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/agdg/ - Amateur Game Dev General


Thread replies: 755
Thread images: 183

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I really need more OPictures, Edition

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

> Upcoming jam
https://itch.io/jam/wj2016

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

> Previous Jams
http://pastebin.com/QwcSPdnx

> 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/
>>
>>140759639
What's with the pedo OP?
>>
Let's just settle out of court anon :) Keep things easy
>>
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Reposting OProgress.

Particles system are hard, because they actually require some artistic skills. I guess primitives can't get me all the way.
>>
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>>140759639
smug anime face edition
>>
>>140759998
Reposting shipposting. New demo Soon(Tm).
>>
>>140759942
So what's this gonna be?
>>
Does Googum have his own LLC? How does he get by without getting sued? He made an extremely controversial game in the past, I'm surprised no crazies came at him with pitchforks or sued him to hell.

How about Vine, or any other devs here? Is it a hassle setting up an LLC or have you guys just submitted games by yourself?
>>
>>140760453
Irrelevance.
>>
>>140760453
anyone willing to sue googum would take 1 look at his games and realize he has no money to take
>>
>>140760162
Some kind of racing game, the bad guys will shoot lasers at you, gotta go fast and avoid shit, will abuse the bloom effect to not be too graphically disgusting.

Also babbys first game. Hopefully will go viral and make me zillions.
>>
>>140760596
>Hopefully will go viral and make me zillions.
I hope so too because my firm holds a related patent on this
>>
>>140760596
>will abuse the bloom effect
Please no.
But you should give us a proper Tron game.
>>
>>140760728
kill yourself
>>
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I got my basic HUD up. Now I can start work on attack and damages. Then after that, the turn management class.
>>
>>140761350
>speed and fps listed in top right of HUD

funny, i happen to have a patent on that
>>
fuck agdg
>>
>>140761405
no you dont, I do
but we can make this awkward situation go away outside the courts friend
>>
Write something about your game, /agdg/.

It could be a piece of lore from the story, a description of some mechanic, a story about a particularly confounding bug. Really, just anything.
>>
>>140760453
>Does Googum have his own LLC
nah im fine with paying taxes
still havent made enough in a single year to have any of my money exit australias bottom bracket anyways

>How does he get by without getting sued?
sue me for what?
>>
>>140761550
i have a patent on rock paper scissors and weird distended fucks

we can settle this out of court though ;^)
>>
>>140761550
patent trolling
>>
Remember to make an LLC to save yourself from the nodev troll of business.
>>
>>140761542
You're not gonna get much because people have an irrational fear of nodevs stealing XYZ.

SHMUPS have a lack of actual mazes.
I plan to change that.
>>
didnt :3 island guy go bankrupt before even getting his game out from making an LLC?
>>
Chillin at the gfs place tonight
>>
Any of you who have actual money to spend on tools checked out Cakewalk Sonar? Kind of looking for something to use for sound design.
>>
im copyrighting 'nodev' so stop posting it now
>>
>>140761853
No, he got sued by someone that claimed to have patented ":3"
>>
>>140761885
Cool story
>>
>>140762051
Thanks hun
>>
>>140761853
No Catmouth dev's game just bombed because it was barely a game he forced out with no actual good content.
>>
>>140761753
>starting an LLC before taxation is actually an issue
literally just throwing money away

>>140761853
actually he was too poor to claim bankruptcy
>>
>>140762109
Your girlfriend must be rubbing off on you because every slut I know talks like that
>>
>>140762118
i got fucking lost in that island with no clue what to do
>>
>>140761943
Ableton Live 9 Lite and a free synth VST or two
>>
>>140762109
No problem bb :)
>>
Hey devs musicfag here. I do mostly retro stuff, taking requests.
Here's some of my past requests from other anons.

https://soundcloud.com/olaf-pinkbeard/dungeon-loop

https://soundcloud.com/olaf-pinkbeard/victorian-port
>>
>>140761943
Pirate all the DAWS.
Experiment with them to see which one you like.
Get familar with the one you like.
And then contemplate purchasing it.
Cakewalk's stuff is pretty old so they know what they're doing.

Personall used FL since about version 6.
Tried live, hated the UI.
>>
>>140762254
reply by calling them "darling" in a condescending tone
>>
>>140762254
U wan sum fug?
>>
>>140759639
Hi, new to AGDG here, why do you guys let pedos make the OP?
>>
>>140762478
first one is too ambient for most games
second one sounds off tempo in some parts
>>
>>140762740
To keep you away
>>
>>140762740
because pedos wait by their computers patiently for the thread to fill up so they can make another degenerate OP
>>
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What will you do if when a lawyer contacts you about a pending case regarding your game?

Do you know your rights and responsibilities as an adult involved in business?
>>
If a publisher offered to publish your game would you accept?
>>
>>140763373
Which one?
>>
>>140763373
Probably, depends on the publisher
>>
>>140763431
Anyone other than black shill media
>>
>>140763373
no
>>
>>140763517
Alright.
A literal who trying to make a name?
I meet them and see what I think.
Someone like Devolver?
sure.
EA?
No.
MSony?
I flat out say no exclusive nonsense.
Nintendo?
No.
>>
>>140763373
whats the deal
it all depends on the deal
>>
>>140763373
Nope. Literally nothing that they can do that you cant with enough effort.
>>
Turn system is (basically) working, plus added some rats to show it working. Combat is next so that the turn system actually, ya know, does something.

