[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/agdg/ - Amateur Game Developing General
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 182
File: 1453169770800.png (94 KB, 400x400) Image search: [Google]
1453169770800.png
94 KB, 400x400
Make game edition.

>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/
>>
gather the early summer rains, mogami river
>>
Who ARADIA here?
>>
>>135883968
Thank
>>
First for musicfriends
>>
first
>>
File: 1449276166026.jpg (44 KB, 529x502) Image search: [Google]
1449276166026.jpg
44 KB, 529x502
http://vocaroo.com/i/s1drhKrsGFIe
Well, /agdg/?
>>
File: developingprogresslogo.png (32 KB, 500x375) Image search: [Google]
developingprogresslogo.png
32 KB, 500x375
>game developing
>>
File: 1454089575361.jpg (103 KB, 540x765) Image search: [Google]
1454089575361.jpg
103 KB, 540x765
Reminder
>>
>>135884292
The same place as the bodies.
>>
File: mcdv.jpg (325 KB, 722x480) Image search: [Google]
mcdv.jpg
325 KB, 722x480
Boats are shit
>>
File: 1449387459673.jpg (594 KB, 834x856) Image search: [Google]
1449387459673.jpg
594 KB, 834x856
>>135884689
Boats are cute and I hope we get a lot of boat jam games.
>>
File: 1422758912249.jpg (7 KB, 261x192) Image search: [Google]
1422758912249.jpg
7 KB, 261x192
I AM GOING TO MAKE

A FUCKING

VIDEO GAME

AND IT WILL BE GOOD
>>
File: 1440307877885.jpg (38 KB, 562x437) Image search: [Google]
1440307877885.jpg
38 KB, 562x437
>>135880310
>that one anon who thought ancient celts knew they would one day land on the moon
>>
File: agdg (2).gif (990 KB, 477x602) Image search: [Google]
agdg (2).gif
990 KB, 477x602
>>135884689
Not all boats.
>>
File: jumptest.webm (592 KB, 1280x720) Image search: [Google]
jumptest.webm
592 KB, 1280x720
repostin' in the new thread. added jumping.
>>
File: qcFU1qx.jpg (41 KB, 765x646) Image search: [Google]
qcFU1qx.jpg
41 KB, 765x646
how do i make different areas be varied in a boat game apart from different enemies and color palettes changed accordingly to the area
>>
>>135884802
But that's a ship, not a boat.
>>
>>135884292
There's none. My current mind is a mess I can't I don't have enough stability to build a game.
>>
>>135884764
Boats are a dying franchise
>>
>>135885381
Touhou is reclining
>>
>>135885537
Islands.
Snow.
Rivers.
Desert.
>>
Hey, /agdg/, can I get some advice? I'm coming up with names for different areas, and I want to see if I have the conventions down.

If you were given the following names and told that they were names of areas/locations, what would be the first thing(s) to spring to mind?:
Yles Tortrel
Snoudin
Faro Rever
Sana Yrud

Thanks in advance!
>>
File: LeCdmWA.jpg (124 KB, 356x1768) Image search: [Google]
LeCdmWA.jpg
124 KB, 356x1768
Stop talking about boats. They trigger me.
>>
>>135885537
>exotic "HERE THERE BE ELVES" town
>comfy starting town
>first area after comfy starting town
>desert area
>>
>>135885749
Dyslexia.
>>
>>135885840
haha fanny
>>
>>135885749
>Yles Tortrel
unpronounceable shit
>Snoudin
edward snowden
>Faro Rever
unpronounceable shit
>Sana Yrud
santa claus
>>
File: update.png (38 KB, 295x366) Image search: [Google]
update.png
38 KB, 295x366
http://crazykappaworld.tumblr.com/

progress updates for my game on there. Please check it out.
>>
Still here to do requests, preferably walk cycles
>>
File: 1453969846177.png (84 KB, 448x512) Image search: [Google]
1453969846177.png
84 KB, 448x512
>>135884535
girls are mean
>>
File: 1456013566086.png (84 KB, 357x285) Image search: [Google]
1456013566086.png
84 KB, 357x285
>>135886209
Do an old cartoony walk, like Peacock's, but for this Plok.
>>
>Made the exterior world pseudo sidescrolley because it mostly takes place in a modern town and some /v/goers said they wanted to see the road and other stuff
>Starting to finally sink in just how much of a pain in the ass designing transitions between areas, trying to get lowtier platforming elements in and so on from this pseudo-perspective instead of the cut-away straight on appearance of interiors.

oh god why did I listen to /v/
>>
>>135884930
Clips, cliffs, reefs, stormy seas, whirlpools, plastic islands, man-o-wars floating, icebergs.
Eye-Ds for the taking.
>>
Anybody else hesitant to participate in demo day because of porn game submissions? I'd be embarrassed to share the link with others
>>
>>135885749
Your names are pretty awful but I'll play along even though I have no idea whether these are places, continent, cities, or anything.

