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/agdg/ - Amateur Game Development General
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>Current Jam
>https://itch.io/jam/agdg-boat-mecha

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

> Upcoming Demo Day
https://itch.io/jam/agdg-demo-day-8

> Previous Demo Days
http://pastebin.com/zsDQmN9K

> Jams
https://itch.io/jam/agdg-zelda-30th-jam
https://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://docs.godotengine.org/en/latest/
Haxeflixel: http://haxeflixel.com/documentation/tutorial/
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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>>134962449
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>>134962354
>>134962376

Nah I just saved that picture from here ages ago because I like the style.
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http://crazykappaworld.tumblr.com/
new progress, but can't directly post it here.
Please check it out and perhaps follow the devblog if you could.
repost from previous thread, didn't realize how late thread was.
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>>134962498
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>>134962598
Amateur Game Dead General
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>>134961760
where are all the idea guys now?
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Boat jam is on
I hope to see a lot of boat jam progress, especially if it has cute girls
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>>134962732
Why do so many people struggle with perspective?
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>>134962835
>anime girl
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>>134962810
Limit is time. If player does powergamey shit too long, the higher level enemies start hunting him.
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>>134962835
It says boat & mecha so can I submit a mecha only game? I'm not really a fan of boats to begin with.
>>
>>134963015
>struggle
Are you implying they even tried to learn it?
>>
>>134963142
Did you consider reading past the title?

>So just like make a goat boat game, mecha game or both combined if you wanna do like the cool kids.
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>>134963142
Yes, submit either thing or combine them
The theme has both because people are indecisive as fuck
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>>134963142
Yep.
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>>134963172
it's a basic building block of art.I don't see how you can even try to draw without it
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Reposting fanart~
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>>134963015
It's likely indicative of the manner in which knowledge of forms is handled by the mind. We don't remember what things look like in the sense of remembering a photograph. Instead we remember how all the parts fit together, which is difficult to convert into a realistic representation of the object.
Across cultures and time, children start out drawing (for instance) a cat by showing its four legs splayed out, kind of Vitruvian Man style. A pose that cats almost never adopt, but that represents roughly how the body of a cat is put together.

A lot of learning to draw things that look decent is drawing what's actually there rather than what you think should be there. It feels like a person's eyes should be nearer the top of their head, but actually they're almost exactly in the middle, and so on.
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>>134963127
Good idea, but it wouldn't work in my case.
Can't have people just attacking out of blue you in public spaces.
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>>134962374
Pacifica Dev here, reposting last week's progress

Fixed game-breaking memory leak, tightened up everything, ripped out broken code, created a beginning-to-end experience and worked on balancing

https://hetzluh.itch.io/pacifica
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>>134963443
You underestimate the stupidity of the average deviantart goer
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Started a space game yesterday to take a break from my main game. Shit ended up being more fun than that. Yesterday i posted basic movement and laser.

Today i added
>enemies
>weapon select
>stars
>spawning waves
>shield
>simple hud

it's actually supposed to be a mecha but that requires me to learn art.
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Is it true musicbros will work >for free? I could use a few tracks.
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>>134963761
In my experience, yes.
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ah yes a jam

now i have an excuse to abandon my current project
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>>134963481
>tfw the characters in my game are so generic that no one will ever bother to make fanart of them
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>>134963980
At least you have characters
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>>134963761
if your game is cool.
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>>134963761
I am currently going to be involved making a ton of music for the Caelum dev(s) that post here

But you are free to use any of my already-made music for free.

https://arcturus.bandcamp.com/

If you tell me what kind of tracks you are looking for i can point you to them, there are a lot available here
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>>134963952
This. But I have more fun this way so it's okay. But after this Jam I'm going back to my main game for real.
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>>134963758
looks like shit but could be fun
>>
Fug the Jam has started already?
I wanted to fuck around a bit making anymations for some mecha but I don't have time to waste now!
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>>134964557
Yeah I don't like that
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I think I want to become the plumber of the game dev industry; a game tester.
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Currently trying to pick a unifying design element for my robot enemies' faces. Could you folks pick your three favorite eye styles?

Aesthetic is space, colorful, robots are called antibodies.
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>>134962209

Asked this question in the previous thread but are there any requirements to video game music? Such as a quiet bass?

