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/agdg/ Amateur Game Dev General
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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-7
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
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Frameworks should be listed in the OP.
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>tfw 5k lines of code in a single main file
>tfw no headers
>>
i give up
>>
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>>129141404
>>
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>6 months to make 1 day of progress
>>
am·a·teur
ˈamədər,ˈaməˌtər,ˈaməCHər/
noun

1. a person who engages in a pursuit on an unpaid basis.

1. engaging or engaged in without payment; nonprofessional.
>>
>>129141157
Thank you OP for the header image!
>>
>>129141507
>t's what happens when you have no rules about advertising.

Then there should be a singular list of kickstarters / patreons on the OP. Not allowed to post them in the thread, but still accessible for anyone that's interested in looking.
>>
>>129141537
don't
>>
>>129141645
how does it compare to your game though? that's the real question.
>>
>>129141645
literally a few hours of progress in unity.
>>
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>>129141537
>>
>>129141764
In my game doors can actually close, so I've got that at the very least.
>>
>tfw you missed out on yurijam
>>
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Progress Report:

-Added 'Dynamic' battle music
-Updated current music
-Gameplay rebalance

New:
https://www.youtube.com/watch?v=e2ZrFYyuQgc

Old: (For music comparison)
https://www.youtube.com/watch?v=d7oQffsxqjs
>>
>>129140964

this thread works for me. whenever i see you guys doing cool stuff and i am being lazy I get super motivated
>>
>>129141848
Pretty sad mirite?
>>
*nom*
>>
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>>129141645
>>
>>129141667
>a person who is contemptibly inept at a particular activity.
>done in an inept or unskilful way.
>>
>>129141690
Not at all, thank you for making it (Or whoever made it).
>>
>>129141645
How can you fuck up that much such a simple platformer?
>>
>>129141764
I think any of us with more than 3 seconds of gameplay in our game have it beat.

Sorry rotate wherever you are. Rotatevania was a disaster and needed to die. Your artists made the right decision. Their talent was being shit on by an autistic shitposting danny stalker with progress that slow. You couldn't even let them change the name from "It's All About Me: the game".
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I decided to start learning how to draw better by doing concept art for my game. Here's a concept for a monster. Still in the middle of figuring out how to best color and shade her.
>>
>>129142094
He's been more obsessed with shitposting in agdg and following Mothdan over the past 6 months than anything else. Literally complained about him throughout his entire tumblr. Now we get to hear about "danny" everyday and have been hearing it for the past 7 months. The kid is fucked in the head.
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>>129141645
Pathetic. I could forgive all the
>danny
>d*
>dee
posting if he actually made some progress but this is just embarrassing.
>>129142027
Oh hey it's you. Fuck off rotate. You and the source shitposter are one forever. Maybe it's time for YOU to let go and go create another safe space "everyone must like me" message board. Topkek. Be sure to give us more reports on what's happening on danny's youtube and steam pages.
>>
who is danny
>>
I really don't like having to hide reply chains right off the bat.
>>
>>129142546
>here comes the wind up
Just let go, potato. Your shame cannot be erased with more shitposting and talk of danny.
>>
nice curves nice abs
would shipwreck on the rocky coast of her island if you know what she means
>>
>>129142693
who do you think you are talking down to an anonymous stranger on the web you disgusting piece of shit
>>
>>129142546
yeah who tha fuck is danny ? agdg gossip best gossip.
>>
>>129142794
Forgot to quote >>129142230

>>129142668
This is getting ridiculous. For how many months this shit has been going now?
>>
>>129142860
>i'm only pretending to be this upset
Nah.
>>
I've been using this shitty website for ten years and this is the first time I've ever even considered using a filter.

What do I have to filter to get rid of these faggots spamming about enginedevs, dan or whoever the fuck this rotate guy is? It's unbearable.
>>
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Posting in here too:
Gamedev noob. I'm working in a unity project with other guy who's making assets for me (models, animations). If I want to code while he's working on them I was planning on use free substitute assets (duh) from the asset store. What should I take in account to choose them?
>>
Using Unity here.

Say I have an object that rotates clockwise when you press right, counter-clockwise when you press left. This rotation happens by applying torque to the object. If you're already rotating clockwise and press left, I want the object to cease its rotation and immediately start turning counter-clockwise.

