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AGDG - Amateur Game Dev General
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You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 150
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Lets all agree that last thread was a mistake edition

Current Jam
>https://itch.io/jam/agdg-boat-mecha

Demoday 7 - still fresh.
https://itch.io/jam/agdg-demo-day-7


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

> 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/
>>
>>135828179
Looks pretty sweet, but yes definitely needs some sort of visible white air effect. Also maybe some shackles or something instead of her holding into the step because human fingers aren't that strong
>>
first for enginefriending
>>
Slower thread here:
http://boards.420chan.org/vg/res/664016.php
>>
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POST DEV MUSIC

March AGDG Juke Box:
https://www.youtube.com/playlist?list=PLMudba7GPrse5Efrhka7-j0j79f4y32sS
>>
>>135831626 here

how did I stumble into "Gay pixel art general"
>>
>>135831834
i don't know but you know the way out
>>
>>135831834

heres the (You) that you crave so much, hope it fills the hole.
>>
woof woof would you program a game on me?
>>
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so what time is pugdev doing his reddit AMA?
>>
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Yo /agdg/, thought some of you might be interested in this.
It's a 2D game engine by King, creators of top-grossing mobileshit
http://www.defold.com/
>>
>tfw got banned for three days and made lots of progress
>my motivation was to makes as much stuff as I could to show aggy daggy
I'm happy but at the same time I kinda liked being isolated.
>>
>>135831957
>>135831834
>way out
https://en.wikipedia.org/wiki/exit_bag
>>
check my game /v/

https://steamcommunity.com/sharedfiles/filedetails/?id=647829363


it's on steam greenlit, i'd be happy if you gave it some thumbs up and put it on steam
thanks
>>
>>135832091
So... show us something.
>>
>>135831819
https://www.youtube.com/watch?v=qDsDYCI3fyc
>>
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>>135832219
>>
>>135832168
>/v/
wrong board buddy
also advertising is against the rules
>>
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>>135832091
Ah, forced to have a taste of what discipline is like. How about some more of that?
>>
>>135832298
Something YOU made.
>>
>>135832369
it's not advertizing, it's asking you for help
if you love God then you're gonna love my game
>>
>>135832168
AGDG Solidarity: Yes
AGDG Shovelware: No
Random Shill: No
Random Shovelware Shill: Extra No
>>
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what are you working on today son?
>>
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>>135832082
Is it free?
can it handle something like a sandbox without shitting the bed?
>>
>>135831819
fuck now i really crave some creamy laté, fuck you
>>
>>135832560
What's got you so up in arms against this dev that you're trying to make anonymous strangers hate them?
>>
>>135832082
What the fuck is up with those guys? How the fuck do their garbage games make money. Why don't their commercials make any fucking sense?

Even their little Defold ad thing on that page is weird.
>>
>>135832632
It's free, surprisingly, and there's a huge variety of games in the "Made with defold" video in the website.
I don't plan to use it, I'm comfortable with love2d, but maybe it's useful for someone?
>>
>>135832219
>>135832298 Wasn't me.

Anyway, no webm because webmcam was spazzing out.
>started working on inventory, something that stopped me the first time
>now I can pick up object and add them to the inventory list
>also, clamped camera movement so that when you're close to the limit of a tile the camera stops following you

I also fixed some things for mu Jam game. I'm really happy with what I did.
>>
>>135832593
Fixing wonky sprite
>>
>>135832774
They found the recipe for success
>>
>>135832836
> Scene 00
> grass temp n
> item ggg
> Grid Square (4)
> element 23
>>
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>>135832941
>dogposter
>>
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>>135833068
>animeme poster
>>
>>135832774
A stab in the dark going off of how other successful mobile devs do it:

* Paid placement (getting upvote/comment/download farms to move them up).

