your game and then slowly come to realize that with each additional feature you're building a quivering tower of cards that can fall apart at the slightest unexpected tug
>>
>>127708589

I'd put an innovative bone in him if you know what I mean
>>
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http://strawpoll.me/6436242

If the guide is first or second it will be done with second or first, I hope to get both out by sunday. The guide will cover introduction to algorithms and which ones you want to start with. If you have suggestions, please tell me! On a side note, I have a site I'm working on to host all the content. If anyone wants me to add anything to the site or host other things, please tell me.
>>
>>127708474
vine pls put your tutorials to buy on gumroad i can't do $10 a month
>>
>>127711213
Do you have any other guides?
>>
>>127711375
I have done a lot of content in the past for people here but I sorta just lost it over time, I want to start fresh this time and put it up on my site. Check op's post for guides, yesdev https://www.youtube.com/watch?v=iQ0e3QUADw8 also has some really nice stuff. If there is something in particular you are looking for I can put it on the polls. Ps: Every week I will produce a guide on one of the polls items. From most votes to least.
>>
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>>127711213
>Beginners guide to gamedev(covering how to start and where) is #1
>>
Beginning to learn LibGDX.

If you were to go back and give your past self who was learning LibGDX some advice, what would it be?
>>
>>127712090
what's the deal with the trip?
>>
>>127712231

if you need gamepad support, go somwhere else before it's too late

other than that it's pretty good
>>
>>127712291
I try to justify my pathetic existence by establishing an identity on a forum that is known for anonymity.
>>
>>127712090
its what the people want, don't forget to read the comment I left in the post.
>>
>>127712440
is there a game framework that lets you do everything?
>>
>>127708331
but f-f-flash is dead anon.

unity is the FUTURE!
>>
>>127712721
it's a 4 year old project >>127709003
>>
>>127712675

all of them?
>>
>>127712451
how does that work?
>>
how long you think it'd take to reproduce this
https://www.youtube.com/watch?v=YEigaX21NHo
>>
>>127713116
>that long ass intro sequence
>characters running up to each other for more than a split second

god damn first person battle systems will always be superior to this shit
>>
I AM ANIMEDEV
WITNESS ME
>>
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baby's first base mesh
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>>127713116
Depends on how much you already know. Not sure how hard it is to do in game maker, but using raw OpenGl you could do this easily. The hardest part would be the shadow casting but it seems it's just a rotated sprite overlayed on the floor instead of anything more complicated.
>>
>>127711351
i have one tutorial and its bad
https://dl.dropboxusercontent.com/u/62973792/tut.html
>>
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>>127713653
>>
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Sup /agdg/, how's dat progress?
After working on a bunch of new tilesets, I've decided to start importing them into the game.
Here's one I touched up before adding it to the game
>>
>>127714602
fucking sexy m9
>>
>>127714602
nice risk of zelda clone
>>
can any of you, recommend me some worthwhile assets to buy from the Unity Asset Store, preferably 3d models?
>>
>>127714304
you don't give yourself enough credit 2bh
>>
>>127714896
>Buying assets for a game you'll never finish
Ayy
>>
>>127714602
your character looks out of place.
>>
>>127714602
always good to see you, Spooky Quest Dev

But seriously keep at it, you're awesome
>>
>>127714304
>Set texture filtering to nearest neighbor
>Can reduce texture size to 1/4th
>>
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>>127714686
ty
>>127714843
I try hard
>>127715051
Yeah, gotta recolor the character sprite for this area, gonna try to remember how it worked in game before
>>127715098
Ty ty, haha
I've been lazy posting to /agdg/, but maybe I won't be now
>>
>>127714896
try the cartoon style ones
i saw some that give you whole levels to play with, but they are 30-60 dollars each
>>
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>No time to game dev anymore
>>
I could probably start making a video game right now if I picked up an engine, but I want to make my own engine so I'm here learning opengl and 3D math.
>>
>>127713116
>art and substracting numbers
>>
>>127715475
wow, lookin neato
>>
>>127715781
Good job, Anonymous!
Stay strong :)
>>
>>127715781
why
>>
so what if there was a game where the entire concept was about really rare drops, only each enemy had dozens of different, equally rare drops? Like, A monster can drop 64 different items, with a 1/64 chance for every one of them dropping. In theory it could make for a party that was very different each time you played.
>>
>>127715475
nice