How do I detect which way it is rotating, so it knows input in the opposite direction means stopping before applying force in that direction?
>>
>he thought he was one of the "big boys"
lmao
>>
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>>129143271
use a flag.
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>>129143191
Here's what I use, of course the shitposters just started using one letter as their name to get around the people who filter. So you'll have to hide their reply manually.
/moth ?[df]a[nm]/i
/go+g[ue]+m/i
/r.tate ?dev/i
>>
>>129143446
Well that's a lot simpler.

Thanks.
>>
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I just need screenshake and an AI that doesnt bullshit by literally teleporting to dodge projectiles and ill be golden for today
>>
>>129143191
>I've been using this shitty website for ten years and this is the first time I've ever even considered using a filter.
This is exactly what I said 2 weeks ago. This is amazing, the retardation just reached a new level.
>>
>>129143594
>cheating AI
please keep it in in some way, this is awesome
>>
>>129143594
the lasers aren't even firing from their weapons
>>
>>129143446
>>129143561
Actually, wait, no that won't work. If something collides with this object, it might apply enough force to knock its rotation in the other direction without the player pressing anything, which would make the flag incorrect.

I need some kind of value I can take from the properties of the object to discern it is rotating clockwise or counterclockwise.
>>
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How do you OMAs do it? I feel like giving up a lot.
>>
>>129143829
just let the player figure out how to handle stuff by himself, unless you are coding an AI.
otherwise just fake the physics, i avoid torque like the plague.
>>
>>129143932
One day at a time. One step at a time.
>>
>>129141645
that looks nice
>>
>>129141645
Disgusting. That could have been a good game if it weren't being programmed by an autistic psychopath monkey. His artists made the right call in moving on. They were casting their pearls before an underage drinking pill popping swine.
>>
>>129143932
A true sOMArai never gives up, just readjusts the scale of the game. Make only what needs to be done, forget all conventions, do as little as possible to attain your vision, and be humble, readjust your vision.
>>
>>129141404
>GM user isn't a programmer
>>
>>129141878
Whaaaaat
There was a yuri jam and no one told me?
>>
>>129143829

What you want is something that accesses rigidbody.angularvelocity and figures out which way you're rotating from that.

Otherwise, the thing that you could do is do rb.getrelativepointvelocity at a point outside of the center and use the dot product to figure out which way you're rotating on a given local axis.

Consider that a point 1 local units above an object will be moving forwards in local space if the object as a whole is rotating that way in world space.
>>
>>129143594
that's pretty funny.
>>
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>>129141157
Well I guess I'm done then. That was kinda easy tbf

Time to work on that zelda jam I guess
>>
>>129144330
This is complicated to me. Guess I'm gonna have to study up.
>>
>>129143932
I do feel up like giving a lot too, but this time for some reason I'm managing to force through that feeling
>>129144567
>getting started before the jam begins
Huh, okay.
>>
>>129144729
>getting started before the jam begins
Is it fine if I just do design then? Design process is starting to be really fun, probably because lower level programming is not as fun
>>
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>>129144713
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>>129144881
Who cares? If you want to start the zelda jam game just do it. I will do it. We should all just make games and make this general better.
>>
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>>129143932
have an autistic drive that causes you to enjoy doing everything yourself
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>>129145058
I dunno famalamo, it's so far away, it would be cheating
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>>129141157
Loli-boss reporting in!

Have you made progress anon! Tonight you're working extra hours!
>>
>>129143932
This:
>>129145234
You need at least a light dusting of autism to 1MA properly. Also, keep the scope small ESPECIALLY until you have a few small presentable games to your name.
>>
>>129145392
grrr
>>
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People still like rhythm games, r-right?

please don't h8 me for my mixels
>>
>>129144887
I fucking did it.

Thanks, dude.
>>
>>129145802
AW YEAH
>>
>gone for a couple days
>danny is STILL at it

he never quits, does he
>>
>>129141951
glomp is a cuter sound
>>
>>129145287
>it would be cheating
w.h.o c.a.r.e.s
We should be focusing on creating more quality content.
>>
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>>129145758
>>
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>>129145802

Aww shit, son.
>>
>>129145058
good idea.
>>
hey Roll Catcher can i steal your idea?
>>
>>129145802
Lute Hero?
>>
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what are some games where the more damage you take the less accurate/powerful you become? any srpgs that do it?
>>
>>129146558
cave story?
>>
>>129146558
youre not original
>>
>>129145802