* Extreme levels of data mining their users, and then appropriate retooling to cater to the users who are netting them the most money (even going as far as creating items for single users who are known to drop money on everything that matches their interests)

* Solid statistics for which kinds of rehashes/graphical makeovers will be successful.
>>
>>135832593
destroying my dev team and i succedeed good job me!
>>
>>135833120
>PUMA_NORM.jpg poster
>>
>>135832836
Cool! Now pretend you're banned again so you can keep getting shit done.
>>
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>>135833120
>dogposter with no progress
>complaining about anime on 4chan
>>
>>135833068
> having a problem with dogs
>>
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Post progress
>>
So what is your favorite part of gamedev /agdg/?
>>
>>135833203
I don't. I have a problem with dogposters.
>>
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after two hours of gesture practice.
>>
>>135821229
This is looking good, man.
>>
>>135833309
Engine dev.

And against all the shitposting, I actually have three released games.
>>
>>135833202
>animeme poster (therefore no progress because no game because "waiting for vulkan drivers" or literally any excuse)
>waah all 4chan is /a/ moot (who?) said so
>>
>>135833309
Problem solving probably.
>>
>>135833309
Architecture?

Like not 'level design' in the sense of making it play well, but making it look cool.
>>
>>135833405
Post them?
>>
>>135833498
I bet $5 on no reply, and other $5 on "google the witness"
>>
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>>135833425
please tell me what the fuck is going on in this picture
I must know
>>
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>code works
>code is pretty
>code is exactly how you wanted it to be

>you think up a new feature
>code isn't suited for it
>you have to rewrite a perfect and pretty piece of code to accommodate for it

This makes me sad.
>>
>>135833309
coming up with ideas
>>
>>135832168
>game A retro graphics
>game B modern graphics
>they both look like slightly altered renditions of shite

Is this how I get the meme crowd?
>>
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>>135833251
Just got room transitions done my dude :)

>>135833309
seeing your idea go from your head to becoming real
>>
>>135833309
thinking about how great the finished project will be
>>
>>135833560
google the Vice documentary on donkey fucking.
>>
>>135833560
why are you asking me
>>
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>>135833748
thanks but no thanks
>>
>>135833543
Shitposting Game Theory:
Post Game: Shitposters shitpost about you unendingly because you had the nerve to show a bit of confidence
Don't Post Game: Anonymous extremely doubtful of your claim regardless of it being true or not.

I'll go with the latter, every time.
>>
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>>135833309
feeding off constructive criticism of course
>>
>>135833909
You make it sound dirty... When that's exactly what you should be doing.
>>
>>135833341
Have you drawn the flying mouse yet?
>>
>>135833573
You should write your code better then, so adjustments and additions are easy. You should also always think ahead.
>>
>>135833856
Damn, should have gone with $5 on "explanation of why i'm not posting my game that definitely exists" too.
You made me lose 10 bucks, nodev
>>
>>135833981
I didn't say it was hard. It's just that it was a finished piece of code, be it a class or a method, and that I need to tear it open again.
It's the fact that you're done with something and need to come back to it again that I wrote about.
>>
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>>135832082
this thing makes you create new projects on their fucking website

just wow
>>
>>135834158
no way
really? no download?
>>
DEV
MUSIC
>>
>>135833953
well, I'm kinda of a dirty person myself, if you know what I'm talking about
>>
>>135834264
>not posting some of your own
Disgusting.
>>
>>135834158
If they decide your game is "offensive" they remove it and you are liable for any financial damage they might decide you've done to their brand.
If only there was software that was libre.
>>
>>135834264
fuck off
>>
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>>135834325
people said they hate my anime music
>>
>>135833979
what's that?
>>
>>135834430
New here? AGDG has vocal haters for everything.

Give me more shit for the AGDG jukebox!
>>
>>135834430
probably because it's shit
>>
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Artman, you around?
>>
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>>135834218
You download 226MB editor and then you have to log on to their website to actually start a new project that gets automatically put into their database or some shit.
It's like Battlefield 3 browser login.
Completely fucking retarded.
I was actually excited for a second, but this just killed it for me.
>>
>>135834495
>Give me more shit for the AGDG jukebox!
ok, here's my dev music
https://www.youtube.com/watch?v=zjqdDMgpbDU

>>135834578
that fucking sucks
>>
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>>
>>135834495
https://www.youtube.com/watch?v=h9Hk_bk5UfY
>>
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>>135834578
DRM ENGINE WITH ALWAYS ONLINE