Also darkened the floor tiles some, which I think made it much nicer to look at.
>>
>>140763890
do all actions 1 turn or have you implemented a speed system?
>>
>>140763304
Fold company, move on.
>>
>>140760764
It's pretty much my first source of inspiration and what I stole most of the aesthetic from, so hopefully that happens.
>>
>>140763890
This is basically what I'm trying to make right now for my first game, what method do you use to generate levels?
>>
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>>140763304
Give zero fucks. Are you not capable of defending your own intellectual copyrights? I would counter with my own lawsuit demanding compensation for lost time and wages and become rich.

Thanks lawyers
>>
>>140763890
Looking good.
>>
>>140763304
I'd settle out of court, it's the sanest and simplest course of action.
>>
>>140764176
What lies, you said I was your inspriation :^)
>>
>>140764419
Hope you can afford the quality lawyers to make such a thing happen.

Such is """"justice"""" in 3rd world America.
>>
>>140764527
that's what patent trolls count on.
>>
>>140764610
I would defend myself. Intellectual copyright is a joke.
>>
Have any of you tried making a game for google cardboard yet? It looks fun and challenging so I might try making one in unity, possibly even for the waifu jam
>>
>>140764757
Hahahaha enjoy your loss.
>>
>>140764757
You're insane
>>
>>140764791
>>140764852
Thats pretty hilarious.

Are you making a literal mario clone or something? Did you steal assets? Maybe your game shouldnt be a rip-off of someone elses :^)
>>
>>140765000
The specifics don't even matter.
>>
>>140764176
I prototyped a game thats pretty much this a while ago.

But you should probably look up Speed3D.
>>
>>140764757
Would the judge remove his spectacles and compliment your bravery and resolve, with a tear in his eye? And decide that the patent troll must apologize and do your chores for a week?
>>
>>140765063
They sure as hell do. If you are incapable of defending yourself maybe running a business isnt for you.

Again, a case over intellectual copyrights is an invitation for me to counter-sue for lost time.

>>140764652
For once google is right
>>
>>140765257
>2016
>defending yourself in a court of law
You have seen too many movies.
>>
>>140764050
Yep, it's 1-action-1-turn right now. I'm still working out the kinks of a speed-based system, and this is fine for now. One thing at a time.

>>140764189
None just yet. It's a good idea to make the mechanics work before you build a generator. No matter how good your generator is, if the stuff it puts into your dungeon is shit, it'll be a shit dungeon.
That said. Check out the articles at http://www.roguebasin.com/index.php?title=Articles
It has tons of great stuff.

>>140764460
Thanks!
>>
>>140765452
>current year
>doing things that were done in previous years
nice meme
>>
>>140764573
I think a better term would my bloom mentor. Also we're both totes ripping off Tron, and proud.

>>140764787
Had my Financial Executive Director buy one with the company's R&D funds (My roommate bought one with his drug money).

Should be here any time now, I wonder if it can actually work well. I mean, it's still just a cellphone screen.

>>140765080
Yeah, it's not a super original concept, but not much is nowadays. Someone mentioned Speed3D a few weeks ago. I'm hoping I can make something like mobile game-ish.
>>
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>>140765257
>For once google is right
if i was dedicated to expanding this thing like some sorta dramaposter it would be too large to post at this point
>>
>>140765509
What if you made a game like this where the only controls were arrow keys? How far could you take it? It would be easy to port to mobile and I could see it being a good seller because people love simple games.
>>
>>140765452
>he hasnt himself or someone else in court
Learn how to defend yourself. There is no excuse for ignorance when you live in CURRENT YEAR where all information is at your fingertips.
>>
>>140765561
The only sort of problem with the card board is that it doesn't come with a head strap, but you could easily make one. There are rip-off models, like the Destek Vone that I have, that come with one though.
>>
>>140766063
this

also wear a fedora to court so they know you've got class
>>
>>140766063
Yes, devs, listen to this anon. Stand up for your rights. Justice shall prevail.

btw thanks for all the paten-- I mean ideas, over the years.
>>
>>140765628
I love that you obviously made this image.
>>
Did Hopoo get patent trolled?
>>
>>140766226
>be a good goyim and just quit making your game so someone can steal your idea

Never change, plebs
>>
>>140766302
What makes you think that? What patents could he have infringed?
>>
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gotta love Google Patents
>>
>>140766591
You literally never know with how many bogus patents exist
>>
>>140765561
>ripping off Tron

I called the cops.
>>
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If someone feels like helping me out with the AI code pls contact me.(and I would like to see some references beforehand pls if possible :^), but if you dont no problem, dont feel pressured, just message me, I am glad for everyone who would like to help out)
>>
>>140763890
what engine are you using if any?
>>
Did Brogue-like-kun die? ;-;
>>
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>>140767483
Got bad news for ya bro
>>
>>140767483
change that fucking font. It clashes so badly.
Also, what do you want your AI to do. I'm not promising anything but I'd like to help if I am capable.
>>
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added dashing, with help from friends.
>>
>>140767775
>I cant read: The post

Not for training, not for teaching. Case closed, now give me money for wasting my time, Konami.
>>
>>140767970
Those are separate patents friendo, just trying to be helpful no need to be rude :)
>>
>>140767775
Its not water, its an alien planet that looks kind of like earth in a parallel universe. Its actually referred to as "Fluodrine"
>>
>>140768117
Please stop responding to what I can only assume is the source shitter finally getting a new gimmick.
>>
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>>140767782

Whats wrong with the font? There might be some misunderstanding what look I am trying to achieve.