Is that RPG maker?
>>
>>129146558
that can spiral very badly, don't do it. if what you want is the player to retreat, disable attacks or whatever for a short time.
>>
>>129143932
by cutting content until you're depressed
>>
>>129146558
Banner Saga, which had a kinda shit and retarded battle system. It was a better strategy to have 15 injured enemies than 1 healthy one, so dumb. I don't know how ideas so bad make it past initial playtesting. Besides the nice art, it was a low energy loser game.
>>
>>129146558
this should only be a thing in games in which you can control multiple characters.
>>
ok, be honest with me. no more deception. if i wanted to program the start of a game in unity with C# how many lines of code am i looking at? i'm talking camera set up, fluid player movement like jumping running etc, and a simple level with maybe a dialogue system and a start game menu. are we talking thousands and thousands of lines of code? think about it from the perspective of a beginner, just looking at these lines upon lines of code for only the start of a project. is he thinking fuck this shit, or is he thinking alright looks manageable? am i looking at a mountain here, or a molehill?
>>
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>>129145821
Good work, anon.
>>
>>129147003
As a beginner, you should really start with simple simpler.
>>
>you can't open this file because of internet security configuration
wtf?

how do I disable this stupid IE meme?
>>
>>129147209
that doesnt even make any sense
>>
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>>129146558
call of duty
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>>129147209
i'm asking what i'm looking at for what i described, so i can go ahead and say fuck this shit before it's too late and i'm spending 2 fucking days coding a god damn camera movement system for a simple top down rpg.
>>
>>129147470
if its 2d is ezpz ive never touched 3d tho
>>
>>129147470
I don't know how unity does it, but I'm pretty sure there should be no code or very little code needed for a camera to follow the player.
>>
>>129147003
I've only been using Unity for a few months, been working on a platformer. Movement script is around 500 lines, camera script is around 150. Dialogue is over 100, Menu Scripts + Master script are 200 together.
>>
>>129143932
>I feel like giving up a lot.
Same here. But then I come to /agdg/ and see all the projects people are working on and then I get inspired. Also, setting time aside to do other things like watching anime, working out, shitposting, and other NEET stuff, not just working on your game 24/7, because it helps take your mind off things. Basically take a break from gamedev every now and then.

Go outside even. (Then again the only time I go outside is to go for a run, I don't even look at other joggers or other people, I stare straight ahead or look down or look off to the side right before I come within eye contact distance, as if something else caught my attention.
>>
>>129146175

I've seen your progress last couple of days, looks good anon! I hope you're being kind and using a recognised format for charts so players can import songs and increase the lifespan of your game

>>129146707
Nope used to be lwjgl, remade it in unity
>>
>>129147689
As far as I know, Unity doesn't have anything for that. The cheap way to make a camera is to set is as the child object of your character so it'll always be a specific position away from the player.
>>
>>129147470
>if you spend 2 whole days working on something that doesn't pan out it will be "too late"

Not the right attitude for gamedev (or life).
>>
Thank you bugs for making me feel awesome when I fix you
>>
>>129148009
youre welcome bzzt bzzt
>>
>>129147882

Unity has some premade assets that can do what you want, but making the camera follow the player without parenting is literally one or two lines
>>
>>129147468
>>129146558
>call of duty
Also Halo 4. Holy shit that pissed me off so much. I'd rather just descope when hit, but I guess descoping is also a mild form of this.

I don't understand these mechanics. You're already getting shot and at a disadvantage, why does the attacker need even more advantage?
>>
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who /doing it the wrong way because doing it correctly is harder/ here?
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>>129148009

Bugs only exist because you messed up the first time. You shouldn't feel awesome when you fix them, you should feel upset you wasted your time on an issue that you created with your ineptitude.
>>
your game will sell millions if it has qt loli feet
>>
>>129148098
You mean posting memes instead of progress?
>>
>>129148076
Unless you actually do it properly and don't just do le lag behind juice camera.

Or maybe not, there's a script for it.
https://gist.github.com/Jellybit/9f6182c25bceac06db31
>>
>>129148296
this realization is the most progress i've made all day
>>
>>129147705
thanks, that seems pretty reasonable.