THE FUTURE IS HERE
>>
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>>135834565
Ya
>>
>>135834158
Welp they essentially ensured their shit is going to die in obscurity.
>>
>>135834786
Any mobiledevs that aren't pings or pajeets have already lost their souls anyway.
>>
>>135834839
I was thinking maybe some juice would be nice. Something like dust off the box as it moves, or dust when it falls down.
Could be a simple animation or particles, idk which would look better.
If you're up to it, ofc. Any other ideas are welcome, too!
>>
>>135834493
Just a mouse that's flying.
I requested it last thread
>>
>>135835213
oh, didn't remember.

can you tell me what you need?

pixel art (what size) or what?
>>
>>135835457
Just concept art if you could call it that
Sidescroller perspective would be neat
>>
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Did a bit more work on the intro part of the game, added a pixelation transition and started work on the overworld.
>>
>>135833341
nice
what is your resource?
>>
>>135833405
>>135833498
>still no reply
every time
>>
So the animation tool used by Studio Ghibli and some other cartoons is going open source https://opentoonz.github.io/

>tfw open source is the new cool thing to do
The future is good.

I don't know how much this will help with gamedev, if it can export to a format to be used in games.
>>
>>135834495
nigger that's not the swans I linked you fuck
>>
>>135835735
he copped out with "muh shitposters will bully"
>>135833856
>>
>>135834634
>tfw no matter how successful you become as a dev, everyone will still treat you like a pathetic nerd or weirdo

Shilling gas products isnt the best way to build up respect though.
>>
>>135835743
Pretty sure anyone capable of making good animations with that tool, would have also been capable of making good animations with the current tools available on the market.

How many good in-game animations did you see so far on AGDG?
>>
Need to adjust some code, the bananas lost their will to dance.
>>
>>135835880
I don't understand why enginedevs need to lie.
We know for a fact that most enginedevs never release a game. It's cool if you like to make an engine, but don't lie about the games you've made.
>>
>>135835743
Unless it also comes with the artists it doesn't mean much
>>
>>135836010
How do you like SFML m8?
It's nice seeing someone use something other than SDL.
>>
>>135833856
>Shitposters shitpost about you unendingly because you had the nerve to show a bit of confidence
Are you talking about the AMA posts about pugdev and the nu-male posts about gwyn?
Because that's literally one guy.
>>
>>135836117
Loving it.
>>
>>135836126
He has no game, anon. Don't think otherwise.
>>
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>>135836010
Posting them dancing from yesterday for general motivation. I think it was yesterday.
>>
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>50 coders
>8 2D adirts
>6 level designers
>5 3D artists
>3 music composers
>1 sound designer

>17 idea guys and proud of it
>>
>>135836431
I can still hear the music even after all this time.
>>
>>135836515
>0 games
>>
>>135836431
Hey faggot, make a game where you have to use the window size to make obstacles smaller
>>
>>135836761
Those are gui elements, not obstacles. The gui doesn't scale with the window, everything else actually does already.
>>
>>135836873
I didn't imply they were obstacles you curd face

I told you to make a game like that
>>
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>>135835573
here it's the sprite.
>>
>>135837052
Just wanted to elaborate. Why else would you tell a random poster to make a random game if it wasn't in reference to the webm?
>>
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>>135835573
concept art I guess so.
>>
>>135835689
look up vilppu DVDS on cgpeers, they're god tier but is like 50GB of video, so it'll take a while to download.

>>135835743
I'm planning on checking it out.
Linux need heavily a 2D animation tool.
>>
>>135833309
When it works.
>>
Any c++ faggots (or math faggots) here? Is there a way to do the following by native means (including STL), but without third party libraries?

x - y = z
x is only positive
y is only positive potentially higher than x
z can only be above zero

So:
2 - 5 = 0
3 - 2 = 1
>>
>>135837598
>z can only be above zero
Zero and above.*
>>
>>135837598
http://www.cplusplus.com/reference/algorithm/max/

z = max(x - y, 0);
>>
>>135837496
have you tried loomis before ;^)?
>>
post dev music or die
https://www.youtube.com/watch?v=-LOBjXV_P1U
>>
>>135837871
Thank you kind anon, will look this up right away.
>>
>>135837598
if z < 0 {z=0;}

That's if the standard libs don't have some sort of clamp function, which would be surprising.
>>
Given a plane with two points, A and B, an arbitrary distance apart from each other and an arbitrary number of lines what is the fastest way to find out whether the line between A and B intersects with another line?
>>
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Clarent demo 3.40 is now out on https://arikado.itch.io/clarent!