I have been doing advertisement professionally more or less before, so I know a thing or two about fonts and typography, but I am allways open for criticism.
>>
>>140767775
I like this meme
>>
What ever happened to vine?
>>
>>140768902
He was making slower than Leto progress on a thing.
>>
>>140768737
Sorry, I should've have specified. The font for the text that says 'Nice", looks very out of place. It looks vapor wave like and nothing else does.
>>
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idea guy here, a business where you tip off patent-holders to infringements by devs for bounty
>>
>>140769070
This already exists, it's called real life and you are now about to get sued
>>
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>>140769039

Oh okay, the game is supposed to look vapor wave-like, while remaining some realism. It might be not that easy to find a fine grade. (awfull font use is kinda what I want, pic related)
>>
>>140765669
With just arrow keys, you can cover movement and attacking very easily. Automatically picking up items would probably make sense. However, accessing the menu would be an issue. If you added a menu button, the UI may be obtuse, but you could theoretically do pretty much anything that way. Make the GUI slick enough and it might hold on the market, yeah.

I'm shooting for something closer to a traditional roguelike, though. My gimmick is that you control a squad of adventurers, so the format is a little different, but it's basically the same.

>>140767606
GameMaker, because I'm a scrub.

Real talk, working with it is pretty painful, and I think I might actually have an easier time using something more flexible. I'm thinking of making a tolerable prototype here, then taking the project to Lua/LOVE, or maybe Haxe/HaxeFlixel, but I've heard mixed results on the latter. I dunno.
>>
Does anyone feel like it isn't worth doing anything that isn't unique or envelope-pushing? In such a powerful and underutilized medium shouldn't we be doing anything but trying to develop games that imitate ones we already like? Life is short and we could be doing so much more.

This thought has caused me to put down everything I've worked on so far and try to rethink it all. Am I wrong?
>>
>>140770268
>like it isn't worth doing anything that isn't unique or envelope-pushing
Absolutely not.
The thought of shitting out trite makes me want to kill myself.
I'd rather fail then succeed with mediocrity.
>>
>>140767483

What kinda soundtrack are you looking at for this game?
>>
>>140770614
just 90'S my shit up senpai
>>
https://www.youtube.com/watch?v=UPcxXNV12lw
why haven't you become a streamer yet, agdg?
>>
>>140770525
>I'd rather fail than succeed with mediocrity

so young and optimistic
>>
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>>140770525

I mean that's sort of adding to my point isn't it? Working on something completely new has more of a chance of contributing something even if you fail. More than trying to make a game like another game and just falling short.
>>
reposting today's progress.
https://www.youtube.com/watch?v=IHnIVjZWYGw
>>
>>140770931
Yepp, and it will stay that way.
>You're naive
sure, but I love vidya.
Not gonna shit up something I love.
I've been faced with shekel fever, and didn't succumb.
>>140770994
Entirely too many variables.
Trite can inspire new though.
>>
What 3d 1MA'able genres are big/growing atm?
>>
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>>140770614

Here are tracks that I like

https://youtu.be/Jh_GoS-sSoQ
https://youtu.be/Dgkqhz5ViNo?t=14s
https://youtu.be/ZjN9vxTKp5k?t=57s

(I like the biginning of this song, especially the first 5 seconds, this is how each race should start)

https://youtu.be/e8fWRKoUD_E

I already got an artist for music, but I presonally have no problem for multi collaboration( with agreement everyone involved)
>>
Why do people say the 2d in unity is so bad? I've just been putting 3d stuff on a 2d view and it is going okay.
>>
>>140771518

>presonally

personally*
>>
>>140771201

closest thing I know of

https://m.youtube.com/watch?v=D03JA_5u8W8
>>
>>140771518

I don't really have anything to show you, but I might make something for your game and post it here one of the times i see you. If you like it maybe let's do something.
>>
>>140771689

Well if that isn't a recipe for fans.

I also want to play this now. Should I?
>>
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watch out enginefags
>>
>>140771929
Motion sickness simulator?
I feel sick looking at that
>>
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>>140771929
Please tell me you'll add some padding to the camera's movement and lock the roll axis.
>>
>>140771734