Are there any games with hip hop music? For example I want to make a platforming game with this type of music: https://www.youtube.com/watch?v=kr5cJZ6iVSc

I'm not sure if it would fit or if there's too much going on for it too be game music. Comparing to this: https://youtu.be/_AF_PI6HQds?t=47m34s or this: https://www.youtube.com/watch?v=-lFwchGSkes where there is just simple things going on.
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>>134964171
Watching a bunch of plays come in. Take whatever you need, the music that has not been committed to projects is public domain.

While you're perusing the choices feel free to check here for a few more tunes as well:

doblaze.bandcamp.com
soundcloud.com/arcturus

happy devving bros
>>
Tried making a song that would fit either a happy town or happy and innocent character

https://a.pomf.cat/yaswaa.mp3

How bad is it?
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>>134964867
G M O
>>
>>134964867
>o>j>a>r
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>>134964171
>>134965027
Some of these are pretty good, thanks anon. Are the songs from w@it()nthe$un free too, or do I have to buy them?
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>>134965010
You can have whatever music you want for your game. It can all be down-low atmospheric stuff or all pop songs. As long as it helps the mood you are trying to set. Game music is all about enhancing the atmosphere and tone of the scene. There are no real "requirements" to fulfill when making game music.
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>>134962449
Unless you want to sell a product, then it entirely depends on your peers.
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what happens if I fit 35GB (an example) of assets store in my game?

will my game will weight 35GB?
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>>134965482
Depends if you compress it
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>>134964762
Considerably worse pay and conditions than plumbing.
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>>134965027
shuttle contact is pretty comfy.
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>>134965581
I'm more curious if anything that is not directly used in unity just gets not included in the final build of the game.
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>>134965372

Alright gotcha.
>>
Good morning, Anonymous
I'm shocked that I am still alive
>>
>all those people claiming to be master developers in the previous thread just because they can ,,code everything they want''

Do you know why outsourcing stuff to india is so popular? Because people that shit in the streets can code everything too. It doesn't matter at all. Writing good code requires several years of experience and working with other people, if you stay in your little codebase you will forever stay in the ,,master beginner'' mindset and never improve. I have worked as a dev for about 3 years now, before i started working i considered myself a master programmer too.
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How do I represent wind in 2D?
Just a bunch of wavy lines?
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>>134966197
stuff blowing around, dust being kicked up
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>>134965349
Thanks man. You do not have to buy them, but keep in mind anyone can download them.

I attach myself to anons' projects when I think they look promising and won't care about money until that is actually on the table, and have worked for a small video game company as a contractor. All games I have made music for between anons and that company have gone unfinished - like 7 or 8 games total - and a lot of my tracks are the tracks I completed for the games.

Some of them were just made in my spare time. Anyway, enjoy.
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>>134966197
movement is slower in one direction and faster in the opposite
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>>134966192
no one says any good feedback when people post their progress or anything either. it's all just shittalk.
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>>134966197
Like >>134966254 said, you can only see wind through its effects. Sound is also important.
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so who won demoday then, wheres the tierlist?
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i already know what game i will rip off for the jam and its so unknown noone will notice hahahahahhahahahhahahahhahahahahahhahahahhahahahha
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>>134965661
Yeah I still kind of want to do it.
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>3D dev is too hard
>can't into pixel art
>2D skeletal animation looks like shit
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>>134966652
soldat doesnt look half bad
just make good gameplay and dont give a shit about art
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>>134965702
Thanks man. I have like 10 or 12 more tracks i can dig up and post for free. Maybe I'll do that this weekend.
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>>134964762
You are setting yourself up for losing any bits of love for playing video games you may got left in you.
When the game actually starts being enjoyable, your job is done and you move on to the next pile of shit.
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>>134966727
Go for the DOS aesthetic
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>happy out deving my top down 2d rpg
>stuck on problem
>no tutorials cover it
>nothing remotely close to discussing it

is it time to bail and stick to making platformers?
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>>134967213
What's your problem?

software engineer here. Is this a programming issue?
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>>134967213
its time to ask anon
you wont get anywhere if you dont ask
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>>134967057
That fucking game.

>push block wrong way
>cant go around to push it back
>start again

Devs really gave no fucks with difficulty back then.
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>>134967213
What's your problem?

Psychology major here. Are you getting along with your parents?
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Implemented basic lighting.
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>>134967213
It's time to learn how to program.
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>>134967213
What's your problem?