Lots of stuff should be fixed. Now playing with analog stick shouldn't be so terrible.
>>
>>135837063
>>135837225
Rad, thanks art man
>>
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Added item pickups. The players abilities depend on the item he is currently holding.
>>
>>135837907
years ago.

need to review it again.
>>
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>>135838110
Oh boy
>>
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>>135838110
wait that's a dude?

FUCK
>>
>>135838356
Not my art. Some nice anon did it, but yeah, the main character is a man.
>>
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made a new ability

it marks your location, the second time you use it you create a new mark and teleport to the old one
>>
>>135838076
Test each line against ab until one does.
>>
>>135838356
How many times did you stroke that gay cock for him? :^)
>>
>>135838613
greaserdev?
>>
>>135838761
what gave it away
>>
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>>135838631
Thanks. That's what I'm doing now. Is there really no faster way to go about it?

>>135838076
Here I made the rest of you a picture. I worked REALLY HARD on it I hope you appreciate it.
>>
>>135838246
i always enjoy seeing your progressposts, my nigga
keep it up
>>
>>135838983
Nice pixel art with little animation, interesting level design, high chances of being dropped
>>
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>>135835185
Don't know if his will look good. Do the animations have to fit inside a 128x128 area?
>>
I don't understand why Nuclear Throne looks so good. How does it make its one-directional sprites look as if they are turning by just drawing no hands on them and turning the weapon? This is some black magic. I can't replicate it.
>>
>>135839024
If the lines are static, you could use bounding volumes and a bounding volume hirachy or other space partitioning algorithms.
>>
>>135839024
You could divide your plane into regions, and record which lines are in each region. Simplest is a uniform grid, but you can fuck about with quad-trees if you like.

For each grid cell you'd have a list of all the lines that can be found in that square. Long lines will appear in the lists of many grid cells.
When testing for intersection with your AB line, you work out which cells AB will pass through. Now you only need to check against the lines that also pass through those cells.

Whether this is worth doing depends on what kind of lines you're dealing with. If they're all very long and cover most of the space, you'll end up checking against most of them anyway. But if you have loads of short lines spread over a large area you'll cut down the checks considerably.
>>
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>>135835185
And some placeholder made by editing the previous animation.
>>
>>135839464
>what is perspective
>>
>>135837598
how useless can you be?
z = abs(x-y);
or
(x-y)>0?(z=x-y):(z=y-x);
>>
>>135838110
First time testing your game and right off the bat I have to say the controls feel unintuitive
Making the dodge only backwards felt weird
I would've liked having a choice by holding either forward or back
>>
>>135839430
No, they can go outside. I'll try that out and post in a moment.
>>
>>135839530
>>135839534
This is brilliant. Thank you.
>>
>>135839715
abs(2-5) is 3 you fucking faggot.
Before you insult someone, check your own answer.
>>
>>135840481
then
(x-y)>0?(z=x-y):(z=0)
nevertheless you shouldn't never touch c/c++ ever again if you're unable to do something trivial like that
>>
Is there a way to PR your game without being as cancerous as the PR industry?
>>
>>135841135
>post in /v/ gamedev threads
>hope people ask for your blog/etc
>repeat until game release never
>>
>>135841030
And you should've never learned to wipe your ass because you couldn't do it as a toddler.
Now fuck off, and enjoy sitting in your own shit, or re-evaluate your principles.
>>
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It's not much, but we equipment now
>>
>>135837598
simply declare z as a unsigned type and it will be impossible for it to be less than 0
>>
>>135841135
Make a fun game that people want to talk about
>>
>>135841297
don't you ever touch coding again, c/c++ wasn't made for your useless ass. just drag and drop from now on
>>
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Should the entire group of shadows of big units disappear when a part of it is explored or is it ok to leave the remnants even though they become unrecognizable?
>>
Daily reminder to NEVER GIVE UP
https://www.youtube.com/watch?v=bavZbQHbuOk
>>
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>>135841248
>repeat until game release never
>>
>>135841342
Sure looks like progress, however little.
Are you sure the inventory and equipment windows should be draggable though?
>>
>>135841546
Best if the whole thing disappears, I think.
>>
>>135841546
no, it looks confusing, just put a fade out effect, it will look smoother
>>
>>135841342
>The slime didn't do anything to her
>It just wanted to be her friend
>She hit him
>Again and again
>With a smile
>Until it died
>it never hit her back