:^)

but in all seriousness, posting less means you're working more
>>
>>127708178
>demo day
Can I just like, submit my game that I've been working on and off since forever?
>>
>>127715891
What if I one day decide to reimplement a fundamental data structure within my game, and the engine is closed source?
You have to plan ahead man.
>>
>>127715781
Ok.
>>
>>127716105
yeah why not
>>
>>127716110
>>127715781
Use LuaGL and LuaSockets. It's easy to prototype and still as low level as you want to.
>>
>>127715781
same but with art, working on rolling my own photoshop atm
>>
>>127716110
>i want to drive a car!
>i want to make a car!
>>
>>127716110
well then your priorities are all wrong for making a game...
>>
>>127716110
why the hell would you want to reimplement a fundamental data structure? You're making games, not trying to solve NP-Complete problems.
>>
>>127714602
id make the colors more vibrant in general.
>>
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game: Pigpens Playground: ???!
dev: The Gogem
tools: Macromedia Flash MX 2000, DreamWeaver
website: shotahentai.com/futamoms
progress: Watched Over 10 hours of Anime
progress: Reactivated Crunchy Roll Account xD
progress: Browsed teh Chons for a little
progress: Opened up a new Flash Document
progress: 550 x 400 24fps
>>
I asked this once before but figure I'll try one more time. Anyone have any tips or program suggestions for sprite coordinates? Basically being able to easily move around and keep as separate entities a bunch of different sprites and get the coordinates of each based off an x by y room.

Right now I'm just using paint program and a calculator based off cursor coordinates. Doable but a pain in the ass for more complicated or multi-page setups. I really should just get off my ass and make this myself but that'd be an easy 2-3 weeks of dicking around on something that only might be helpful.
>>
>>127716110
Engines are high level so you DON'T have to reimplement data structures and focus on shipping your game instead.

Are you making a game or joining carmack?
Choose wisely
>>
>>127716920

http://www.xnaresources.com/default.asp?page=Tutorial:SpriteEngine:4
>>
>>127716841
>DreamWeaver
nostalgia
>>
>>127716705
Well, what if I want to make the game run on older hardware and need to optimize for a specific edge-case?
>>127716442
Tbh I also take live painting classes and work with oils, which means I have to prime and stretch my own canvases.
>>127717031
Yeah, but doesn't that also mean you're limited to features that the engine developer intended for you to use? What if you want to do something other than a generic 2D top down meme RPG?
>>
>>127716750
I was tryin to make it look like night time, but I dunno I guess
>>
>>127715781
>not building your own pc to develop your game to specific requirements
>not making your own image editing software to work on the sprites for your game
>not making your own digital audio workstation software to make the music for your game
>not making your own IDE to code your own game
>not making your own programming language to go with your own IDE for your game

how are you skipping all these steps before making the engine for your game?
it's like you WANT to be a NODEV
>>
>>127717359
it definitely doesnt look like night
>>
>>127717379
>not making your own programming language to go with your own IDE for your game
>tfw I am actually doing this
It's something to do while waiting for Vulkan, at least
>>
>>127717298
>Yeah, but doesn't that also mean you're limited to features that the engine developer intended for you to use?
Yes, but not every engine is RPG Maker.
Most are flexible enough these days.
>>
>>127717379
The performance of your game doesn't depend on the performance of the tools you use. Your own performance does, but not the game's.
The engine drives the game, so your game's performance depends directly from the engine.
>>
>>127717534
suggestions?
>>
>>127717064
Sorry I didn't mean ingame at all. I just meant from a design standpoint. I use gamemaker and a lot of that is built in. Just it's a lot of trial and error or math/guessing. Run the game. Move them a bit more. Run it again. Well crap it still looks like it's not quite centered where I want to squish it. Move and run it again.