Philosophy graduate here. Are you a conscious entity or a machine that merely gives the exact same responses as a true conscious being would give?
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>>134967057
i played this to death.
>>
can someone explain how do I avoid having a spider web on the animator on unity?
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>>134967563
Lighting systems in 2D games are garbage.
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>just started to get into gamemaker
>tfw already out of ideas
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>>134967312
it's just I'm not really good at how to refactor code and now it's looking very messy and quite confusing to figure out why bugs are happening
just started referencing shit using statics too because passing them around is getting too complicated
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>>134967563
not even lighting, just additive layer masks.
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>>134967736
do it manually in code or deal with the mess
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>>134967815
>just started referencing shit using statics too because passing them around is getting too complicated
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>>134967753
pong with taunts
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>>134967815
Rewrite it anon. It's normal when you're just starting out, bad practices stack and you end up with a mess quite fast. Be glad that it's your own project and you CAN rewrite it, it's all the part of learning experience. If you did this during a job, your boss wouldn't understand why you need 2-3 weeks to do something that doesn't change anything in the product.
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Can you give me any tips on day/night cycle in a top down game?

Is it better to actually draw all objects/environment light/dark or just change light levels with shaders?
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I think /b/ isn't up for the task.
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>>134968047
I have some basic shit but no vision for it nor any idea of what to do with what I have
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>>134967815
One of the big reasons you're supposed to pass everything around is because it provides friction against bad design. If it becomes hard, it means you need to step back and think about what you're doing, not just drop the idea and start writing hacky spaghetti code instead.
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>>134968176
>slime
>not poring vs poporing
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>>134967905
how bout blend trees?
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>>134968176
Is this Clannad?
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>>134968176
>annoyance simulator
Great.
That's great.
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>>134968098
>>134968257

How did you get better at knowing how to rewrite stuff though and to structure the overall project better?
Anything specific I should read before tackling it?
It's Java btw but I'm sure OOP principles remain consistent
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>>134968176
You just gave me a perfect idea for a meme game. Thanks bud. time to dev
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>>134961878
I'm surprised it kept the whitespace.
Was there anything specific you were interested in or did you just want to see if you could do it?
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>>134968126
Actually making stuff dark is for suckers.
You can get very reasonable results by changing the colouring through shaders. For daylight you multiply each pixel's colour by white so it appears as normal. For sunset multiply it by a lovely deep orange. For night multiply by a cool blue.

If you want it to be dark so the player can't see, make those areas completely black. Anything else just means the player squints at their computer or turns up the brightness.
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>>134965752
It shouldn't be unless it is placed in the resource folder. (Just a folder named Resources)

This seems to be true for me at least since my DD7 build was actually smaller than my DD6 one, even comparing the DD6 version without lightmaps.
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>>134967563
This looks really good to me, keep it up
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>>134968502
I had to decompile my game the other day to get a lot of code i lost due to OneDrive being absolute shit. so i had a decompiler sitting around, and really liked how the broomstick game played and wanted to see what made it tick.
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>>134968476
It comes with time. But really, a good rule of thumb is that if it's not too much work to pass things around while maintaining the single responsibility principle, you've done a good job.

You may want to start by looking at some useful principles of design, like inversion of control. And don't get swamped in OOP design patterns, especially now that Java has decent support for functional concepts.
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Units can follow a path now. God this is going to take forever.

Anyone know a good way to collect all tiles within a range? My current method doesn't take diagonal tiles in account, or only the first ones.
I could use distance calculation as the tile width is always 100 units. But that might be to costly.
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>>134968476
>How did you get better at knowing how to rewrite stuff though and to structure the overall project better?
A lot of fucking up, planning, rewriting, then fucking up again. Eventually you know what will and won't work, at least you think you do until you fuck up again.
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>>134968831
Dijkstra.
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>>134968831
hitboxes?
>>
http://www.gamasutra.com/blogs/LenaLeRay/20140424/216207/ChottoSummit_Japanese_indie_devs_reflect_on_the_JP_indie_scene_postBitSummit_MMXIV.php

"In Japan, "design" means 2D and 3D graphics, what we call "art" in the West. What we call "game design" is called "planning", "scenario" or "kikaku" in Japan. I don't think "game design" is in common usage in Japan, they see it as a term created in the West.
At what point in the video is the remark on "game design"? I'd like to know if it's about this or something else entirely."