>Yles Tortel
A capital or fortress. Isles named after a turtle.
>Snoudin
Small village in the middle of nowhere. Name is a little too close to that place in Undertale.
>Faro Rever
Wealthy foreign city. Makes me think of "far-off river".
>Sana Yrud
Desert, lost kingdom or something.
>>
>>135886714
No. Grow up.
>>
>>135885734
>>135885912
Thanks! The original post had it mostly nailed (other than Faro Rever, but the area is supposed to be water-based), but I'm glad that I'm going in the right direction anyway.
>>
>>135886714
You can just refer them to your game's individual page.
>>
File: game.png (701 KB, 771x914) Image search: [Google]
game.png
701 KB, 771x914
>>135886219
They sure are.
>>
>>135886714
How much of a fucking faggot are you?
Is sex and everything related to it so embarrassing to you that you wouldn't show your progress to others even though it's not at all related to that?
>>
File: paper mario tactics appeal.webm (472 KB, 880x492) Image search: [Google]
paper mario tactics appeal.webm
472 KB, 880x492
It's the first day of spring faggots, have ya gone out and breathed in that fresh spring air yet?

How about cooking yourself something nice and fresh?
Got some more code done and just about finished baking me some salmon and cooking some rice for a nice traditional Nowruz (or Norous or NoRooz or however the fuck it's meant to be spelled in english) dinner.
>>
>>135886725
I haven't played Undertale, but thanks for the advice, I'll figure out a different name for that area.

How do I git gud at names, given that these are awful?
>>
>>135884852
Very nice. How many scripts is needed for that base functionality?
>>
File: 1437149602779.jpg (523 KB, 538x2413) Image search: [Google]
1437149602779.jpg
523 KB, 538x2413
>>
>>135886890
He's not actually worried, nor does he have a game to submit for any demo day. He's just trying to bully that dev for actually making a game.
>>
>>135886364
Will do, famarama
>>
>>135887151
>tfw /agdg/ will never bully me as much as he was bullied
>>
>>135885678
rude
>>
File: raft_problems.webm (655 KB, 552x477) Image search: [Google]
raft_problems.webm
655 KB, 552x477
who's ready for boatjam?
>>
How do you guys respond to collisions without making things really coupled? My current thoughts are like this:
Making a 2d platformer with entity-component-system.
So far i can move and draw things a detect collisions. But now i have to be smart how to respond to them. I don't want the response system to be too "far reaching" if you know what I mean. Because a collision can cause a while lot of things: changed velocity, changed health, etc. It could potentially touch most of the game play elements. How do I separate things intelligently?
>>
>>135887151
Kojima... had a hard life.
Some devs here could really take that advice though.
>>
>>135884852
Ok but where is the boat?
>>
File: maxresdefault.jpg (165 KB, 1440x1080) Image search: [Google]
maxresdefault.jpg
165 KB, 1440x1080
>>135886856
>Snoudin
>>
It is literally impossible to fly, and it is literally impossible that any human being will ever go to space. It will never happen, it has never happened, and there is no one who believes it can happen.
>>
File: crazykappaworldd.png (28 KB, 430x580) Image search: [Google]
crazykappaworldd.png
28 KB, 430x580
>>135886714
sorry dude :^)
>>
>>135887820
Yeah, I'll have to change that. Haven't played Undertale, so I wasn't aware.

The name is supposed to be a combination of snow and Din, as in the goddess from the Zelda series, but I can just as easily come up with something else that's appropriate.
>>
File: love_2016-03-21_00-04-51-46.webm (1 MB, 600x400) Image search: [Google]
love_2016-03-21_00-04-51-46.webm
1 MB, 600x400
>>135887502
you bet i am
>>
>>135887737
boatjam was a mistake.
>>
>>135884535
>>135886219
>>135886974
This is my favorite inspirational aggydaggy video because you can really hear it in their voices how ridiculous they think I am

https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>>135887151
Hideo Kojima has never made a game, though.
>>
Question for Love2D devs!

Is there a way I can change what is sent on collisions for beginContact? The fixture is sent by default but I want to send my unit object.
>>
>>135888258
>beginContact
>using premade libraries

lol
>>
>>135887065
just using 2 right now. one script for the movement, one for the jumping. less than 200 lines of code, but i split the scripts to make it easier to break down.
>>
>>135888220
You're right. Shitfam was only further enabled by boatjam making him think he's allowed just because he touched the Iowa once for a recuirtment drive. I'd say "lol" or "lmao" but there's nothing funny about this. It has to be stopped. We have to stop him.
>>
>>135888015
It was a good name, better luck next time
>>
>>135888412
>lib dev
We're going too far.
>>
>>135888258
>Love2D
You need to leave before we make you leave.
>>
>>135888235
When are you going to hire Tyrone to make a video?
>>
>>135888657
whats wrong with it and why did noone tell me to leave over the course of a few past months
>>
>>135888258
shut the fuck up and go back to Full Sail.
>>
>>135888784
I don't like Tyrone's videos as much. Is there a page where people like this can be contacted and bought for cheap though? It's next-level memery and I like it

https://www.youtube.com/watch?v=ame2PH67gnk
>>
>>135888827
Love2d exists only for shitposting. You are a shitposter. You have to leave.