Not hard, just annoying to plan out anything like a UI that's not a solid piece or more complicated menus.
>>
Would anyone play a game where you use a fictional scripting language to try and achieve certain goals? Kind of like Papers, Please but with programming?
>>
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>>127717379
What are you talking about?
I dumped 4k into my dev rig
>>
>>127717642
>tfw fixed UI
Fuck the headaches.
>>
>>127717664
They exist and people play them
make it, all of /g/ will buy it at the very least as long as it runs of loonux
>>
>>127717298
you're thinking about RPG maker, not actual engines we use. There's a reason why RPGmaker general is another thread. If you need to optimize of an edge-case that requires changing fundamental base structures, you're better off not porting at all.
>>
>>127717556
why arent you making your own graphics api?
>>
>>127717638
make the colors more vibrant so that it isnt night or use a gradient based lighting system if you wanna make it look like night
>>
>>127717726
where is your game?
>>
>>127717664
There's a 3rd person one on steam atm that's really early access and allows you to code spells. Think I've seen a few other similar ones too that use code to do various things.

Not sure how well they're selling though.
>>
>>127717726
>I dumped 4k into my dev rig
Emphasis on dump because most of that will be obsolete within years.
>spending more than 1.5k on a rig
>>
Just a threadly reminder that if you dont devise your own counting system seperate from binary and implement an architecture using it natively you're basically stealing :^)
>>
>>127717379
>>127717556
I'm not making my own IDE though, that would be silly as I don't like using IDEs

>>127717804
Because it's not even close to feasible as a single person, and it wouldn't provide any benefits
>>
>>127717846
I haven't finished my language yet, dumbass
>>
>>127717638
Shifting everything a little toward blue sometimes helps with night tiles.
>>
>>127717782
>you're better off not porting at all.
And lose potential market share?
What if your game could theoretically run on an android device, but the gameplay mechanic relies on a data structure bottleneck that needs to be optimized for ARM CPUs, but the engine is closed source? What are you supposed to do? Curl over and die?
>>
>>127716110
>and the engine is closed source?
How about, you use an open source engine instead of being dense as fuck?
also
>Reimplement a fundamental data structure
>>
>>127717938
I'll buy an updated version when that happens, silly
>>
>>127717969
there are 2 people in agdg that are making their own api, they are tired of waiting for vulkan
>>
>>127717984
>calling me dumbass
>using or making a language instead of visual scripting
>having no game
family..
>>
>>127717664
It's called TIS-100
>Tfw people want to make games and they are completely oblivious to the games already on the market
>>
>>127718105
There are no good open source 3D engines.

I bet all those XNA cucks regret not making their own engine now.
>>
>>127717638
add a gay ass blue filter to the whole screen and desaturate everything
>>
>>127718316
Oh.
....Did people play it?
>>
>>127718225
Yeah, sure thing

I'd sooner switch to Windows 10 and use D3D12 (or buy AMD and use Mantle if I couldn't already) than try to do something as stupid as that
>>
>>127718317
XNA's a framework, not an engine, dummy.
>>
>>127718103
If you want to run on android, pick an engine that ports to android.
>>
>>127718317
>There are no good open source 3D engines.
jMonkey.
In b4 some bullshit about java and how C++ is the only acceptable thing despite how doing that means you'll never finish shit.
>>
>>127718271
theres no reason to be so rude :c
>>
how come in blender when i extrude and scale faces on an angled surface it doesn't work the same way a flat surface?

damn i don't even think i can describe that properly
>>
>>127718595
All other things being equal, Java is only more productive than C++ if you're a drooling retard
>>
>>127718317
and there never will be,they are all shit
i find it hard to imagine you making something better than unity or even come close
>>
>>127718620
Screencaps? Gifs/webm? I can try to help.
>>
>>127718379
Yes, Zachtronics is incredibly popular among the niche of "fake science semi educational games".
>>
>>127718362
>>127718063
Ahh, I tried to add more blue to my palette for this set, but I guess it wasn't enough
>>
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>>127718595
>java
>acceptable
Maybe if you eat literal shit.
Use C# if you're going to use a managed language.
>>
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https://www.youtube.com/watch?v=NUtf3YsyN14