>What we call "game design" is called ... "kikaku" in Japan.
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>>134968557
How do you light up specific areas (lit rooms/ window fronts/ underneath the street lights etc) including objects and characters within the lit area while keeping everything else darker.
another shader on top of it?
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>>134968902
What? I already have a path. Dijkstra is for pathfinding right? I use A* atm for pathfinding

>>134968968
Thanks, going to try this!
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>>134969008
Top kikaku
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>>134969208
Dijkstra has no heuristic, which means it doesn't try to go towards a goal. If you run it up to the unit's maximum movement cost, it will touch all the tiles that that character could possibly move to, as well as give a path to each of them.
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>>134969008
all according to kikaku
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>>134969008
All according to kikaku
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>>134967213
>making an RPG for your first game
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>>134969418
Alright, thanks! I will look into this
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>have a cool idea that's simple to implement
>need some sort of combat system on the side
>nothing fits

FUCK.
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>>134969796
>have a cool idea
stopped reading there
>>
Who /html5/ here?
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>>134969938
Hopefully no one
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>>134969938
Frauki was but switched to something native because of how shit the performance was.
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>>134970010
Is this general not friendly to web games anymore? I haven't been here in months?
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>>134970173
this general was never friendly to webgames family
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>>134970173
we're not friendly to games with shit performance
webgames are fine, ignore retards
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>>134970232
I got positive feedback on my web game awhile back. Back when loli dev was here
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>>134969916
I've learned my mistakes from simply jumping into devving the first time. Imagine placing two months of time in a game that turns out with flawed mechanics for which there is no fix.

Now I plan all my shit on a little notebook, and if I can't find a solution to something I just scrap the project.
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>>134970173
HTML5 runs like shit in FF and 90% of web devs can't code so it makes it worse
>>
>Missed 3 classes for a shitty grad elective class I took on developing games for the disabled
>Will fail if I don't do the makeup work
>Professor says I just have to fix up one of the games we developed to an at least acceptable condition because both were catastrophes
>Knew mine was beyond saving, opt for the other groups
>Get the project
>Everything is broken
>This is their scene
>This path of trees is FUCKHUGE instead of making segments that could be procedural generated

I'm not going to be having happy fun dev time for a while.
>>
>>134970327
maybe nobody knew it was a webgame
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>>134970173
Just use an engine that can compile to emscripten.
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>>134970429
propeedural generation is shit lmao these devs have it right
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>>134970526
>emscripten
terrible idea
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>>134970429
>professor
>gamedev
yeah this is worse then social studies
you should kill yourself
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>>134969084
I would construct a lighting layer that you multiply with the base graphics layer.
It's not ideal for things like seeing glow from the windows of a house. Especially if you'd like to hand-author that light glinting off fresh snow on the windowsill and all that kind of stuff.
But it's good for lighting up an area and being able to have things move into that area and get lit up.
I made this seven years ago. I'm old.
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>>134968747
Neat, hopefully it wasn't too confusing.

Also use actual source control you baka
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>>134970616
Eh, it ranges pretty extremely.
Some of them are really fucking good and you get nice portfolio shit and learn a fuckton while getting a little piece of paper that will somehow make you more likely to be hired in the industry.