Okay, thanks, I appreciate if you send me something haha :---)
>>
>tfw someone is looking forward to your game but you're being a lazy nodev
>>
>>140774491
>people are looking forward to it but you're never satisfied with your game
>>
>>140773556
Wat?
>>
>>140761350
becoming a lewddev was the best thing i ever did
>>
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>>140774601
>>
excuse me, new person here.
Is unity better or UE4?
>>
>>140775160
That's not important until after you've established an LLC
>>
I need to do art for muh gaymes. What's a good drawing tablet under $500?
>>
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hello lads.
>>
>>140775508
Wacom
You better know how to draw or prepare to practice for years, or you'll be like one of those guys that bought one and let it collect dust when they realized they couldn't draw.
>>
>>140775508
huion h610pro
>>
>>140775508
>under $500
fucking westerner pigs
throwing 4 months of my pay left and right
>>
>>140775508
Wacom bamboo
>>
>>140774705
Well, what have you worked on so far?
>>
>>140775434
I was asking more about which one is more n00b friendly
>>
>>140775608
pretty
>>
>>140774705
if i post my game here i'll get banned
>>
Goodnight Devs...
>>
>>140775847
meant for >>140775758
>>
>>140775930
Goodnight lad, sleep tight!
>>
>>140775608
I wasn't able to figure out how to set up the damn scene to show reference pics behind the perspectives.

I wanna learn, halp.
>>
>>140775847
Just a link then, anon. Or a name.
>>
>>140775620
Which Wacom though? There are a bunch.

>>140775642
Is this a legit brand, and how does it compare to Wacom stuff?

>>140775674
It's an investment :^)

>>140775757
These seem pretty small, do you have any experience with them on 24'/27' monitors?
>>
>>140776236
>>Is this a legit brand, and how does it compare to Wacom stuff?
been using it for almost 2 years now with no problems
>>
>>140776092
press N on the scene and look up the part where it says background images.

also press numpad 5 to put your view in ortho mode.
>>
>>140776236
Find one that has a decent size within your budget
>>
>>140776236
>Is this a legit brand, and how does it compare to Wacom stuff?
Cheaper, same quality, but more problems on software side.
>>
>>140776236
>chinese tablets
Enjoy your broken tablet drivers.
Wacoms are already buggy and they're the best brand.
>>
I'm trying to think of how best to structure character in unreal. So I want to give them all stats, health, take damage, etc. The catch is the player is actually 4 party members, but they're represented by a single PartyCharacter in-game, while enemies are each represented 1:1 with a Character.

So do I make 4 Characters and just turn them invisible and leave them at 0,0 so they can inherit the same CustomCharacter class as the enemies? Or do I make enemies and the PartyCharacter inherit from CustomCharacter, which then stores a pointer to a Stats class or something? Then the PartyCharacter would be an array of Stats classes and the enemy would just have 1 Stats class.
>>
>>140776954
>what is an array
>>
>>140776954
Probably the array of Stats being a PartyCharacter would be a good idea, yeah.
>>
>>140776954
If the player controls 4 party members there should be 4 party members.
>>
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sup niggus.
>>
>>140767847
Looking good. The bullets should get the players velocity added to them, it might make it more interesting, and allow for some trick shots if the player gets good.
>>
>>140779335
That face is some nightmare fuel.
The poor man has no shoulders.
>>
>>140779584
I think I'm going to carry it to blender for polishing.
>>
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Gotta love lazy idle animations
>>
>>140779836
to zbrush I mean
>>
>>140779920
What this character was a girl all along?
>>
>>140780147
It's a recolor from another character of his from a dead game that we all wanted
>>
>>140779920
So, you're finally adding the dancing idle animation?!
>>
>>140779335
https://m.youtube.com/watch?v=_oBooDfaUL8
>>
>>140779414
I was going to do that, but the low bullet speed made me think of a mechanic I would like to try. I'm thinking that if you pass through the bullet with a dash, the character absorbs it and delivers a melee attack. I'll see if I can get it working by the next time I post progress.
>>
>>140780446
What game?
>>
>>140780864
I don't think it had a name
It was some sort of action platformer with a brown haired girl, ask the dev
>>
>>140780530
yes eventually
>>
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>>140779335
Time to post my stuff.. can't be that cornered!!1
>>
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Rewrote the class handling elemental and status effect resistances. Now classes can alter character resistances and you can alter resistances mid battle with skills.

For status effects, instead of percentage resistances, I used an enum with Neutral, Immune, and Weak entries (100% chance if Weak, 0% if Immune). The game's already getting too complex imo, so I'm gonna keep as many things as I can simple as possible.

Also made the Battle Victory EXP stuff a bit smoother.

Sorry for the shoddy bitrate near the end.
>>
>>140760126
This an engineering game? Looks nice, what physics engine?

Kind of a saturated genre though, and pretty hard to 1ma.
>>
>http://www.homph.com/steam/

did lethal league dev ever post progress in agdg?
>>
Remember: practice

https://m.youtube.com/watch?v=G6EoNJls0Og
>>
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wow... im making such progress... just look at this... such a game
>>
>>140781916
Yeah, feels like ages ago.
He did for quite a while.
>>
>>140781597
Now this is almost nostalgic
Where have you been

>>140781916
Yes you newfag, they were here from megabyte punch, the leathal league flash game, then left eventually
>>
>>140781930
You don't need practice to draw anime
>>
>>140781597
>I used an enum instead of percentages
>These enums are equivalent to these percentages
I guess its simpler but it just gives you less nuance to work with.

Also
>Bleed resist down
So it goes from Immune to Neutral to Weak?