;_;
>>
>>135841495
You're all high and mighty for someone who doesn't understand absolute values. I hope you realize that your advice to never touch coding again applies to you too, because of that.
Now please excuse me, I'm back to my work.
>>
>>135841546
It's some extra work but whatever parts you light up could slowly regenerate again when your view is not touching it.
>>
>>135841546
Ideally the whole thing should disappear.

Practically? If it takes more than 10 lines of code to get the whole thing to disappear then don't bother. As a video game player I can assure you that nobody will care.
>>
>>135841550
Is this six whole minutes of NEVER GIVE UP?
>>
>>135841550
thanks anon
>>
Has anyone posted progress yet for the boat jam?
>>
>>135841728
good, fucking work on it, and don't come back here if you're not able to perform basic algebra.
don't touch c++ for at least two years again
>>
how much do pixel artists usually charge for 32x32 sprites?
>>
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>>135841982
yes.
Reminder to post progress and I'll give you an MS paint masterpiece.
>>
>>135842128
$ per pixel
>>
>>135841635
I thought it would be nice to be able to move them, seeing as they cover part of the screen, but I should probably just make them dragable if you click the top of the window and add some kind of lock.

>>135841716
I could give the slime a pipe wrench.
Would that make you happier?
>>
>>135842128
$700 per sprite, plus tip.
>>
>>135841546
not important concentrate on other game stuff
>>
>>135842031
>and don't come back here if you're not able to perform basic algebra.
>>135839715
>how useless can you be?
>abs(2-5) = 0

God fucking damn anon, you're too entertaining. But please, stop keeping me from making progress. I can't concentrate with your shenanigans.
>>
>>135841546
Makes no sense to have only part of it disappear
>>
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>>135838110
Am I supposed to be doing something here or did the game break?

Some minor annoyances I found while playing:
When naming your profile the selection doesn't keep going if you hold the stick, you have to keep tapping it.
However the pause menu does keep going and fast at that (it's hard to go up or down only once as it goes so fast.)
Ground sliding is too easy to do on accident, at least on the crap xbox 360 dpad; it ended up killing me at a bridge jump multiple times.
Walking up stairs with the analog stick is VERY iffy.
>>
>>135841657
>>135841910
It won't be too hard, just want something that's intuitive, which sounds like it disappearing together, thanks.

>>135841735
While I like the sound of it, I can't see a reason for it to regenerate - if you saw that a part of the unit isn't where it was, you no longer know where it is, whereas regeneration would imply that you know that it's not there but pretend that it still might be.
>>
>>135842308
Stop responding.
He's not arguing now, he's just shitposting to shitpost.
>>
>>135842308
Suits me anon, I'm already making 5 figures on the upper half by just doing trivial sysadmin stuff.
I'm just treating you how my stem engineers treated me and how the world of business will treat you.
>>
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>>135841716
>>
>>135842369
That's the point
SHADOW CLONES
I don't know
>>
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>Week 6 A.E.* - no progress because noart

>A.E. = After Engine
>>
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>>135842485
Getting more pathetic with every post. You're a packet full of memes, aren't you?

>>135842448
It's fun though.
>>
>>135842645
Use temp art?
>>
>>135842685
m8, it's not that hard to make that kind of money as an engineer, at least in Scandinavia
>>
>>135842879
You can only go so far with placeholders.
You can't escape it, your game is going to die later if you can't art.
>>
>>135842340
You people don't read readmes or instructions on my page? Hold up on the corpse and the doors will open... It's very first thing in the controls section...