Then there's others like this shitty class I went through where no one knows shit about code and it's a bunch of ideas with no substance.
Case in point, the project I'm fixing up, put simply, is "hold the mouse over a spot to grab a banana while on rails, using the kinect to control the mouse".
That and a little limitation on the player position while reaching is all there is to it. These faggots had 10 weeks to do just that. And they still somehow failed to make it.
>>
>>134968176
...
i posted my way more advanced game yesteday and people ignored and this shit gets praised. foh
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>>134970616
https://www.youtube.com/watch?v=FiARsQSlzDc
>>
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>>134971545
anonymous imageboards are strange like that aren't they
try reddit
>>
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>>134971038
>he made that seven years ago
>would take me seven years to make it
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>>134971545
try /r/gamedev
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>>134962732
sick gradient.
>>
>>134971545
Simple things in life are nice
>>
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>>134971545
there is a solution anon
>>
I have an object that will be rotated at either 0 degrees (its original position, it's pointing up), 90 degrees (pointing right), 180 degrees (pointing down), or 270 degrees (pointing left). I need to swap its width and height values around as it rotates; its default size is 256x512, but if it's pointing right, I need it to be 512x256.
Is there any tidy way of doing that programmatically? I tried to think of a way to do it using sin and cosine, but I couldn't think of anything. I guess I could just write: "if (rotation == 0), else if (rotation == 90)", etc., but that doesn't seem very clean.
>>
>>134968465
I want a game where you bully an anime girl.
>>
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>>134971545
here's one more just for you anon
>>
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https://clyp.it/ikfqspwn
>>
>>134972865
if (rotatedDegree == 0 || rotatedDegree == 180)
h = 256
w = 512
else if (rotatedDegree == 90 || rotatedDegree == 270)
h = 512
w = 256
>>
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>>134972865
I'd help you but I struggle with things like this too
Here's a (You) for your trouble
>>
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>>134973191
>>
>>134971129
tidehunter?
>>
>>134973341
i only managed to kill her about 3 times and i cant figure out how
>>
>>134973236
nice merzbow clone
>>
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>>134973236
>posting a virus
>>
>>134973341
MY SWORD IS A WEAPON OF JUSTICE
>>
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>Accidentally break movement input while working on fire system
I'm tripping fucking balls
>>
>>134973610
Is it intentional that you pick up every item by walking over it? I don't think I would like that.
>>
>>134973610
>You hit a wall.
What is this information good for?
>>
What genre can you think of that was extremely popular in the 1991-2007 era, but is dead as fuck now?
>>
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>>134973242
>>134973252
Thank you anons.
>>
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>>134973491
Thank you
>>134973497
come on anon, why would I do that
>>
Alright /agdg/, I'm getting sick of Game Maker:Studio's retarded shit. I want to switch to C# and XNA frameworks since I've seen good examples of what it's capable of and is apparently not very hard to learn.
Can you guys throw some good tutorials my way, taking into account the fact that I am familiar with programming routines, but have basically zero experience with C# or how a framework for a language works?
>>
>>134973779
RTS
>>
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>>134973401
Nah, it was just this weird alien thing for one of the classwide group projects we did.
Kinda Puzzle Horror game caleld "The Unseen" http://replay.drexel.edu/3dgames.html
I did a few different things, but mainly I was on 3D modeling and animation back then.

Only got into coding heavily when my Senior Project group had only one programmer who turned out to be a depressed flake.
>>
>>134973341
I said bully, not murder.
>>
>>134973817
I clicked on a 4chan link once in 2008 and had to reinstall windows
I learned my lesson
>>
>>134973863
>XNA
use Monogame
>>
>>134973865
Does stuff like Clash of Clans and Game of War count as RTS?
>>
>>134973863
Use MonoGame. If you use Google you will find a very nice set of tutorials for basic use for Monogame.
>>
>>134973863
XNA still exists?
>>
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Got some weird moon face when generating planets.
>>
>>134974148
Yes and it stills works
>>
>>134973739
Yeah mate, same way Brogue does it. But you only pick it up if you have room in your equipment (3 slots). I think it's better than having to press some sort of pickup button every time you want to pick something up, especially since movement is always intentional in my roguelike anyway.

>>134973745
Funsies?

>>134973863
Don't even use a full tutorial or anything man, just jump in and start building pong or something and learn from trying to fill in the gaps of your knowledge every time you hit a wall. All end to end tutorials I've seen are shit in some way and teach bad habits. Especially Coding Made Easy.

Just start with some state management and make a basic engine that switches between two states at a button press, go on from there.

http://www.gamedev.net/page/resources/_/technical/game-programming/brain-dead-simple-game-states-r4262
>>
>>134973879
>death animation
It's the conduit all over again
>>
>>134974039
LMAO
>>
>>134974239
Pretty neat.
>>
>>134974261
good advice.

plus they might not do it in a style you're familiar with/like.
>>
>>134973992
>>134974129
>Towerfall was made with MonoGame
I have never went from skeptic to completely sold on something this fast.
>>
>>134974752
Monogame is just a reimplementation of XNA, though, there's virtually no difference for the developer.
>>
>>134974752
Monogame is pretty much XNA except not dead and cross-platform anyway.
>>
>>134974845
Even better. How do I start?
>>
>>134975008
Once you get it set up, you can use any XNA tutorial or whatever just fine.
>>
>>134975104
>once you get it set it up
This was the part I was asking about. Is it used in visual studio or what?
I can find tutorials on my own after that.
>>
>>134975237
http://www.monogame.net/
>>
>>134975237
I haven't actually used it myself but I expect they will have that kind of information easily-accessible somewhere on their website.

Actually, it looks like it just comes as an installer, which should just werk.
>>
>>134974329
that's a no... I copy.