Special friends of mine have been able to sniff out shitposters and give me addresses before. I put lolisim away; don't make me do the same to you.
>>
>>135888412
What are you talking about anon? beginContact is one of the default physics collision callbacks.
>>135888258
You could try adding a reference to the unit object using fixture:setUserData.
>>
>>135888979
No. There is no way to contact these people unless you're a high level memer yourself. Just ass well... It makes it easier for you to be tracked by our special friends...
>>
>>135889050
what
>>
stop posting memes and post your boatjam games
>>
>>135889235
Awww, is little shitposter babby scared? You should be. We're coming for you.
>>
>>135889323

Boatjam is shit.

Post mechajam games.
>>
>>135889235
Ignore shitters.
Love-dev was our second best dev here.
>>
>>135886182
Oi, you made that nun game didn't you?
>>
>>135889323
Shut the fuck up, shitfam. Do you even have a game? We already know you don't have a boat.
>>
>>135889540
you first
>>
>>135889497
no im just amused someone can spend so much time on making stupid posts like these
>>
with boat jam, what percentage of game has to be about boats?
Was thinking of making main character a fish and the boat with pirates on is one of a few enemies?
Would that be alright?
>>
>>135889719
yes
>>
>>135889643
nun game? Have a better way of describing it?
>>
Oh jesus christ, this shit again.

Reminder: Hide/report shitposts, do not respond to shitposts. Post progress, comment on progress.

And the 420 division of AGDG is a chill, slow, check and post once a day kind of thread that will be alive for a long time. A perfect compliment to the fast-paced chatroom style discussion here.
>>
>>135871912
how did he make mario look different but cute?
>>
>>135889687

Jokes on you I only started browsing AGDG a week ago and have no idea what either of them constitute.
>>
File: tumblr_m2c1meDznE1qjhwjgo1_250.gif (418 KB, 245x213) Image search: [Google]
tumblr_m2c1meDznE1qjhwjgo1_250.gif
418 KB, 245x213
>>135889851
>>
>>135889910
Leave Nun Standing, but I guess it's not you. Still, good on ya for making a lewd game.
>>
>>135889915
Literally go away if you don't like it here.
You've been "subtly" shitposting the chatroom shit for days now.
>>
File: pinkshrine.gif (122 KB, 248x152) Image search: [Google]
pinkshrine.gif
122 KB, 248x152
>>
>>135889719
Shut the fuck up, reek. We already know that you couldn't make it as a YesDev... Now you can't even make it as a sailor! Do you even know what a boat is?

Fuck off, nodev piece of shit.
>>
>>135889116
Genius! Thank you!
>>
>>135890104
you wanted to do a spiral, no?
>>
>>135889915
Oh, Blake. You tried this once before three years ago, and it didn't work then. Why do you think it'll work now? I own you. :)
>>
Is this juicy enough?
>>
File: muh_dick.png (4 KB, 248x152) Image search: [Google]
muh_dick.png
4 KB, 248x152
>>135890104
FAP FAP FAP
>>
>>135890079
nah, nothing to do with nuns, thanks anyway anon
>>
>>135890408
Doesn't really look right.
but good progress.
>>
>>135890408
shake it baby
>>
>>135890104

You did pretty well with this. Nice and inventive.
>>
>>135890408
SCREEN
SHAKE
>>
>Blakeposting
L I T E R A L L Y
..N
..S
..A
..N
..E
>>
>>135890216

spiral was 2 hard 4 me (i couldnt get it to look powerful), this worked out nice.
>>
>>135888067
Btw Peepee has drawn your boat, in case you haven't seen it
>>
>Tfw I just finished the catch the clown game tutorial on Game Maker Studio and it's so much work just for that simple game

I am not going to make it anons
>>
>>135890725

Alternatively, you could have the cultist walk up and stand on the very top of the ziggurat.