>tfw you're not an artist to take advantage of UE4 blueprints
>tfw you'll never make a game that will be considered an artistic masterpiece like journey, bastion or undertale

Should I do? Learn to become an artist? I'm 26, is it too late for me?
>>
>>127718620
scaling is relative to world space probably, you'd want to scale relative to the normal
>>
>>127718583
See, now you've exposed the fundamental problem with not writing your own engine.
Not all engines can port to android and of those that do, not all might have the feature set that you need.
So you're stuck choosing which engine developer you're willing to become a butt slave for, while compromising your vision at the same time.

>>127718713
It doesn't have to be "better" than Unity. It only has to be perfect for the game you're making. Why would someone try to one-up Unity on features that won't be used on their game?

What's better about your engine, though, is that it's yours and you can do whatever the fuck you want with it.
>>
>>127718103
I'm gonna be honest here:

You don't have a fucking clue what you're doing. You're trying to cover every single base and that's flatline fucking retarded.
>>
>>127718850
Nice art.
Gameplay looks too slow and floaty though
>>
>>127718905
it looks like shit
is that what you are after?
>>
>>127709040
Thank you puppers, I'm filled with determination.
>>
>>127718103
>data structure bottleneck
name one example that uses current a architecture that anyone uses for anything important (read: arm or i86 like)
>>
>>127719023
Being able to alter the code of your own game is the very first base that anyone non-retarded should cover.
>>
>>127719101
oh yeah the classic "it's shit" shitpost

at least say why you think it's bad, retard
>>
>>127719003
yeah but having an engine that supports every single type of texture map in existence is amazing,including lod's,built in materials,subdivision control and the plugins go on and on

try to insert an aaa game model to godot and it will shit itself hard
>>
>>127719350
Fuck off Unity shill
>>
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How hard would a snowboarding game similar to SSX or tony hawks be to make? There aren't many games like that right?

Pic related and has inspired me.
>>
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just finished laying the level out, just need to polish and fill in and it's good for demo day!

it's not much, but will show the player how to move, walljump, preview of the companion system, and walldashing.
>>
>>127716105
Yup. That's kinda the point of demo day, let people play the game you've been working on, get some feedback, and of course get a whole bunch of people shitting on it, that's the important part.
Have you posted progress of your game before though? If not people will call you a whodev that is just trying to shill.
>>
>>127718708
Spoken like someone who has never programmed in both at length.

>>127718885
>Don't use Java, use this language that is a almost a copy, runs worse and makes porting a nightmare!
Thanks Bill.
>>
>>127719003
you just pick the right engine for the job. Making your own 3D engine is a HUGE undertaking, if you have a serviceable one available, it's a waste of time and money.
>>
>>127719332
well, its not shit. what i meant its easy to make, somehow he made that simple style look good
>>
>>127718850
How much did your mom have to pay to get you those sprites?
>>
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>>127718362
is this filter gay enough
>>
>>127717726
Why do people keep posting my secret doto waifu here. Venge-chan gets posted so much
>>
>>127714602

I genuinely like your little hero's walk cycle. That's a powerful fucking strut.

>that little shrug at the end

He's already quite the character
>>
>>127719496
Actually, I have
>>
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>>127718750
i click these faces, press E for extrude and then S for scaling so i can narrow the new vertices in, but for some reason it indents. this is a normal thing i do all the time in blender but it's the first i've seen this happen

selecting a face individually works fine
>>
Can we call this guy EngineDev and make fun of him every thread because he thinks you're meant to make a separate game engine for every game and he's the biggest example of a nodev we've ever had in these threads?
>>
>>127719310
tell me, what do you mean by game engine? Your definition must be different from the usual.
>>
>>127719430
They probably use quite specialised physics to make things happen like you want them to, and there are loads of animations, but I guess you could try.

I agree there is definitely a gap there, the last TH was such a disaster.
>>
>>127719003
The extra features don't matter if you dont use them.
If you can make your game in unity and have it run at >100 fps on every platform, why would you ever make your own engine? And if it doesnt run well its most likely not something making your own engine could solve.