It was a serious question. I've never played the game so I thought it might be similar to Myth: The Fallen Lords or Warcraft 1-3
>>
>>134975237
Monogame comes with xamarin studio I think
>>
>>134974261
Not the guy you're talking to, but I've heard that C# is basically the bastard child of C++ and Java, how accurate is that?
>>
tfw crushing on rotate
>>
>>134975861
Not him. It does kind of lie between Java and C++ in many ways, but it is by no means worse than Java.
>>
>>134975861
It's an improvement over that pile of shit that is java
>>
Refactored some code, now every part (hull, motor, weapon) has it own stat(s).

No webm because I can't be bothered to, OBS + webm 4 bakas takes too much effort.
>>
Guys is wikipedia fucking down for anyone else here?
It's pissing me off, I need to know if the problem is on my end.
>>
>>134975861
I like it better than Java, and the same as C++. Honestly, just choose the language that suits your needs the best. C++ and C# both have their own strengths and weaknesses and I wouldn't describe one or the other as "bastard children" of anything.

But I'd always choose C# over Java for personal preference reasons.
>>
>>134975861
More like child prodigy, it's hands down my favourite from the three.
>>
>>134972148
>>134972276
>>134972302
>>134972337
this is the problem with this place.

>>134973235
looks fun tho, hope u have a demo soon
>>
>>134976120
wtf are you using wikipedia for?
>>
>>134976018
>>134976067
Thanks. I'm familiar with both, and don't mind Java as much as some people, though its limitations tend to rankle badly when they get in the way of what you're trying to do, so I do get it
>>
>>134976193
>this is the problem with this place
that it's not reddit?
>>
>>134976143
Not the guy you're responding to, but I like you. You sound like a sane person who knows that different tools have different pros and cons.
>>
>>134976193
You?
>>
>>134976215
You've just wasted energy to make a post that helped me none.
Why do you care? Sometimes I just want some trivia on random shit.
do I need to say please?
Please!
>>
>>134976427
Just google "wikipedia down" retard.
>>
>>134976642
It says it's not fucking hell is it down for you or not?
Can you just stop responding if you're not going to help me?
>>
My suicide game will now involve boats. I still need to learn more advanced C++, linear algebra, and a fuck ton of OpenGL, but if school doesn't get in the way, I'm going to enter my shitty game in the jam.
>>
anyone else have no idea what to call their game? Will i one day just wake up and know what it is?
>>
>>134976747
(You) :^)
>>
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>>134975861
>tfw using Java
>>
Since we're talking about languages.... Not to start a language war, please, but how come nobody likes to use Python for games? I know, I know...

>muh performance

But does that even matter in this day and age if you're just going to make a simple 2D game?

Maybe not performance-wise, but in terms of the notion of abstraction, Python is a really powerful language... and 2D games are not that computationally intensive. I came from a C++ background but use Python to develop web applications at work, and I really like the language (well, I like both languages a lot, but I feel a bit more unrestrained when using Python - if I imagine it, I can quickly whip it up. It takes more time and care to get it done with C++).
>>
Just cracked unity open
Created a javascript file and got a problem before I even started typing. I understand this isn't techsupport general but what is this? Why's the first line already flagged?
>>
how do i make a game like minecraft?

No, im not trying to actually market a minecraft clone, i just want to know what the best setup code-wise would be.
>>
>>134976936
How do you plan to deploy your game? Making the user install the JRE sounds bad and packaging it with your game bloats its size. Only reason I'm not using it tbqh
>>
>>134976870
is it already playable?
Because if it's not it's kind of pointless to name it, unless you want to shill it somewhere
>>
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>>134976970
Forgot pic
Really loving the minute long posting timelimit
>>
>>134976870
Tell me what it is about and I'll come up with it.
>>
>>134976970
>Why's the first line already flagged?
curry alert
>>
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>>134976338
>>
>>134976950
because pygame is shit, python is horrible for game dev. having to have your users download python to play the game is fucking retarded.
>>
>>134976950
It has garbage for game libraries.
>>
>>134976950
check your privilidge
just because you live in a first world country and daddy bought you a new computer doesnt mean everyone else has the same privileged
so yes performance matters
>>
>>134977190
I'm too newfaggy to know what that even means
>>
>>134976950
https://www.youtube.com/watch?v=i0C3IhWcJH0
>>
>>134977151
its very playable
>>134977165
it's a game where you fight people trying to steal your girlfriend in the future, the bosses are your ex gf's trying to take you back
>>
>>134977240
>What is bundling a runtime environment
Yeah those ~20mb or whatever sure will kill everyone