The top level then falls in moving the cultist out of sight. A bunch of blood and guts promptly sprays out of the top of the ziggurat.
>>
>>135890996
the routine stuff becomes routine, then you can focus on make game instead
>>
File: autotiles.webm (2 MB, 640x480) Image search: [Google]
autotiles.webm
2 MB, 640x480
Got autotiles to work with how limited the tile graphics are. Needs more polishing, but that's still some progress despite all the procrastination.
>>
>>135891257
>that swimming pose
Good stuff
>>
>>135891257
>water actually fills up newly opened area
that's impressive
>>
>>135891257
>those dynamic water levels
S W E E T
>>
>>135891215
It's so much workkkk
>>
>>135891257

Your poses/animations always look so ridiculous. I still don't know if it's intentional or not, but the rest of the game looks very high quality so the juxtaposition is hysterical.
>>
>>135891257
this looks excellent
>hidden areas only accessible if you level water
>run out of oxygen and drown if you make mistakes
>>
>>135887645
Really, all you have to do is separate the logic for collision detection itself from collision response. The way I'd do this is by letting the collision component store a list of contacts, and the systems would look at these contacts to determine how the entity should react. For example you could have a system that requires the collision component and a health component, and simply subtracts health based on impact force. If you wanted to have something explode and do damage, the collision itself would only cause the explosion (and I guess blunt trauma) and the explosion's effects would be modeled separately. Collision resolution is a special effect and inherently involves all participating entities so you wouldn't try to fit it into the framework of systems that operate only on one entity at a time.
>>
File: airkick.webm (522 KB, 1280x720) Image search: [Google]
airkick.webm
522 KB, 1280x720
its not realistic physics or anything, but I added a airkick and gives the player a little boost to increase jump height. will also be used to hit air enemies and kick off of walls to do wall jumps.
>>
>>135891781
ok now where's the boat?
>>
>>135891781
>realistic physics
Video games aren't real life.
Looks fun though.
>>
File: SHAKE IT UP.gif (803 KB, 592x223) Image search: [Google]
SHAKE IT UP.gif
803 KB, 592x223
>>135890559
>>135890618
Geez, here. I was saving it for the bosses, but it admittedly looks better like this.

>>135890549
Thanks! Any tips on making it look more natural? This death system is pretty easy to make tweaks for.
>>
File: P90.webm (1 MB, 1920x1080) Image search: [Google]
P90.webm
1 MB, 1920x1080
Animations are progress

Unfortunately these aren't for my game.
>>
File: 1.jpg (69 KB, 425x282) Image search: [Google]
1.jpg
69 KB, 425x282
>>135891781
>starting on land stuff before the water/boat mechanics is done
>>
>>135891559
I will remake most of the graphics in one go later on. There is no point of making endless iterations when adding gameplay is more important.

>>135891598
I'm not sure if I want to add oxygen limit, but I will try to prototype it and see how it works out.
>>
>>135892064
Not that anon but remove the part after the explosion where the ship just sits there, add a little rumble of the ship itself before the burst and make the parts fly off faster at first while keeping them at their current speed at the end
>>
>>135892064
Not sure really, just seems like something you'd see in a game like Contra or Metal Slug instead of a shmup.

Maybe try some variations when you go back to art progress.
>>
>>135892284

how much?
>>
>>135892284
Did he put the same magazine back in?

0/10 see me after class.
>>
>>135891626
I'm also thinking about Entities that collide actively or those that collide passively. By which I mean, take a trampoline and a bouncy ball. If you jump on the trampoline, it'll collide and bounce you up high. But with a bouncy ball it'll collide with something and bounce itself. The trampoline bounces the entity it collides with, but the bouncy ball bounces itself on collision.

The collision system currently spits out a list of colliding pairs. But I'm wondering how to set-up the collision component.

Like, if I spent some time on a messaging system, I guess the collision component could send out messages to other systems that would act accordingly. But that kind of seems more complicated that I'd imagined.
>>
File: RootTootPointShoot.webm (2 MB, 1920x1080) Image search: [Google]
RootTootPointShoot.webm
2 MB, 1920x1080
>>135892929
One of eight animations that a client is paying me $500 for.

>>135893141
Literally every animation that doesn't have two mags on screen at once uses the same mag.
But yes, I need to change the re-entry a bit so it isn't as obvious.
>>
>>135893141
he never shot the magazine is still full
>>
File: voronoi.png (16 KB, 250x243) Image search: [Google]
voronoi.png
16 KB, 250x243
>>135892064
voronoi fracturing
>>
>>135893174
That's exactly what I mean by the part that doesn't really fit into the ECS. A physics engine needs to operate on all bodies at once, not perform actions on bodies individually.
>>
File: shesbonedry.webm (911 KB, 1280x720) Image search: [Google]
shesbonedry.webm
911 KB, 1280x720
>>135891989
I think im making something more fun than boats. plus all the water is dried up right now.
>>
>>135892409
Gameplay and presentation are not distinct. The players belief and understanding of what is happening hinges on how it is presented. And that directly informs what they will do and how much they will want to do it.