The only exception is if theres an actual technology the engine doesn't have, but i highly doubt you have the skillset to implement some bleeding edge graphics technology that not even unreal 4 has into your engine (even if you did have the time)

I enjoy enginedeving, but im not deluded to think its ever a good idea if you want to make a game, unless your calling using XNA to make your simple 2d game "enginedeving"
>>
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Finally! Two rooms running independently on the same app! I am the master of modules!
>>
>>127719660
>not liking the best waifu
>the slippery slop ginger slut

>>127719665
i have no idea what you mean, also why you have faces on your edges
>>
>>127718905
i'll ask too, is that the level of art you're after? it looks nice, and the ambience does good for it too.. but there's a lot of messed up geometry problems in there and it's not done at the level of a really experienced artist at all.
yes, become an artist. you're definitely not too late. start by learning perspective, it's one of the most important fundamentals while at the same time being one of the most rigid and understandable.
>>
>>127719772
He probably won't be sticking around. Give cred to the guy tough, he's defending his point without resorting to namecalling or being rude.
>>
>>127719736
maybe its because you have overlapping faces?

1 dot equals a face, why you have dots on your edges
>>
People who use closed source, proprietary engines are just glorified modders.
In the end, the engine developer owns your game and all your work is just free advertisement for the engine.

You literally can not edit the code of your own game, how do you justify that?

>>127719790
The engine is the game. Anything that runs on top of the engine is a plug-in or a mod. Using closed source engines is like paying to mod someone's game.
>>
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>>127719648
if it were me i'd make it super obvious... you did say "night".
>>
>>127719736
Scaling operations happen regarding what you have set as scaling center. Currently you have it set to "median point" so it till take the median point between all faces and scale towards there. When all the faces are flat, the median point ends up also in the flat plane.
What you probably want to do is called "inset"
>>
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>>127719893
>i have no idea what you mean, also why you have faces on your edges

Did you mean to reply to me there? I was just praising how nice the little guy's walk cycle is, and he seems to have a personality of his own already
>>
>>127720156
>how do you justify that?
by saying unity is not a game therefore you make games not mods
>shitting on mod devs
im done with you
>>
>>127720156
you see..
In many cases game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game engine developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called "middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video game industry.[2] Gamebryo, JMonkey Engine and RenderWare are such widely used middleware programs.[3]

Like other middleware solutions, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game engines are designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game middleware components such as Havok for physics, Miles Sound System for sound, or Bink for Video. Some game engines such as RenderWare are even designed as a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated solution. However extensibility is achieved, it remains a high priority for game engines due to the wide variety of uses for which they are applied
>>
>>127720442
and then

Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical needs such as marketing demos, architectural visualizations, training simulations, and modeling environments.[4]

Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a "graphics engine," "rendering engine," or "3D engine" instead of the more encompassing term "game engine." This terminology is inconsistently used as many full-featured 3D game engines are referred to simply as "3D engines." A few examples of graphics engines are: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.

As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given project. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that the project be completely restarted), a development team may elect to update their existing engine with newer functionality or components.[citation needed]
>>
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Any Anons have Clickteam Fusion, Game Guru or Spriter Pro?

I received all 3 as gifts for Christmas but I've never used anything but Game Maker. How would you rate these?
>>
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Who /goodprogress/ here
>>
>>127719660
Because she is the best carry in the fucking game
>>
>>127720613
its ok for mobiledevs
>>
>>127720607
Such a framework is composed of a multitude of very different components.

Main game program
The actual game logic has of course to be implemented by some algorithms. It is distinct from any rendering, sound or input work.

Rendering engine
The rendering engine does the rendering via the chosen method (rasterization, ray-tracing or any different technique).

Instead of being programmed and compiled to be executed on the CPU or GPU directly, most often rendering engines are built upon one or multiple rendering application programming interfaces (APIs), such as Direct3D or OpenGL which provide a software abstraction of the graphics processing unit (GPU).