>>129147991
well, i'm a realist. better to know your own limits than to run headlong into something you know you're going to hate. there's some life advice.
>>
>>129148190
I actually feel I gain experience and level up from time. My bugs come from initial lack of experience and the will of trying stuff. Ineptitude is not the reason I didn't start at level 99.
>>
WHY THE FUCK DOES RAYCASTING HAVE TO BE SO FUCKING HARD
IT'S LITERALLY
A LINE
A FUCKING LINE
WHY THE FUCK DOES IT NEVER FUCKING WORK
>>
>>129148684
youre trying to be straight when actually youre gay
>>
>>129148684
mad cuz bad
>>
>>129148684
What are you trying to raycast into?
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>>129147764
beta as fuck
>>
>>129147470
>i'm spending 2 fucking days coding a god damn camera movement system for a simple top down rpg.
Wait what? What's so hard about camera in Unity out of all engines?
If you have so much of a hard time then do it the simple way with empty transform for views, some children of your characters if you want, then just have the camera lerp between those points on command.
>>
>>129148563
in·ept
iˈnept/

adjective

having or showing no skill.
"the inept handling of the threat"

synonyms: unskillful, unskilled, inexpert, amateurish;
>>
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>>129148098
Reporting in!

http://pastebin.com/5WpE3Cm7
>>
>>129149034
>thanks for the game m8
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>>129148190
Lol alright edge lord calm down
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>>129148860
I JUST NEED A FUCKING LINE OF SIGHT FUNCTION
I JUST NEED TO CHECK IF THERE IS A PLATFORM BETWEEN THE ENEMY AND THE PLAYER
AND IF NOT
THE ENEMY CAN SEE THE PLAYER
AAAAAAAAAAAAAAAAAAHHHHHHHHH
BUT
IT
NEVER
FUCKING
WORKS

>>129148792
NO SHIT I'M BAD
IF I WASN'T BAD THE CODE WOULD FUCKING WORK
>>
>>129149031
This reply gave me some exp points as well
>>
>>129149147
>stealing garbage code that doesn't work as desired
Why?
>>
>>129149362
Well, the basic idea is that you do a raycast against every potential object and report the nearest. You can narrow down that set, of course, using broadphase methods and clever heuristics like "well I don't care about anything behind the player".
>>
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Well, I didn't like how >>129142230 was turning out so I drew a different creature.
>>
>>129149362
Unity?
>>
>>129149362
Are you rolling your own engine or are you using one?
Dude relax, and try again. You should have a look at vectors and the maths needed to check when a point in space intersect with it.

If you're using 2D AND simple raycasts, as in straight in a direction and no diagonals, just go the easiest way and compare x1<xPoint<x2 or y1<yPoint<y2
>>
>>129148935
i just wanted confirmation. many people download the 3rd person controller third party asset on unity store for 60 bucks. you would think setting up the character for movement, and setting up a simple camera would be one of the simplest and first things done when creating a game, right? so is it really that complicated, or not? i'm not going to spend 60 bucks on the asset, but i don't understand how something that should be as simple as a 3rd person controller for a character can be so hard that people need to download an asset for it. maybe those people are lazy, i don't know. it just seems weird to me. you would think they wouldn't even download an asset like that unless they knew how to build a game utilizing it, right?
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>trying to make a game in gamemaker
>have programmer autism
>keep worrying about framerates because it's fairly complex but I havent even started the battle engine yet

Is it okay to have ~30 objects onscreen as long as most of them aren't really doing anything?
>>
>>129149882
There's a lot of lazy fucks using Unity, don't fall for it. It is as easy as you would expect it to be, just follow some of the tutorials on the Unity website.
>>
>>129145912
>banned for a few days
>come back and i'm ready to shitpost about danny again
Cool! Maybe don't!
>>
>>129149783
NIPPLE RINGS
>>
>>129149990
Yes it's okay. The only thing that will affect performance is if you're doing some dumb complex shit on every frame or something.
>>
>>129149990
Can they be tiles?
>>
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LÖVE is so comfy I'll even shill it for free
>>
>>129149882
Frankly the assest store, as far as code is concerned, is utter shit. Only artists who do not want to bother with code buy stuff from here.