The very large and very minimally animated character make it very hard to take seriously, to immerse yourself in the gameplay. Plus, I think you're going to find that animating a character that large is quite hard. Unless you plan to use modular animations. In that case it will be very hard to make it look good.
>>
>>135893276
Excuse the ignorance, but why is it a more straight back kick instead of flying up like a shotgun?
>>
>tfw I can make simple static 3D models
>tfw organic characters are impossible
I- I guess I'll just make games that have no characters.
>>
>>135893939
because niether flies up if you have a decent grip and stance
>>
>>135893626
Yeah, animating it is time consuming and that's why I don't want to do it.
Also, is anything wrong with working with placeholders? Braid looked like shit until late into development.
>>
>>135894313
Oh alright.
Also, not related to that, but is putting your arm over the barrel to help kick an actual thing people do, or just a Hollywood gimmick?
>>
File: double shake edition.gif (953 KB, 592x223) Image search: [Google]
double shake edition.gif
953 KB, 592x223
>>135892681
Something like this? I suppose I can always listen to >>135892709 and go back to it later to tweak the numbers.
Do others Shmups do it differently? I can't imagine a tough enemy spaceship fading away or just being disabled without some kind of cool explosion.

>>135893357
Dear lord, there is only so much work I am willing to sacrifice on the altar of juice, so. Maybe not. The concept is pretty fascinating though, thanks.
>>
>>135894304
-Download some AAA game characters (GMOD files is good for finding these)
-Download MakeHuman
-Reference these things often to see how they did it
>>
>>135894703
hipfire in general is a fucking stupid thing to do
even machinegunnners aim down their sights/optics IRL

there is no point in trying to reduce the recoil of a gun by doing what you suggest if you're not even aiming while doing so
>>
>>135893174
>The trampoline bounces the entity it collides with, but the bouncy ball bounces itself on collision

Have both objects bounce off each other by the total bounce factor of the two entities and have the distance they bounce be affected by their weight. Then make the trampoline really bouncy and really heavy.

That's how I'd do it anyway, but I'm also lazy as fuck.
>>
>>135895068
Yeah but don't make the rumble too extreme and don't let the parts fly away that far
>>
>>135895510
Alright, thanks for the answers m8.
>>
>>135891257
Your game kinda looks like a better A Valley Without Wind, which I liked playing despite its weirdness. Is it any influence? maybe it's just the animations though
>>
>>135895762
np really
>>
>>135894454
It depends on the type of game. An action game relies on creating an exciting feeling for the player. And that can only be achieved through giving the player luscious feedback.

A puzzle platformer does not. I mean, the braid MC only had running, dying, and jumping animations, for the most part. There wasn't a lot of detailed feedback about the state of the player.

The size of your MC and the detailed way he can interact with the environment.. something has to give. Currently, he will always look weird in some context. Imagine a swimming animation. It looks great swimming straight ahead. But what about when he turns up or down? Do people really stay perfectly straight when they swim upwards? No, their body curves up. Rotating like a plank will be weird. What about turning right to left? Will it look alright to just instantly flip a sprite this big? Usually sprite flips work on smaller sprites that are standing vertical, reducing the amount of total change. And what about when he is at the surface? What if his head pops out of the water but his lower body is still in the water? If he is still in the swimming animation, it will look super awkward. A real person would go into a treading water pose. And if they were to swim along the surface, they would do so differently than swimming underwater.

Ok, so the point I'm trying to make is that you're heading down a dead end. The gameplay and world are looking good, I really like to water effect. But you're hiding a major, major roadblock from yourself here. And fixing it is not going to slot nicely into all the other work you've done, it's going to ripple back and force you to redo and rethink a lot of it.

cont.
>>
File: heroin_converted.webm (3 MB, 512x384) Image search: [Google]
heroin_converted.webm
3 MB, 512x384
ok , that's it for this weekend
coming with more divine trash next weekend

wanna do some drugs, kid?
>>
>>135893626
it's called placeholder art and animation. no one goes balls out on either until development is further along and the mechanics are settled. fucktard.
>>
>>135891257
please for the love of god keep the crazy poses and shit its so endearing and funny
>>
let's say I want to make a 2D hacknslash
would Python be a good choice?
>>
>>135895068
u should play some shmups for inspiration. i see so many people making shmups who clearly do not play them

t. guy devving a shmup who shmups a lot
>>
File: Burning status spreads fire.webm (3 MB, 1440x900) Image search: [Google]
Burning status spreads fire.webm
3 MB, 1440x900
>Burning enemies have a chance of starting fires around them

Now I can make special flame enemies that spread fire when they walk. Aw yeah.
>>
>>135896132
Having realistically proportioned and moving characters is the domain of AAA. Because they can afford the large teams of highly skilled modelers, animators, and gameplay programmers it takes to pull that off. Look at any successful/good indie game, and you'll definitely see a lot of simplification and stylization. Because those allow a lot of interactivity without the reams of assets to sell that interactivity.

Having a character that is realistically proportioned, primes us to expect movement similar to what a realistically proportioned character would do. Having one with exaggerated and simplified proportions, allows something to look good, even if it does not move and behave like a real thing.