I don't like jrpg combat at all. Nice UI though.
>>
>>140782074
>>
>>140782074
just needs more detail and this scene is rdy to be filled with life
>>
>>140782081
huh, I never realized, thanks. gonna try to find some posts in the archive.
>>
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>>140782074
I really really like this! It fills me with DETERMINATION!
>>
>>140782074
I'm putting this in my game now. I'm going to make it a positive thing.
>>
>>140782461
>gonna try to find some posts in the archive.
Don't bother. A certain someone took them down using mail bombs and anthrax threats.
>>
>>140782627
seriously? what happened?
>>
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>>
Magistrate Elizabeth Langdon said despite the serious allegations she was satisfied granting bail was appropriate, with Mr Ashley’s mother best placed to care for him “at this juncture”.

She imposed a string of strict conditions, including $100,000 personal and surety bail, ordered Mr Ashley to live at his mother’s Bayswater home 24 hours a day unless with his mother attending medical appointments or reporting to police once a week and not to contact or try to contact the alleged victims by any means.

He was bailed to appear in Fremantle Magistrates Court again next month.

Mr Ashley and his family did not comment as they left court.
>>
>>140782074
This is really cute!
>>
>>140782113
Keeping up with school and dev has been a bit difficult, but I've never really left. Still been posting here and there but it's been a long while since my last progress post.
Should be back to posting progress regularly!

>>140782175
I didn't want to overload the game with a bunch of shit to worry about, so keeping it to those three simple values helps out I hope.
And yeah, in that webm, it's going from Neutral to Weak, and being immune to an element doesn't make you immune to things that lower your resist to that element. Now that you bring it up, the message is kinda unclear. Will probably make it more explicit later.
>>
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What would be a good engine to work with, for a dungeon exploring game like wizardry or eye of the beholder?
>>
How do you read up with all these patents? Now you've all got me scared to dev.
>>
I will not be defeated! You can't stop me!!
>>
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>>140783278
Some of them are kind of fun to read. I enjoyed looking up Pixar's and trying to understand wtf was even being patented (pic not related)
>>
>>140783179
One where you'll actually make a game.
>>
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>>
>>140783179
You should try Source! Just look at >>140782074 doesn't it look like real YesDev stuff!?
>>
>>140783578
Go take your medicine
>>
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>>140782074
>>
>>140783431
>>140783578

Is agdg just filled with memes now?
>>
>>140783971
facepunch/420chan for gamedev discussion, 4chan for chatroom bantz
>>
Said I was doing combat next, but realized the current system couldn't support multiple player characters, so I added that relatively easily. Then I had to edit the camera to follow each player, which turned out to be the bigger change in the end. Shit got broken, it was embarrassing.

All's well now. The line of sight code still doesn't support multiple players, but I didn't notice until I'd already made the gif. It'll be a relatively quick fix, though the extra cycles aren't really desirable. I might come up with a new algorithm to avoid basically running the entire thing once for each player, but for the demo, this is acceptable. /blog
>>
>>140783179
No engine is specific to that sort of gameplay. I'd suggest Unity due to personal preference and simplicity though.
>>
>>140784070
Probably should have clarified, both red characters are being controlled by me. Might be obvious, might not.
>>
>>140784036
Thanks I'll give it a look
>>
>its a literally insane shitposter episode
>>
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>>140783179
I'd use unity as another anon stated, Just use pixely textures and sprite enemies and you should be golden.

>>140783971
It's been alot of shills, and shit-posting lately, we'll see if anything gets better. just ignore them and don't give them the attention they crave.

>>140784036
No it inst, stop derailing this threads and trying to get people to leave for gods sake. Is face punch paying you or something?
>>
>>140784382
Make a game where shitposter plays sodoku
>>
good morning
>>
>>140784528
>Is face punch paying you or something?
I'd take this gig but nope. I just like people to know that there are options that don't involve such consistent, rabid shitposting.
>>
>>140784070
>>140784210
>LoS for multiple characters
Is there an optimisation for this? There might be only a single tile difference in what they can see but I don't know how'd you be able to know unless you ran the alg for both of them.

I don't think you have anything to worry about performance-wise, anyway.
>>
>>140784070
Multiplayer? Looks sweet, now I see why you used such minimal resources and such. Keep us up to date.
>>
Could someone make me a goldfish sprite?
>>
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>>140784748
>I just like people to know that there are options that don't involve such consistent, rabid shitposting.
sounds boring
>>
>>140784916
That'll be $700
>>
>>140784943
It doesn't have to be one or the other. I'm still posting here after all :)

Post dev music
https://www.youtube.com/watch?v=FUfrzSrjuhg
>>
>>140784528
Seems like dungeon exploring games like those are a lost art, I'll see what I can manage with unity
>>
>>140784748
You aren't saving anyone anon. We post here because I hate forums. We aren't a bunch of 8 year olds who need parental guidance.

It sounds to me like you just want to get as many people into your own community because you have a distaste for this one.

Just ignore shitposting and it will go away, post your game, and you'll probably get feedback so long as it isn't a complete shot day.
>>
>>140785240
>Just ignore shitposting and it will go away
how long have you been here?
>>
>>140785219
Go for it anon, I'll surely be looking forward to it.

>>140785409
Long enough to know I can just work on my game when people are fighting over politics.

You're never going to get 100% progress posts without nazi moderation or a chill community who knows to stop whining about "4chan was so much better back in the day!"