Low-level libraries such as DirectX, Simple DirectMedia Layer (SDL), and OpenGL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used. Software rendering is still used in some modeling tools or for still-rendered images when visual accuracy is valued over real-time performance (frames-per-second) or when the computer hardware does not meet needs such as shader support.

With the advent of hardware accelerated physics processing, various physics APIs such as PAL and the physics extensions of COLLADA became available to provide a software abstraction of the physics processing unit of different middleware providers and console platforms.

Game engines can be written in any programming language like C++, C or Java, though each language is structurally different and may provide different levels of access to specific functions.
>>
>>127709863
They do, it's that thing you scroll through without reading before hitting Accept in the start of installation.
>>
The problem with the term "enginedev" is that it can be interpreted in many ways. I tend to think of it as programming a game in any way that requires implementing systems that aren't technically game-specific. But it can also mean "developing an SDK for making games", which really would be a momentous waste of time, and is the trap that people beginning enginedev often fall into (trying to make everything absolutely generic).
>>
>>127719864
The game might not run well on all platforms simply because of the overhead of having a feature set big enough to satisfy most video game genres.

In that case, having your own engine that you can tweak and optimize however you want is the solution.

I mean, if there's a proprietary game engine that implements a dozen or so sorting (and other) algorithms that I could chose for a specific task, I'd like to hear about it.
>>
>>127720816
Audio engine
The audio engine is the componentry which consists of any algorthims related to sound. It can calculate things on the CPU, or on dedicated ASIC. Abstraction APIs, such as e.g. OpenAL, SDL audio, XAudio 2, Web Audio, etc. are available.

Physics engine
Main article: Physics engine
The physics engine is responsible for giving the application a realistic sense of the laws of physics in the application.

Artificial intelligence[edit]
The AI is usually outsourced from the main game program into a special module to be designed and written by software engineers with specialist knowledge.
>>
>>127720665
me!
>>
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>>127720442
Middleware is cancer.

All games that feature middleware have either been shit or suffered in one way or another.
Such as going through license hell or having support for the middleware dropped.
>>
>>127719454
I posted some gifs and screenshots before, but I don't do it very frequently.
>>
>>127721063

Loving this meme
>>
>>127721109
ARE YOU I N S A N E?

L I T E R A L L Y F A M I L Y

Y O U A R E I N S A N E
>>
>>127720086
i got rid of the overlaps and no change
>>127720260
yeah, inset is what i was trying to do. the guide i'm following used the extrude method

thanks guys
>>
>>127721063
Hatred is just not very fun. It has one schtick and it gets played out pretty fast.
>>
http://mu.ranter.net/design-theory - This 11-year old site gives you the low-down on every aspect of successful RPG design.
>>
>>127721063
just finished watching that yahtzee top 5 games video, eh?
he rated undertale as #1 and had hatred on his worst games of the year
>>
>>127719442
Multiple or just one companion?
>>
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Shilling my animations some more.
Improved this one quite a bit. Made it more fun and less realistic. More "oomph."
>>
>>127720857
An engine is a tool for development, you arent making an engine if you arent making the tools.

>>127720931
I don't think you have much of a background in computer science.
All modern architectures in use (on pcs, macs, android phones, iphones, nintendo ds, whatever) are glorified parallel random access machines, its not like androids use a turing tape whereas iphones are implemented using a set of 2 stacks and Godel encoding
algorithm are more or less the same on all of them. For the same set of data, one sorting algorithms thats faster on iPhone will also be faster on android or your PC save for some minor asymptotic differences that don't matter.
You're just making up issues that you don't understand.
>>
I've run into a problem with analog stick movement.

The player has different max speeds in each cardinal direction.

When moving in intermediate directions, like down-left, the player should be moving at the left direction's max speed and the down direction's max speed.

Analog sticks, however, only reach about 70% when held exactly in the intermediate directions.

How would I maintain smooth movement with the analog stick while allowing it to reach the max speeds?
>>
>>127721274
Are you serious? I mean, hatred isn't worth a top 5... but... That makes me sad. I like Yahtzee.
>>
>>127721475
can you make animations/rig for a rabbit?
what are your fees
>>
>>127720857
The payoff for making an SDK is also monumental.
You can convince suckers such as those in this thread to make plug-ins for your SDK, effectively receiving work for free and having them pay for it.