And no, making your own camera system, especially in Unity, is not hard at all. Now, I don't know what you're trying to achieve exactly since "camera controller" is too broad of a definition, but maybe you should try having the camera do one thing at a time.
>>
>>129149990
Yes.
>>
>>129149990
Of course. You can have a lot more and have them all doing things and your framerate should still be fine. I use hi-res sprites too, and I still keep around 60 fps even while recording with OBS.
>>
>>129145802
charming
>>
>>129148935
>What's so hard about camera in Unity out of all engines?
Some people (autists) are just really good at complicating simple things.
>>129149882
Why would you buy a third person controller from the asset store when it comes with Unity? You should learn how to use Unity before you start spending money on things.
>>
>>129149783
Can you make a female version?
>>
>spend all day looking for ad support for game maker
>all examples are out of date and no longer work
might as well start on the back end of my zelda jam
>>
>>129150556
>game maker
>back end
>>
>>129149882
>i don't understand how something that should be as simple as a 3rd person controller for a character can be so hard that people need to download an asset for it
Those people are fumbling around and assuming something in the asset store will help them skip having to learn the basics of the engine.
>>
Is there a way to seperate the WASD keys from the arrow keys in Unity?

The Input just seems to take both in as Horizontal Input, but I wanted to use them separately.
>>
>>129150693
that's pretty much the ultimate recipe for failure.
>>
Why are UE4's engine demos so much better than Unity's engine demos?
>>
>>129150195
A lot of them will be tiles, but nothing is finalized yet and I'm not sure what the best way is.

>>129150349

Alright, that's good to know.
>>
>>129148085
in call of duty it's simple, you are not supposed to get hit, the bloody screen is not just "so real", it's the games way of telling you that you fucked up and need to go somewhere else, or you will die

call of duty, while it tracks hp internally, the gameplay only distinguishes between two player states, dead or grazing hit, if you are not dead you will be fine in a few seconds and can try again

it's a game of positioning, that's why the maps are filled with bullshit sightlines, call of duty 4's early levels make extensive use of this concept where if you stand in one place the enemy will pop right out at you and kill you in a few shots, but if you find the right place to stand you will easily pick them off before they see you
>>
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>>129150729
Edit>Project Settings> Input. Pic related is a bit different from what the default looks like.
>>
>>129150973
The same reason UE4 is better than Unity.
>>
>>129150556
>publishing a game made with game maker
people who don't use real game engines shouldn't be allowed to make games
>>
>>129151062
>not taking keyboard input directly
>>
>>129149734
Basically, what I'm doing is this:
>need to check if enemy (start object) can see player (end object)
>get start object's x/y, and end object's x/y
>get angle between the two points
>for (int i = 0; i < viewDistance; i++){
>int x = startX + cos(angle * 180 / pi) * i;
>int y = startY + sin(angle * 180 / pi) * i;
>if (collidesWithPlatform(x,y)) return false;
>if (collidesWithEndObject(x,y)) return true;
Checking if it collides with a platform is slow as fuck, though. I can sort of speed it up if I try i += platformSize instead of i++, but of course it doesn't work either way.

>>129149829
No, I'm not retarded.

>>129149863
>compare x1<xPoint<x2 or y1<yPoint<y2
I've tried that, except I can't tell if there's a platform between them. The platform code I'm using came from a book and I don't understand any of it.
>>
>>129144229
he can get by perfectly fine just using drag n drop
>>
How do I make a custom editor for unity? I want to press a button, select an object from the scene and then do something with that object. There's very little documentation beyond how to add the button.
>>
>>129151156
But this is so much more convenient, anon.
>>
>>129150973

Unreal's demos are focused on high end games and desktop features, Unity's demos are focused on low end games and mobile features. Just different priorities.
>>
>>129151203
You can use larger than pixel increments. And why is checking for collision with a platform so expensive? That sounds suspicious to me.
>>
>>129151015
I don't mind it in call of duty. That game is supposed to be fast-paced and your health is low and guns do massive damage. But when they added it to Halo it felt so out of place, especially with the long-ranged DMR spammers that could hit you from across the map.
>>
>>129151461
Don't listen to that other stupid shitposter. Even the official unity documentation suggests that you should not register inputs directly and use the input manager instead like you do.
>>
>>129151213
Cool story engie. Tell us more how everything is made with dragon drop except your awesome custom C engine.
>>
>>129143932
don't go into a project with any game concept at all. just make it up as you go along until you have a product.*

*i have not actually achieved this yet, so, grain of salt.
>>
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alright guys,
first attempt at drawing 2d sprites.

is this acceptable for programmer arts?
this is the best i can do.
any advice to improve it?

i'm just glad i finally started doing something after a few years talking about how i'm gonna work on my own game...
>>
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>>129151482
Like I said, I got the platform code from a book, and I don't really understand it. This code is how I'm checking if the point in the raycast hits a tile. This is a modified version of the code from the book.
>>
>>129151062
How do you just do the arrow key in particular though? "left" and "right" seem to automatically correllate to both the arrow keys and A and D.
>>
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M O D D A B I L I TY
>>
>>129152131
Just make it a 3D model senpai.