This is going to be my last reply to you as this seems like poor quality bait, but I'm trying to make other anons who don't know try to understands more. Maybe I should write an /agdg/ guideline system
for newdevs.
>>
>>140784815
There isn't an optimization that I know of, no. I don't personally know of even a single roguelike with multiple player characters, so it isn't terribly well explored territory. I'll give it some thought, though, and post anything I come up with.
That said, no, I'm not really worried about performance. If I was going to have 50+ characters, maybe I would be, but this is going to allow maybe 4. So yeah, fuck it. It'll work well enough.

>>140784893
Maybe I wasn't totally clear: it's singleplayer, but you control a squad of adventurers. I'm aiming for a roguelike that feels less lonely and more strategic.

I'm not crazy enough to try to jam multiplayer into GameMaker. A multiplayer roguelike in a common dungeon would be pretty dope, though.
>>
>>140784943
You're my favourite shitposter, Googs. New yesdev blog when?
>>
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>>140784893
>>140785993
Oh, and:
the simple resources are just placeholders. They're free-use sprites by the guy who made Spelunky. Pic very related. I've modified them just a little.
>>
>>140786068
samefag
>>
>>140786068
coulda spent yesterday or today making it but decided to work on eroge and /lit/ instead
>>
>>140785889
>scrot
>linux faggot
>>
>>140786179
you should continue golden project
>>
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Well got this whole part workin'.
I wasn't actually sure if spells should be in a separate area of the menu or not, hence the fake button on the right.

Might just be easier to keep them as inventory items. Holy tomes or whatever.
>>
>>140786891
Good progress.

On that happy note.

gn /agdg/.
>>
>>140786727
wish i could, still waiting on voice acting for a secondary character
>>
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sup niggus
>>
>>140785993
Just don't quit, enough of us did that already.
>>
>>140787149
is this guy in pain because he is shrinking and all his tissues are being ripped apart?
>>
>>140787219
He's no Urban Champ
>>
>>140787149
>PERSPECTIVE IS A LAZY TECHNIQUE AND SHOULD BE AVOIDED AT ALL TIMES
>>
>>140787149
dude
come on
this is so bad, even for you?
>>
>>140787670
>>140787570
>>140787413
this wasnt a progress post you can fuck off memers
>>
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>>140787476
I urbaned champion your mom.
>>
>>140787750
>he admits he's not making progress and instead making it worse
>>
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>>140787750
>y-you're all stupid, i-it was intentional
>>
>>140787912
>greentext of something not even slightly close to what i said
i said f-u-c-k o-f-f m-e-m-e-c-u-n-t
>>
>>140788057
Why do you always refuse to get better and dismiss any critique?
>>
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anyone have a non-fuckingsuckass explanation of how perspective projection works?

and why do people act as if rectilinear projection is the only way to do perspective projection? it clearly has its disadvantages
>>
>>140788335
>and why do people act as if rectilinear projection is the only way to do perspective projection?
because screens are flat
>>
>>140788335
>and why do people act as if rectilinear projection is the only way to do perspective projection?
Because other projections are disorienting and it's harder to understand shapes
>>
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>>140788406
for widescreen and triple monitor setups you don't want a narrow fov, which rectilinear essentially forces you to, or you get a ton of distortion and everything is zoomed out with a tiny center
>>
>>140788335
because we're in the Twilight Zone right now as the only sane people who understands how perspective is supposed to look in among a bunch of weirdo reptile people.
>>
>>140788668
You'll get even more distortion with other projections.
If the screens were curved, so each point of the screen is at a same distance from the eye, then yes, the cylindrical procreation would work.
But screens are flat.
>>
>>140787893
Are you revengedev's brother or something?
>>
>>140786891
yo
have different bible pages or whatever that can give you different skills

you find these pages through quests or on your journey in new places
>>
>>140788909
well i think especially for a mobile first person game where it's a chore to look around too much you would benefit from having a wide fov as well as a "zoomed in" center with the small screen size

but anyway, does anyone have an explanation for the math behind the standard rectilinear perspective projection that wasn't written by a complete fucking retard?
>>
>>140788958
I'm... the stupid taco known as cris
>>
>refactoring
>3 hours to get back to where I already was
well, it's a little better at least
>>
>>140789929
>tfw all of my progress today has been refactoring
I p-promise it's better f-for the long run...
>>
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Post your first webm you made of your progress
>>
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test render of assets to go on the splash screen and other promo material
>>
>>140790242
Do gifs count?

Also not my current project. Just very first progress gif I made.
>>
>>140790461
gifs are always welcome :)
>>
>>140790461
it looks like there's a slight error in your collision detection. you are off by a pixel or so
>>
>>140765108
lol
>>
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>>140790242
Quite something.
>>
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>>140790242
>>
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>>140790242
>>
>>140790670
Well then here, let me really knock your socks off. Here's gif number 2.

>>140790935
Oh yeah, that code was bugged to shit. I made that gif like 2, 2.5 years ago, when I was first learning how to program and thought making a game sounded like fun. I've come a looong way since then.
>>
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is it possible to be a dev if I can only type max 40 - 50 WPM?
>>
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>>140790242
this is the oldest picture I have for my first project

it was even worse than this at one point, though
>>
>>140791165
Oh yeah, I forgot, that gif got fried by compression. Oh well.