Think about a small pixel character, two/three heads tall, swimming. Mario for instance. He has one swimming animation for all contexts, and it never looks weird. Because we are not expecting him to start treading water, or curving his body to move through the water, or change his stroke on the surface.

Successful indie dev depends on getting as much effect from as little work as possible. You don't have to make a super simple character. But if you don't, it needs to be a conscious choice made with the full understanding of how much work you are adding to your plate.

I think your project stands its best chance for success of you redesign the character to be significantly simpler, and get at least some rough animations in there. Until that point people will simply not be able to appreciate the gameplay. And until that point, you just can't get meaningful playtesting feedback. And without that you're rudderless.
>>
I want you guys to know you guys are my favorite 4chan sub thread before I use to like /dpt/ but it has become overran with people who don't even like to talk about programming anymore but you guys actually are a pretty good community. Thanks guys feels good man
>>
>>135896381
An action game depends on selling the interaction between the player and the world. Actually, the mechanics can't be settled until that interaction is present, because each one effects the other. You don't need polished assets but you definitely need something more than what he has.
>>
File: softer.gif (772 KB, 592x223) Image search: [Google]
softer.gif
772 KB, 592x223
>>135896882
I'll admit that my knowledge of the genre is limited to, like. Gradius. And Jamestown. So I will! Any recommendations?

>>135895585
Alright, I think I've got it. Time to get some sleep now. Thank you for the feedback!

>Captcha: Please select the images depicting juice
My stupid laughs are going to wake everyone up, damn it
>>
The new Princess Trainer update has got me thinking
If a game implemented whoring one of your characters, would it be taken seriously/shunned?
>>
File: KnifeMech1.webm (1 MB, 600x600) Image search: [Google]
KnifeMech1.webm
1 MB, 600x600
Finally have something I can show. Even if it's still baby level stuff right now.
>>
>>135895810
Nope, never played it.

>>135896132
>>135897082
I do realize that it's a fuckton of work, especially that I have to make variations of the animations with attacking states. But I always can use aquaria for animation reference, so there is no need to keep worrying about it. I just need to improve my art and workflow in the meantime.
Playtesting is a valid point though. I will make sure to work on the graphics before the next demo.
>>
>>135897417
https://www.youtube.com/watch?v=E7lHJXPKoX0
>>
File: 1444429907654.jpg (277 KB, 1125x861) Image search: [Google]
1444429907654.jpg
277 KB, 1125x861
>>135897417
So you know Touhou? Well that's an easy bullet hell game, don't copy that.
>>
>>135897417
i would say check out a variety of them in order to expose urself to a wide set of mechanics that u can mess with/jack for ur game.

just off the top of my head for games that are vastly different:
dodonpachi, dangun feveron, any of the gunbird or strikers games, sokyugurentai, fantasy zone, raystorm, battle garegga
>>
>>135896873
Python is never a good choice.
>>
>>135897485
Nice
>>
>>135897485
Best looking stuff in this thread
Very promising!
>>
>>135896381
There are dozens of videos on youtube where people make fun of indie games in pre-pre-alpha because they have super generic or shitty placeholders. A game might have the most amazing stuff going on in the background but if it looks like shit people are going to ignore or make fun of it.
>>
>>135897485
Was wondering where you've been
Very nice progress
>>
>>135897856
What else would I use?
Literal nodev baby with down syndrome here.
I can barely turn on my computer but I want to join the ranks of devs.
>>
>>135897485
Neato
What language/engine do you use?
>>
>>135897474
Nice context.
>>
>>135897485
Small thing but looks like the feet are just a bit above the ground. Maybe adjust the colliders?
>>
>>135897485
Moving from left then right looks awkward
>>
>>135898079
C++
>>
>>135897867
Thanks! Nice posting is underrated.
>>135897871
Lol maybe in graphics but it's nothing special right now. Thanks though.
>>135898024
Ayyee I've been remembered! I appreciate it, mang.
>>
>discover the world of lewd art
>waste the day trying to draw it than dev your game
>>
>>135898079
>I can barely turn on my computer but I want to join the ranks of devs.
that's like saying I can barely do a pushup but I want to join the ranks of a commando

start working out dude
>>
File: 1454665411276.gif (628 KB, 516x402) Image search: [Google]
1454665411276.gif
628 KB, 516x402
what the fuck is it with people praising obvious asset store buys, applying different textures, and then demonstrating said model walking around the tutorial level
that is NOT game dev!
can we remove these fuckers from agdg please or at least stop fucking indulging them
>>
File: ldefR6S[1].jpg (45 KB, 800x769) Image search: [Google]
ldefR6S[1].jpg
45 KB, 800x769
>>135898579
He wanted to know which language to use to make a game, if you didn't notice.
>>
>>135898768
Where did such a thing happen?
>>
File: spears.webm (2 MB, 773x536) Image search: [Google]
spears.webm
2 MB, 773x536
I've got bombs, jump pads and spears.