It's how blizzard almost owned DoTA
>>
>>127721643
DotA, never DoTA
>>
>>127721558
>Are you serious?
http://www.escapistmagazine.com/videos/view/zero-punctuation/116617-Top-5-Best-and-Worst-Games-of-2015

followed this link from reddit :)
>>
>>127721063
What is
HATRCO

?
>>
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I wanted to just like make a game (roguelike for simplicity's sake) where NPCs and monsters are the subjects to the same laws as player for quite some time, they progress, level-up, change residences, fight and die without necessary player's input (i am mesmerized by the games that treat player just like another passer-by).
And HOW for fucks sake did pic related went under my radar? HOW for the years of gaming i've never heard of that company and their games?!
>>
Let the user resize the screen, give the user 5 or 6 resolution options, or let them have only one size and fullscreen?
>>
>>127721519
theinstructionlimit.com/squaring-the-thumbsticks
>>
>>127721973
More control is better than less.
>>
>>127721580
For rigging and animation of an animal? Probably a decent amount more than a first person animation to be honest, not sure what budget you have.
Plus it depends on how many animations you want, and the price would increase with the number.

For your sake since I've never worked with animal animations you probably don't want me to anyway.
>>
>>127721495
It's not about CPU architecture, it's about the hardware of the whole device.
Some algorithms sacrifice memory for speed, some lend well to multithreading, some don't.
It's good to have the control that lets you optimize your game for a specific type of device.
>>
>>127721973
I don't even know what kind of person plays video games in window mode but apparently it's absolutely essential that you have it.
>>
>>127722058
Not according to engine-slaves :^)
>>
>>127722119
Multithreading is mostly determined by the user's code and the engine language's implementation of multithreading, which isnt up to you unless you're making a language.

Also why cant i just implement any algorithms I want in say, C++ in unreal?
>>
>>127721787
It clearly says Hat Red, it's what A Hat In Time became after they playtested it with 12 year olds

Fuck you Insomniac
>>
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>>127721336
Multiple, once I get the sprites/planning done. Thinking cat that summons orbs/affects jumps, a giant robots that fires MISSILES everywhere, and an dragon-man that let you glitch through walls. More later, still all in my head.

Old progress from when I was still on ImpactJS over a year ago. Bascially Megaman powers with a face/backstory, really.
>>
>>127722373
He seems to think the engine is the entire game in a closed package, like RPG Maker.
>>127720156
>>
>>127722449
What happened to aHiT?
Plz don't be kill
>>
>>127721973
One size is terrible, don't do it. Depending on what you're using, having your assets scale is usually an easy task.

Letting the user resize the screen is fine but brings in user issues. Maybe there's a resolution that everything looks retarded at.

Look up a list of maybe 10 or more common monitor resolutions. The more options the better.
>>
>>127721969
I've played Din's curse.
It had a single fatal flaw that ruined the whole game - it's an ARPG where clicking isn't fun.
>>127722373
It's up to you if you pick the right language for the job. Which also a choice that you're deprived of when using an engine.
>>
>>127722680
Well just responding to his ultra-optimization- centric focus, I don't see how it gets better than C++.
>>
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>>127713653
improved
i think...
>>
>>127721475
It feels too 'meh' like the person holding the weapon has no urgency during the reload.

The motions, and at that pace to me make it seem like there's no need to do that over complicated maneuver. Which having watched too many CQC and speed shooting/reloading videos on youtube is designed for a quicker reload than a more conventional set of motions.

6/10, (I understand that the end user can modify the speed at which the animation will play when used in game, but the motions seem too fluid, if a real human were doing those motions there would be a slight pause to feel for when the mechanical elements that reload a weapon engage, I think I'm trying to say that your animations lack weight.)
>>
>>127722072
leap/eat grass/play with ear
>>
>>127722938
It's not about optimization but rather about Freedom(tm) to optimize as much as you want or need, or sacrificing performance for something else. You know, control.