>>140791207
Slowdev is still Yesdev. Just don't be Stopdev, which is a recently made Nodev.

Keep typing, you fucking lobster.
>>
>>140791207
considering you typically only type about 8 words before stopping and thinking, yeah
>>
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Thank goodness for this 3-day week so I can finally get some more progress in!
>>
>>140790974
ded :(

>>140791087
I remember this. Last week?

>>140791165
Looks good mate.
>>
who wants a music dev senpai


https://clyp.it/yxnvxkmr
>>
>>140788335
>>140789283
ok i got the perspective divide working but for my particular application (top down view of player) it looks a lot worse and more distorted than tilting the vertex away from the camera (some sort of spherical/stereographic projection)
>>
>>140791159
Why not just contribute to SS13 instead of making a clone? Or do you have other plans?
>>
>>140791430
What kind of progress are you making tonight? UI?
>>
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are you making your mc cute?
>>
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>>140791617
yah. heres the most recent update
>>
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>>140791737
Gives me something to do plus its all modular I can always just rip parts out for other projects. Byond is disgusting
>>
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>>140791943
But my UI is already done
>>
designing enemies

wanna help?

anywhere i can look for various gimicks that fit the various low/high fantasy creatures? bats, goblins, cyclops, dragons, etc

looking for stuff like racial traits/abilities that might be found in DnD or Warhammer and the like
>>
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>>140790242
>>
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>>140790242
Holy shit I haven't looked back at these for ages. I've came a hell of a long way. First animation ever.
>>
>>140792223
http://www.the-spoiler.com/RPG/New.World.Computing/might..magic.6.1/mm6.html#tm
>>
>>140792193
Well, I didn't know that. Looks nice, anon.
>>
>>140792289
I dunno about your game but you got sick webm encoding skills.
>>
>>140792313
Where's the game though?
>>
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>>140792313
Another early animation. Christ.

>>140792425
Animations that I make go into games. Therefore, animations are progress. Been over this plenty of times.
>>
>>140792370
Why thank you!
>>
>>140792475
Art is not game dev though. Been over this plenty of times.
>>
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>>140792475

>>140792531
It is though. 99% of games require art to function. And games that have bad art, for the most part, are not successful.
>>
>>140792476
furshit OUT
>>
its really sparse in here
>>
>>140792717
so post progress or ask questions scrub
>>
>>140792717
You should try posting more progress.
>>
For a time-based turn system (sort of like ATB) in unreal, should I use Tick() or Timers?
>>
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>>140792609
And youre still not a game dev, posting in a game dev thread.
>>
>>140792893
Ticks. Unless you want timed turns. How is that even a question?
>>
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>>140792638
Are you okay?

Maybe you should post some progress.
>>
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>>140793023
>_Develop_ art specifically for _game_
>Art I _developed_ goes into _game_

>Not game dev
?
>>
>>140793023
>>
>>140793195
>doesn't recognize nodev shitposting
maybe you don't come here often enough

or maybe you can still save yourself
>>
>Boot up godot.
>Try to do something that I have previously done in GML and C# with three lines of code.
>None of the standard python ways of doing it even exist in Godot.
>Forced to use a prefabbed node for no conceivable reason.
>Have to waste two lines of code connecting the node to the player controller.
>Waste time working out how the node is supposed to be used.
>Doesn't work.
>Go to the forums to check if I'm getting the syntax wrong or something.
>Only two threads about my problem.
>First one is wrong, but the OP never came back to confirm it.
>Second one is supposedly "solved" but throws an error.
>Even copying and pasting the "working" code into a test script throws the error.
>The meaning of the error is totally indecipherable in the context of what I'm doing.
>Check the wiki for the error. It's not in the wiki at all.


Did I just get memed on with this shit?
>>
>>140793152
I mean you period in between attacks that you can't attack (say 2 seconds), so you can either
- init a member var to 2s and subtract it by Tick's Delta and when it hits 0 enable attacking
- start a Timer for 2s, and enable attacking when it finishes
>>
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>>140793195
>I don't dev game
A real dev does what you do and everything else.

What games here has your animations? A bunch of l33t noscope headshot animations does not a game dev make.
>>
>>140793445
jesus, I'm not the artfag but fuck off already, no one cares
>>
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>>140793335
People genuinely want to like Godot because it's FOSS, but at this point it's a meme engine.
>>
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>>140793335
>using meme engines
>>
>>140793195
Just ignore the dogposter.
He can't draw, he can't animate, he can't code. He's just trying to bring the thread down to his level, so he doesn't have to be confronted by his inadequacy.
>>
>>140793195
I always enjoy your gamedev, reloadanon. Don't let them get you down
>>
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>>140793492
Alright "artfag". Sick reloads brah do they come with doritos and mountain dew.
>>
Guy who hacked animation into Godot tilemaps here