You are right about the analog stick support. I'll fix those issues in future. Thanks for detailed feedback. It's more recommended to play with KB if you only have crappy X360 controller. PS3 controller works pretty fine (I use it with Xinput Wrapper) and play with d-pad.
>>
>>135842340
So you actually can walk up the stairs? No wonder the demo was so short, I didn't get anywhere
I literally gave up because I couldn't make it happen
>>
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Today I will make progress.

I will think more about what engine or game/library I want to use
>>
>>135843012
If the game is far enough in development maybe you can show the fully functioning prototype to get an artist to work with you. That's what I'm banking on.
>>
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>>135843101
Just choose one and make game. The perfect engine doesn't exist.
>>
>>135843075
>Expecting people to read readmes or instructions

You have already failed.
>>
>>135843093
Reads on my itch.io page.
>To get on stairs, walk towards stairs and hold either UP or DOWN depending on which direction you wish to go. You get off stairs once you've reached the end of the stairs. You can optionally jump off stairs by pressing JUMP button.
To fall down stairs or jumpthrough platforms, hold DOWN to crouch and then press JUMP.

Please read them.

>>135843278
It's demo. There's no point making tutorial before the game is finished.
>>
>>135843228
>The perfect engine doesn't exist.
now they will have to make their own engine
>>
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One thing I can see is that the pushing looks a bit weird because you can see the edge clearly in the mid-last frames.
Otherwise it seems okay objectively, but I feel it could be a lot more satisfying. I might try particles. Suggestions?
>>
>>135843101
C++
GLFW or SFML
>whats the[...]
GLFW is more work and lower level
>why not SD-
SDL is shit.

time for the next step.
>>
Anyone needs to hire a network programmer for their game?

I charge 40 dollars an hour.
>>
>>135843115
>far enough in development
>get an artist
Hum. No, thanks.
>>
>>135843374
That's not what I was trying to encourage here.
But hey, working on an engine is better than working on nothing.
>>
>>135843480
yeah email me
[email protected]
>>
>>135834667
fuck
>>
>>135843615
Sent ;^)
>>
>>135843410
put couple shaders on
some shadows/lighting and silhouettes and it's gonna start looking like something.

For example take your sprite and before drawing it draw it as completely black with a bit upscaling
>>
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warping works

nows the high time for some gameplay
>>
>>135838613
It is touhou game?
>>
>>135843765
please explain to me the value of "what"
>>
>>135843475
>recommending gorilla poo
>>
>>135838110
Fun.
I always disliked the double tap to run thing, and the game crashed after a while, but it was fun
>>
Serious question, no trolling: Is GM worthwhile for someone who knows how to program i.e. does it save a significant amount of time if you're not the type who uses drag&drop or visual scripting? It seems like just about every professional developer ever suggests that you use an engine if you don't absolutely have to write your own and I don't, but I can't see how much work that would really save if you're making a really basic sprite-based game.
>>
>>135843903
wish i knew
>>
>>135844139
GM is for people who like a hybrid approach.
If you already know programming just pick a language and a library and start.
>>
>>135843518
Why not? This way you can show that 1) you are not an idea guy and 2) that your game is actually fun even without art
>>
>>135843937
???
>>
>>135844139
Yup.
Time spent looking up libraries, troubleshooting libraries, changing libraries, looking up examples, why the fuck is it giving me compile errors, great now I need a library for something else: 0
Result: same, slightly worse performance

If you're not making something 3D, it's worth it.
>>
>>135844139
Yes, it has a near perfect scripting system.
Also supports GLSL for shading.
It's perfect if you want to do something quick but that looks cool too.
>>
>>135844139
No.

Do it with a framework/libraries like SDL/Monogame.

It gives you all the basics and doesn't limit your freedom like an engine such as GM or Unity.
>>
>>135843765
also im looking for a better pointer/cursor than pootis that isnt a ship steering wheel
>>
>>135843012
If your game is not fun with bad art, it's not going to be fun with good art either.

You're just a nodev seeking to justify his no progress.
>>
>>135844342
Went this far without an artist so I don't see why I'd pick one now. Not going to work with them.