Overall it looks noisy, The colors look very boring, and there's not really any shading at all. But I can tell it's a house, so you've already done better than a lot of games with programmer art. You can always improve it as you go.
>>
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>>129152319
>>129151482
And this is the original code. This is used to check if the player is colliding with the floor, ceiling, or walls.
>>
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>>129152131

I'll be straight with you anon. It looks like dog shit. And programmer art is a term used for placeholder art you use while programming, intended to be replaced by an actual artist's work before release. Pic related is Braid's programmer art.

If you're going to do that style of art, do what 99% of classic games did and just render a real 3D model then export the render as your sprite.
>>
>>129152045
I wasn't being ironic. I'm not a programmer. The drag n' drop works for me with my simple games. I don't have time to learn all that C++ or whatever it is you guys use. I want to focus on my art. Drag n Drop works fine. Drop the elitism from the discussion. We're all amateurs here.
>>
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>just starting coding
>watch a tutorial
>don't even write //notes
>don't even know what I'm doing

Hey at least player is moving
>>
>>129152671
Webm or it didn't happen.
>>
>Run out of steam, no inspiration
>2MA goes to 1MA because the other is never in contact
>Take a nap
>I N S P I R A T I O N

I can do it, I can DO IT
>>
>>129152586
>>129152131
>programmer art is a term used for placeholder art you use while programming, intended to be replaced by an actual artist's work before release

Emphasis on this. If it's programmer art, what you have is fine. It's just a placeholder and it clearly gets across what you're trying to visualize. It's not good, but it's good enough for prototyping.

If you intend to make all of the final art yourself, you should scale back the scope to something you can pull off.
>>
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>>129152332
Each input has 4 buttons you can assign to it. +, -, alt +, and alt -. Just delete wasd as alts and keep the arrow keys.
>>
>>129152319
>>129152545
Anon, what the fuck are you doing making a game in C++ when all you can do is copy paste stuff?

That code is horrible, by the way. The reason it's so slow is because it deep copies each tile layer when it retrieves it from the getTileIDs function. It should return by const reference, not by value. Even better, the "tile layer" should internalize things like checking for a tile at a point.
>>
>>129152671
This is nostalgic.
>>
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Are you ready to hack some wetware?
>>
>>129152586
>intended to be replaced by an actual artist's work before release
ain't no money for that.
Unless someone willing to work for free here...?

> If you're going to do that style of art
it's not really any style of art though...
I'm just trying to draw a house, and added in the color as i draw...

> render a real 3D model
i have no idea how to do that at all.
at least drawing a 2d sprite is possible...
but, won't i need to draw the texture when i render a 3d model?
it would ended up to be the same crap again...
>>
>>129152793
Lol no, I'll get bullied cause it's 2D
>>
>>129152131
the whole point of prerendered art is good looking assets that need no lightsource
>>
>>129151885
the dmr was a mistake, just like the original pistol
>>
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Pls halp, I'll put the code in the next post

For whatever reason SFML is drawing everything in the wrong place after I resize the window, and then telling me that the coordinates are in the right place.

I thought I'd at least be able to make a working button
>>
>>129152131
make whatever the fuck you want man, it works, an ugly game can be prettified, that's a non issue. just do outlines, don't waste time on complicated art.
>>
daily reminder lolisim got a good artist simply because he had already a working prototype.

don't worry about shitty placeholders faggots.
>>
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>>129152131

Anon if you're going to do pixel art you want a less arbitrary perspective. Something like a house has a lot of straight lines and you want those lines to be regular, it will be very jarring if they aren't at that resolution
>>
>>129152985
>That code is horrible, by the way. The reason it's so slow is because it deep copies each tile layer when it retrieves it from the getTileIDs function. It should return by const reference, not by value. Even better, the "tile layer" should internalize things like checking for a tile at a point.