What more do I need?

>inb gameplay
>>
>>135898836
it happens all the time here lad
wow, a 3d model walking around a level that they did zero of the work creating other than slapping a different texture on
>>
>>135898817
C++
>>
>>135899035
I don't know about that
>>
>>135899035
You referring to >>135897485
?
>>
>>135898762
But how?
From what I understand there are a thousand programming languages and all of them are shit
I just want to make game
>>
>>135898193
Using ue4 blueprints. Yeah I know I'm retarded but it works for me!
>>135898368
. . . Oh yeah thanks you're right. That's an easy fix.
>>135898534
Hmm yeah I see what you mean. Like he stops instantly but takes a while to gain speed again. I think I know what's wrong.

>>135899035
I hope that's not referring to me. I know the stage and actions are basically nothing but I just wanted to show off the model and animations I made in action.
>>
>>135899352
They all have their own problem-domains, but mostly they're the same except for some surface-level shit. So really just pick one. Even if you decide "nah not this", you'll already have a headstart with something else. You can't really avoid programming, what else is there, talking to your computer like "I want a game that's like pokemon but in space."

I don't know why ruby's not more popular with new people, it's better than shit rails. I like ruby alright and I hate rails. I think it's a great language for a beginner, it's not hard to get something working quickly.
>>
File: 1453489294029.jpg (18 KB, 283x243) Image search: [Google]
1453489294029.jpg
18 KB, 283x243
>>135899352
basics of coding are the same across the board
everything you you could possibly want to write your code in was derived from C anyway
>>
File: glitch-led-woman.gif (267 KB, 256x144) Image search: [Google]
glitch-led-woman.gif
267 KB, 256x144
trying to rip off that one animated billboard from Blade Runner for a scene in a game, but with a "crt" overlay and some glitching. How does this look so far?
>>
>>135898892
Axe
>>
>>135898892
Man I love seeing progress of this, aye. I do hope you can make those mechanics fun to use.
>>
>>135876383
Wow that was amazingly off base.
>>
>>135900123
remove glitching
>>
>>135900123
Cool
>>
>>135899035
Surely you can point out one occasion of such happening if it happens all the time? I don't browse asset stores so I've no idea if something is made by the poster or he got it online.
>>
>>135900123
perfect

goodnight everyone
>>
>>135888235
where have i seen those 2 before?
>>
>>135900732
They're paid to read random shit so... You probably saw them used to shitpost elsewhere on 4chan.
>>
>>135900732
It's one girl.
>>
>>135900404
I can remove it on the one frame in the middle, but glitching it in the end of the sequence fits thematically and saves me from having to do a whole fake advertisment. Though I could do it in a less disruptive way if it looks bothersome?

>>135900446
Was pretty fun figuring out the CRT effect actually.
>>
>>135897185
I love you too m8
>>
>>135897485
Is it Unity? if it is, what do you use to do the motion blur?
>>
>>135901027
How do you not know that table and chair is UE4
>>
>>135900123
Caralad are you making a game?
>>
>>135897485
awesome
>>
After trying to make a game from scratch and realizing that I don't know sufficient programming knowledge, I've been reviewing different 2D engines. What's your recommendation for an engine to make top-down exploration/puzzle games? I've been looking into love2D.
>>
>>135900123
this 2bh

>>135901132
somerset
>>
File: 1452827002001.jpg (45 KB, 1333x900) Image search: [Google]
1452827002001.jpg
45 KB, 1333x900
>>135901104
so he just bought that stuff from the UE4 store and slapped a different texture on it?
>>
>>135901104
I do not use UE4. I installed it on my older pc and it ran at about 5 silky smooth fps. Now I can run it but I am already in a project and changing to ue4 would be a problem
>>
>>135901196
If you have some programming knowledge, love2D should be fine, though GM is much less barebones.
>>
>>135901421
No
>>
>>135901421
So you're mad at someone for using placeholders?
>>
>>135901132
I have no idea who "caralad" is. I'm the guy doing the first person point-and-click thing, though this is for a collaborative side project
>>
I just started reading a C++ tutorial and my head already hurts after the compiler explanation
Fuck this shit
>>
>>135901196
You do realize you're going to have to do programming regardless of what tool you use?
>>
>>135901196
if you have no programming knowledge, you should really just give up now.
>>
>>135898892