>2) that your game is actually fun even without art
It is but makes me wonder if you can actually complete a game with very minimalist or no arts at all? It's worth a shot, thanks for the idea.
>>
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>>135843765
>>
>>135844413
anon pls
><TheDude> holy crap i just realized that it's Laurent Gomila
><TheDude> All this time i thought it was Laurent Gorilla :d
>>
>>135844726
>Art has no impact on how fun your game is

Can you fuck off? Most combat systems are 2 collision boxes touching each other. The second you add good and responsive animation people can have fun with those.
>>
>>135843075
Oh I actually tried that but it wouldn't work. I ended up having to do it from the left, facing right at an awkward position before it actually registered.

And yeah the 360 dpad is awful, I've been planning on getting a dualshock 4 controller but it'd be nice to have some sort of option to rebind the slide to some button combination (such as down + jump) considering that there's still quite a lot of people using the 360 controller.

Either ways those issues aside the demo was rather enjoyable and I love the visuals, especially the crystal area.
>>
>>135844940
pootis in the chat
pootis in my hat
>>
>>135845027
Right, I forgot his last name.
SFML is fine though.
>>
>>135843757
The outline does give it a bit more life, thanks for the tip.
I have no idea about shaders though; where is a good place to start?
>>
>>135845030
Rogue was so fun it started a genre and all it had is a @ colliding a G.
>>
>>135844742
Thomas Was Alone did it
>>
>>135845030
>The second you add good and responsive animation people can have fun with those.

That's got nothing to do with bad art though. You can add good and responsive animation to box colliding too, and it'd also be fun.

I could play DMC4 with stick figures and it'd still be a good game.

Unless you honestly think that people find turn based attack animations "fun" and the highlight of the game. They're nice to have but hardly the meat of the game.
>>
>>135845525
I don't think anon wants to finish a shit game, I think he wants a somewhat acceptable game.
>>
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>>135845483
4got 2 add
>>
>>135845501
Literally only autistic programmers who shouldn't be left outside unsupervised find roguelikes "fun". The whole genre is just hitting yourself in the dick with a hammer and being proud you hit yourself harder than the other guy.
>>
>>135843352
>demo
>no point making tutorial before the game is finished
How can one man be so wrong?
The demo should be accessible to people playing/testing it for you.
And a tutorial allows you to be conscious of how the core mechanics flow and are eperienced.
>>
>>135845535
>I could play DMC4 with stick figures and it'd still be a good game.

lol
>>
>>135845483
here you can toy around with these
https://www.shadertoy.com/

I'm a complete junkie when it comes to coding effects/shaders/math though.
You'll need to have some basic understanding of linear algebra, vectors, etc.
>>
>>135845535
>I could play DMC4 with stick figures
The stick figures would still need to be drawn with all the animations available in DMC4. Got it?
>>
>>135845859
It's okay if you don't get it. Bethesda has you covered.
>>
>>135845896
Speaking of tutorials, I think they are probably one of the hardest part of game design.
How do you teach the players without boring them to death?
>>
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i made some pillows progress is slow because of spring break season
>>
>>135845989
Yeah, I'm studying engineering, so it should be cool. Thanks!
>>
>Tfw making games is way too much work and you need a whole team
>>
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posting UE4 RTS progress.

i've implemented patrol and stop behavior. i also refactored how LMB clicks work so that you can do the usual "press the hotkey and then left click to confirm or right click to cancel" thing that every RTS does.
>>
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This is Hoppo, Creator of Risk of Rain and Deadbolt.
>>
>Have 2-dimensional array.
>0,1,2,3
>4,5,6,7
>8,9,10,11
>Know element I'm at.
>Know "width" of array.

How do I calculate the row it is in, from 0 to X?
In the sample above, element 10 would be in row 2, element 4 in row 1 and element 2 in row 0.
>>
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https://youtu.be/S1aqlW9TX7E
>>
>>135846091
>The stick figures would still need to be drawn with all the animations available in DMC4. Got it?

No. It wouldn't have to be exactly the same animation frame by frame. It could just be scribbles as long as it keeps the key frames(so you know what attack you're using) and timing.

I've played a shitton of such 2D action stick-figures flash games and I'm pretty sure I had fun with them, unless you're going to tell me it was just my imagination or that it was fake fun.
>>
>>135846430
prove it
>>
>>135846293
There is literally nothing wrong with a boring tutorial as long as it is concise.
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