He's learning, isn't it beautiful?
I remember when I didn't give a dang about deep-copying, and I didn't pre-load my resources.
>>
>>129152131
not bad
>>
>>129153493
Does he even post or work on his game anymore?
>>
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Posting progress, this is from yesterday as well.

Map works, going up and down stairs, ladders holes works, sorting for trees/pillars/player works. Text Log works, monster generation works (though only slimes atm). Monsters animate, but don't sort with the player/trees yet.

As soon as I get the monsters moving and get them and the player able to attack/kill each other I'll post a demo.

Oubliette is on hold due to needing to refactor the collision code and this is good practice in using LUA's tables to create lists of entities, which may have tables themselves. They're almost like proper Objects!
>>
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>tfw this is the only progress I've made all week because my full time job leaves me with almost no dev time until the weekend.
>>
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>>129153435
ratioPos contains how far along the x/y directions to go as a fraction of the whole to find the top left corner of the button, ratioSize contains what fraction of the screen the x/y size of the button takes up
>>
>>129152386
neat
>>
>>129153670
At least you keep coming back, keep that code flowing baby, and I'll make you more art
>>
>>129153647
Loving this shit.
>>
>>129152131
What makes it good;

making a whole game based on those artistic form or style

what makes it bad;
you made one house and the next will look with a different style

none the less my only advice on improvement with art is that you practice, and practice and practice

copy a few styles, but mostly practice, if you make a whole level, you can share it with people and someone somewhere out there will use it. Good luck
>>
>>129153647
looks great, how are you making this?
>>
>>129153670
I really don't think that suits the whole grid-based thing

Is it turn-based also? Because then it's even weirder
>>
>>129153493
>lolisim
Ultimate meme non-game made by an autist who thinks /b/ memes from 2007 are still cool. Why are you bringing up that faggot and his blacklisted game? Just because he hides away in the chatroom and shitposts anonymously here doesn't mean he's an agdg dev.
>>
>>129153647
Please tell me this is for the Zelda Jam. I like it!
>>
>>129153818
I kinda wanted to save doing a Hydlide/Ys/Druaga style game for the upcoming Zelda jam, but I really needed a fresh slate to work out some code without dealing with the mess that Oubliette has become. I really made some poor choices in implementing the platforming physics.

>>129153869
Boku no Pico-8
>>
>>129153297
Have you ever been to AGDG before?
Easily 90% of the games made here are 2D
>>
>>129153208
>ain't no money for that.
unless you intend on releasing the game there is no need to hire anyone
>>
Hey guys what program do you make you music in?
>>
>>129153783
Appreciate the kind words, friend.

>>129153882
It is turn-based. Trying to make this as "real rogue-like" as possible. My goal is to make something that /rlg/ would enjoy playing. I wanted to have some ECS system that moves entities, and one that displays text, and one that kills entities after a certain amount of time on screen. So in order to work on all those three, I made a test "damage hit" effect -- but really I could use it for anything. Particle animation for fires, gold fly away from an enemy when something's killed, experience pellets spewing from a chest into the player.

Is there a reason you don't like the damage text specifically?
>>
>>129153849
>if you make a whole level, you can share it with people and someone somewhere out there will use it

But i'm drawing the assets for my own game, anon.

Also, i can't really do
>making a whole game based on those artistic form or style
since i'm absolutely clueless about art.
I even draw the house without any planning at all. I just find a picture as reference on google, then pick whatever color i feel like to use...

But it doesn't matter, if this art is acceptable to most, i will start working on my assets, if i eventually gotten better, and had a different style, i would come back and redraw the old assets...
hopefully that will work..
>>
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>>129149783
Outlined, applied a base color, and applied some shitty photoshop filters. Probably won't go into depth with his coloring yet. I want to fix some things, like those completely uneven handcuffs.
>>
>>129153919
He's been working steadily on his game for years and is always posting progress. He's an agdg dev

Where's your game?
>>
>>129153670
What job senpai?
>>
>>129152985
>That code is horrible, by the way.
I know, I fucking hate that book, but it's the only one I could find.

>It should return by const reference
Well that's easy enough.