You need to add a circle collider to your pick-up raycast. It'll let you pick up items by looking near them instead of directly at them. It's a small quality of life change that improves the feeling of your game immensely.
>>
>>135901619
>>135901196
You can also do a walking art "game" to avoid programming
>>
File: sorry honey I had diner.webm (1 MB, 706x398) Image search: [Google]
sorry honey I had diner.webm
1 MB, 706x398
How do you feel about a game with a demon zombie girlfriend?
>>
File: Slutty-Halloween-Costumes.jpg (57 KB, 700x700) Image search: [Google]
Slutty-Halloween-Costumes.jpg
57 KB, 700x700
>I didn't have to know about programming to play a game why should I have to know it to make one
>>
>>135901571
this general is about indie gamedev though, not just buying assets and having them do premade animations with a different texture slapped on
>>
>>135901602
>learning C++ for your first language
are you fucking retarded?
>>
>>135901739
>to avoid programming
Even walking sims have programming.
You can't escape it.
You're going to have to tackle it one way or another even if you go as far as literally buying every single piece from an asset store.
>>
File: 1453205093094.jpg (36 KB, 481x433) Image search: [Google]
1453205093094.jpg
36 KB, 481x433
>>135899352
You are seriously overthinking it.

Programming any software is literally coming up with a system of elements and interactions between them.

A simple 2D video game is a fucking bunch of pictures flashing on screen according to rules you've laid down for them.
You don't have to invent the language, it's already there. You are just writing in it, using its commands, structuring it and making it do things with the assets you provided.
There is also billion ways to do things in programming and that's what so fucking cool about it.
You will get shat on by people for not doing thing their way, sometimes for a good reason, because there is also billion ways to fuck up and be very inefficient, but you really aren't very restricted in deciding on how to make the pictures dance.
>>
>>135901992
There is literally nothing wrong with.
>>
>>135902004
I meant to a drag and drop solution to avoid typing real and scary code. Not everybody wants programming as the first step on a game. Anyway, if you don't code you can't do too much...
>>
>>135901992
what's wrong with this
he is better off starting with C++ or C
both are equally good
>>
>>135901992
I specifically called myself a baby with down syndrome so what do you think?

It doesn't matter anymore anyway
I give up because this shit is too complex for me
I have massive respect for all you devs though
>>
>>135901891
>not just buying assets
Are you one of those 1MA deluded idiots? I'd rather have a game with bought assets that no game at all.
>>
>>135902526
No, he's one of those shitposter idiots
>>
File: 1457680582309.png (11 KB, 318x436) Image search: [Google]
1457680582309.png
11 KB, 318x436
>>135901891
You realize that he made that model himself? He fucking posted pictures when he was modeling it. Are you really this fucking dense?
>>
>>135902657
how do you know this?
where's your game?
>>
>>135902432
>I meant to a drag and drop solution to avoid[...]
Again, no.
Stop being a faggot and just buckle down and learn, or find a new hobby.
>>
What kind of game should my first be /agdg/?

I can into coding and writing but I suck at graphics and long-term commitment
>>
File: 1373663510926.jpg (27 KB, 450x358) Image search: [Google]
1373663510926.jpg
27 KB, 450x358
>>135901602
You should start with python or java. Java is the best, ask Notch.
>>
>>135902816
A shitposting game
>>
>>135902765
Only nodevs don't capitalize.
>>
>>135902816
Something simple, something that works with what assets you can make yourself, something that you can finish in a week.
>>
Start learning programming with either lisp or haskell, or you will get sucked into the OOPs bog and never escape that mindset
>>
>>135902816
ASCII adventure.
>>
File: output.webm (486 KB, 429x419) Image search: [Google]
output.webm
486 KB, 429x419
Who /enginedev/ here?
>>
File: combo.jpg (256 KB, 747x1000) Image search: [Google]
combo.jpg
256 KB, 747x1000
POST DEV MUSIC

https://www.youtube.com/watch?v=qDsDYCI3fyc&index=33&list=PLMudba7GPrse5Efrhka7-j0j79f4y32sS
>>
>>135902523
>>135901602
Don't give up. You don't need to understand how compiling works unless you're making your own compiler.


http://www.learncpp.com/

Start there.
>>
>>135902451
>>135902389
you don't climb a ladder from the the top, you start at the bottom. C/C++ is some complicated shit for someone just starting out, a good beginner language would be something like python or java.
>>
>>135902949
nice try
you have zero proof who anyone is ITT
basically you're that shitposter who keeps trying to derail
post game or fuck off
>>
>been working on learning to make assets for the longest time
>can't settle on a style I want to go for
>have accumulated a lowpoly folder consisting of literally hundreds of images while searching for inspo
being an indecisive is the worst
>>
>>135903063
You're starting to get really annoying with your post dev music shitpost.
>>
>>135903175
Ok I'll stop, and just scrape links instead.
>>
>>135903032
that looks clunky and boring af.
>>
>>135903063
https://www.youtube.com/watch?v=C-6CrK6deWo
>>
File: fan art.jpg (157 KB, 720x540) Image search: [Google]
fan art.jpg
157 KB, 720x540
>>135897029
working on some fan art.
but i'm waiting for my mum to mail me my markers
Thread replies: 255
Thread images: 182

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.