Also, C++ fast at the expense of being unsafe. If you write safe C++, which you should, there's languages that are on par while being safe by default.
>>
>>127723275
Add me on Steam. I have to go to bed (work at 6AM and it's 10PM here) but I will talk to you about it tomorrow.
http://steamcommunity.com/id/troyirving
>>
>>127723317
Only on par with languages that do compile time checking and computation
And those other languages don't have decades of experience and libraries

In the end, just use what you're most comfortable with to be desu sempai
>>
>>127720613
Spriter pro is okay. Was prone to crashing but I was also using fuck-huge sprites like a dumbass. Also their system immediately adds transition animations to the timeline, it's a pain in the ass making adjustments afterwords. Felt like I had to do it right each step of the way and making changes later would just add lots of little animation fuckups down the line.

Otherwise it's not too bad if you are already splitting your sprites into separate pieces.
>>
>Can't think of any fun gameplay ideas
...Damnit.
>>
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>>127718905
>that kid
i want to murder it
>>
>>127721519
Multiply by square root of 2 hueh.
This is linear algebra / trigonometry 101, the reason it gives 70% is because the vectors come normalized. Some other anon passed you a link already but it would be best if you understand why things work this way.
>>
>>127721063
you should rather ask yourself why did undertale succeed while hatred failed
>>
>>127724102
What's your engine?
>>
>>127724345
>engine choices affect gameplay ideas
>>
>>127724343
Same reason furry artists and sakimichan make so much money.
>>
>>127723021
what are you basing it off of?
>>
>spend a couple hours making assets and start to think my game looks pretty good
>see a screenshot of a nice AAA game
>realize that my work looks like shit compared to professional work
>>
>>127724427
Name an engine that lets you make a game about traversing hyperbolic space.
>>
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am I doing it right?
>>
>>127724560
Practically any of them, from UE4 to RPG Maker. Are you retarded?
>>
>>127724560
Exaggeration engine.
>>
First person clicker game, would it work?

You have some activity that needs to be done, and multiple stations to do different types of work that all ultimately contribute to completing or staving off that entity, which return some kind of currency which you can use to hire minions/workers/mercenaries etc. to exponentially do these things for you.

Are clicker players going to be turned off/away by the inability to let it idle, are non clicker fans going to care about the feedback loop?

hmmm, what's your take /adgd/?
>>
>>127724560
let me tell you what you meant to say
>Name an engine that lets me make my game about traversing hyperbolic space natively with no knowledge of programming
>>
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>>127724842
Ever heard of Roblox?
>>
>>127721063
Is Undertale's art really that bad? I think it was supposed to be one of those artsy games.
>>
>>127724882
Is that roll a dodge dodge?
>>
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>>127724345
My own :^)
I wanted to make something that's way too complex when I first started. Now I want to simplify it, limit the scope, make something fun and replayable instead. I was thinking about making a simple roguelike where everything is based off of money -- you get permadeath when you hit 0 wealth, you need to pay a toll to go down the next floor, you get dealt 'damage' by monsters pickpocketing you in different ways, you need to buy skill improvements and isntead of a complex gear system I'd use a modular 'artifact' system that randomly generates artifacts that give you different effects and abilities -- that you can also upgrade for money.

But I dunno.
>>
>>127724936
you do know that the only people who do "artsy" looking games are those who can't draw for shit, right
>>
>>127719635
Can you explain this ebin meme
>>
>>127724863
Exactly. Why would I learn to program when I can just get an engine that supports everything I need? That's the whole point of engines.
>>
>>127724987
you mean with iframes?
i guess i could add some at the beginning
>>
>>127724936
it doesn't look great, but the writing and aesthetic look okay. music is apparently good too. i haven't even played it though, but essentially yes to what you said.
>>
>>127724882
Fucking beautiful, vine. Just fucking beautiful.
>>
>>127724489
random art references
>>
>>127724882

Vine sempai it looks good!

But why don't you just have a large hop for a dodge mechanic on a frog character? Could even translate later into a leaping smash type aoe attack which would fit the battleaxe wielder type of barbarian/berserker combat
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