>>134976950
Because things like Java exist. You'd have to be a madman to make your indie 2D game in C++, but there's no need to go to the extremes of python unless you're just learning to code or such.
>>
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>>134977118
I'm developing for android
Only reason I'm dual developing for windows too is for easier testing. I don't plan on releasing that version though except maybe demos
>>
>>134977535
>Java
>>
>>134977535
>What is bundling a runtime environment
99% of python devs don't do that because they're lazy pieces of shit.
>>
>>134977535
>Because things like Java exist.
A game using java is a good reason to not download it.
>>
>>134977535
>You'd have to be a madman to make your indie 2D game in C++
W-why
>>
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Posting again because I still cant get over this accidental glitch that occurred to me yesterday.
>>
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>>134977590
>>134977710

pls no bulli
>>
>>134973879
The charge should be some like squeezing a stress ball imo
>>
>>134977739
wallpaper/10
>>
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>>134977535
>madman to make your indie 2D game in C++
I'm learning C++, linear algebra, OpenGL, and how to make assets (art, music) all for this one game jam. cum @ me
>>
>>134977590
>>134977710
>This shit again
Luckily the market doesn't care, as proven by Minecraft, Spiral Knights, etc etc.
>>
>>134977940
As a developer you're not doing yourself any favours by using Java. Nor the end user.
>>
Since we're talking about languages.... Not to start a language war, please, but how come nobody likes to use Java for games? I know, I know...

>muh spaghetti code and curry monkeys

But does that even matter in this day and age if you're just going to make a simple 2D game?

Maybe not performance-wise, but in terms of the notion of abstraction, Java is a really powerful language... and 2D games are not that computationally intensive. I came from a C++ background but use Java to develop business enterprise software at work, and I really like the language (well, I like both languages a lot, but I feel a bit more unrestrained when using Java - if I imagine it, I can quickly whip it up. It takes more time and care to get it done with C++).
>>
>>134977710
>what is minecraft
>>
>>134977240
>>134977313
Fair points. I've never used Pygame, but I'll give it a critical eye just for my own curiosity.

>having to have your users download python to play the game is fucking retarded.

Not a fair point there, though. If you make a complete piece of software in Python, the user will not have to manually download and install shit.

>>134977314
>>134977417
Bullshit. I am living in a third world country and pretty much everybody that "matters" has a smartphone that can play 2D games.

By people that "matter" I mean those who will play games... The rest aren't even aware that computers and the internet exist because they're so poor, I'm sure they have other problems to worry about.
>>
>>134978034
Even C++ is better at abstraction than Java these days.
>>
>>134973341
niiiiiice
>>
>>134978006
Tell me of another OOP language with such quick development times and ease of use, that runs on all platforms.
In b4 shilling.
>>
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>>134974239
>>
>>134978164
maybe I'll give C++ a try on my next game
I haven't used it since uni in 2003
>>
>>134978034
>but how come nobody likes to use Java for games?

Bullshit. Maybe here on agdg people don't use Java because it's 4chan and everybody has to be a contrarian, but in the real world, there's a decent amount of games made in Java.
>>
>>134974239
looks rad
>>
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>>134977314
Why should we give give a fuck about Mbeke's toaster when there is like 100 million Steam users with DX11 machines?
>>
>>134978295
jesus you're old
>>
>>134978267
I love the pres
>>
>>134976072
This looks awesome man. Any webms or other media?
>>
>>134978334
>believing the jew statistics at steam
you should know better than this
>>
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>>134978361
31 is NOT old
>>
>>134978361
>an AGDG user born 2003 is 13 years old today
>midlifecrisis.jpg
>>
>>134978257
C++ isn't hard or unsafe anymore, as if it was even half as hard or unsafe as most people make it out to be in the first place.

>>134978331
>decent amount
Maybe if you count Android games, but even then I'd wager most of them are programmed natively or using an engine like Unity (which doesn't use a Java backend). The vast majority of games are made in C++ or with an engine that is programmed in C++.
>>
>>134978503
tfw 18
>>
>>134978503
sure grandpa
>>
>>134978334
This. Mbeke's toaster won't play your game even if it's in C++ unless you're one of those speed/performance freaks that fine tunes everything to the most minute detail (measuring branch misses in your conditionals and manually making sure your code optimizes for those, etc).
Thread replies: 255
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