>"tile layer" should internalize things like checking for a tile at a point
So basically, have the tile layer class check for collision, and just pass in the x/y values?
>>
What's the bare minimum list of things that should generate a screen shake?
>>
>>129153493
Getting lolisimdev and his gay little "game" removed from agdg was one of the most fun experiences I've ever had here. The butthurt was glorious.
>still pretending he's relevant
lol
>>
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>>129150213
>there are people who use lua in an object oriented way
>>
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Hey there agdg
long time no see
>>
>>129154024
I would like to know how you structure games for programming that thing.
>>
>>129154209
Web development
>>
>>129154263
taking damage
>>
>>129154162
>not an artfag

then yeah it's damn good, also as long as you make the concept clear then it doesn't matter what it looks like until you're done with the game.
>>
>>129154162
why do you care about art so much? just make whatever you think looks good and put it on there
>>
>>129154318
Oh shit, I'm sorry.
>>
>>129154263
Moving
>>
>>129154251
Either return the tile layer by const reference (and then obviously don't copy it again) or do the checking internally. The first will be a simple change, the second is "better" as far as design goes (probably, I don't know any details about the rest of the code).

>>129154289
>there are people who don't understand when OOP is useful
>there are people who don't understand how to properly implement OOP with Lua
>>
>>129154263
Something heavy falling/stomping

If your player falls a big distance, and lands, then screen shake.

Explosion? Screen shake.
>>
>>129154150
>Is there a reason you don't like the damage text specifically?
It's a real time, fluid element in a turn-based, grid-based world.

Just doesn't fit.
>>
>>129154263
any bass in the music
>>
>>129154191
>He's been working steadily on his game for years
Who cares? It's never going to be finished, it's never going to be a playable or fun game. It's a gigantic display of autism and meme disease. Nothing more. And even better it's blacklisted.
>>
>>129154315
Not sure I understand the question. You can look at the code of any program just by opening the p8 or p8.png file in a text editor. I mean, I structure everything the same way I would do for anything else, except with more global variables and functions.
>>
>>129154518
rami pls go
>>
>>129154517
Do you think there should be any damage / status changed / particle effects at all? I'm still planning on making sure that the message log in the UI gets updated with every event, I just thought I'd also add some "flashiness" to it so it's not just "Press numpad key, read message log to see results, check health."
>>
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Any better?
>>
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>>129154501
>>129154251
Fuck, it already was by const reference.
I totally forgot about that.
>>
>>129154263
Sprinting in FPSs, and gunfire recoil.

I don't like seeing it anywhere else, even in cutscenes. Nearby explosions don't really need it either. Halo Reach got it right with the screen going blurry and distorted for a split second and maybe a vibration, but the screen really doesn't need to shake at all.
>>
>>129154682
That's pretty silly that they then copy the whole thing regardless.
>>
>>129154601
Glad to see someone else using pico-8
You can't see the code if you open the .p8.png on a text editor, tough
>>
>>129154481
It's alright. It's..ok enough..
>>
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I want to make a game for the zelda jam.

How do I make it small enough to actually finish on time? Zelda games are all long
>>
>>129154679
What the fuck is on his head?
>>
>>129154836
Make a town, a few secrets here and there, your house with your senpai and one dungeon
>>
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Why are shaders in LOVE literally just GLSL with the type names changed?

Do they really think their developers are so stupid they wouldn't understand what a 'float' is, and they had to change it to 'number'?
>>
>>129154808
What stack do you work with?
>>
>>129154798
Can't you? I thought I did it fine with npp before, but maybe I'm misremembering.
>>
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>>129153435
>>129153714
Plox
>>
>>129154679
>1px legs

When will this meme die
>>
>>129154660
Don't listen to him, particle effects are fine if the game is going to have graphics. Have a look at ToME 4, that's a well loved roguelike that has graphics and effects.
>>
Anyone here making games in SDL2 with Opengl?

When i resize the window, the context isn't resized with it and leaves black bars on the sides.
>>
Lewd game where you play a ninja and investigate your targets fetish in order to seduce them, or a world where men are sexually passive and girls are sexually aggressive and you have to be a secret manslut?
>>
>>129154951
Those are Lua types, Floats and Ints are one and the same in Lua no longer the case since 5.3 but muh legacy and shit
>>
>>129155018
Mainly .net stuff (webforms , MVC, EF) and angular, but I've done some MEAN (not enjoying nosql dbs at all) stuff and even LAMP once. Once.
>>
>>129154836
Zelda is only long because it has a fucktonne of screens, most of them just doors and enemies.
>>
>>129155189
Capture the window resize event and adjust the OpenGL viewport
Google dude, it's one of the first results
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