Want me to pitch my game idea so you can steal it?
>>
>>140793501
>>140793509
I am genuinely mad about how much time I just wasted learning their pointlessly different UI and language just to realize that it's somehow more verbose than c# and less user-friendly than unity.
>>
>>140793818
GOTY in the making here
>>
>>140793629
wow, just wow
>>
>Brain not working
>Trying to figure out an effective way to create platforms (with fallthrough/jumpthrough etc) in GM
>Google the problem on the GM forums
>"Duh just set the platforms mask index to -1 huhhuhuuh" - Some fucking retard
>This is almost every single response
>>
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>find godot thread where anon has exactly the same problem
>none of the solutions posted werk for him or me
>he replies a month later saying 'never mind, fixed it'
>doesn't explain how
>dozens of anons pleading for him to reply to their pms
>>
>>140793967
Could you go something like: When you're colliding with the platform's hitbox and press down or down+jump, the platform's collision is turned off until you're not colliding with the platform anymore?
>>
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>>140793967
>tard-boxer-isolated-on-white-background.jpg
he is isolated in more ways than one
also
>wearing sweater inside out
why
>>
>>140794267
>>wearing sweater inside out
>why
more comfy?
>>
>>140793818
I'm genuinely interested in what you could have in mind that would be worth doing something like that.
>>
>>140794614
maybe if you don't wear a vest or tshirt underneath but who would do that??
>>
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>>140794695
The core concept is like this:

A team-based line-wars game. If you're not familiar with what a line-wars game is, imagine a real time strategy game where you don't control or create units yourself, but you build structures on your side of the map that generate units with a set interval. All buildings on the map generate units at the same time. The map is divided into an arbitrary number of paths, which the spawned units follow. Thus the name line wars.

Each player picks a nation. Each player starts at the stone age, with only two units available: hunters and gatherers. Players progress throughout the ages, increasing their military might and their economic potential as they go along, gaining and losing bonuses and special units depending on what age they're in and what nation they're playing.

From early spearmen to medieval knights, triremes to nuclear submarines, from WW1 infantry to Spetsnaz, from biplanes to Apaches, pretty much every aspect of warfare will be represented.

The working title is:
War Never Changes
>>
>>140795104
>>>/ideaguys/
>>
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>>140795172
It's not just an idea, friend

It's a dream coming true
>>
>>140795104
>imagine a real time strategy game where you don't control or create units yourself, but you build structures on your side of the map that generate units with a set interval.

So how is this supposed to be fun or strategic? If you're imagining a sort of game where both players are playing a tower defense sort of game, then I think you're going to discover pretty quickly the gameplay will be extremely shallow, unrewarding and slow, especially when people work out how to optimally place their structures on the map.
>>
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>>140792313
>>140792475
>>140792476
>>140792609
>>140793189
>>140793195
none of these are games
why even post here if you think some 3d animations or 2d ui art constitutes a game
try /v/ or reddit
>>
>>140795104
>imagine a game devoid of fun
is this another googum in the making?
>>
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>>140795462
Now if he gave the units each their own unique AI instead of simply following a path, that would make a good game
>>
>>140795548
>oh no they stopped replying to me
>better try to start shit again
>oh god I'm so lonely :(
>>
>>140793195
>make "art" that happens to end up in some game
>game dev
>>
>>140795636
I think that his game idea sounds pretty fun
>>
>>140795462
Not tower defence, resource management.

Players will have very limited amounts of resources to play with, yet a lot of ground to cover with those resources.

They'll have to balance between research and making more troop producing buildings, getting a better economy or increasing their production levels to further their military might and gain more territory which leads to more income, choose which lanes to send troops to and respond when the enemy suddenly dogpiles one side, spend resources to upgrade troops to dominate the enemy through technology or just spam more troops if their production allows, and much more. Plus the interbellum (time between waves) will be rather short, so it'll be action packed.
>>
>>140795714
>more gold your majesty
>>
>>140795714
Well yes, units won't just blindly run into eachother. They'll form formations and duke it out properly depending on what age they're from. Late medieval ages will have pike and shot, WW1 era will have trenches, cold war will have napalm.
>>
>>140795749
>>140795104
sounds boring as fuck
>>
>>140795830
>cold war
i don't think that means what you think it means
>>
>>140795749
Okay but like.

Imagine the singleplayer experience. Put up a big thick curtain between one player and the other.

It's now tower defence. Each player's experience will be literally tower defence. You can call it "resource management" or "strategic placement" all you want.

But what you're describing has been a cheap browser game staple since like 2000.
>>
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>>140793195
>Animations are art
>art is game dev

I eat food, and food keeps me alive so I can dev. So food is game dev, post your food progress everyone!
>>
>>140795749
... You don't play strategy games, do you?

The second your game was released, someone would discover the optimal meta structure arrangement and build order for each map and then every single game turns into a marathon deadlock.

>>140795714
Even if he did that, the game mechanics would never survive in a multiplayer centric game.
>>
>>140795957
a war fought with many colds
>>
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>>140795732
>being this salty people aren't sucking up about some nongame animations
>implying everyone hating on it is one guy
try reddit where you can enjoy upboats and just plain fuck off from this community
>>
>>140795957
I know quite a lot about the Cold War. Vietnam played a major part in it. Napalm played a major part in Vietnam.

>>140796012
It's not tower defence at all, seeing as the goal is to destroy the opponent's capital, not to defend yours. If sending units to kill the other player's units and destroy his base is tower defence, then Supreme Commander is tower defence.
>>
>>140796091
The logical leap in your reasoning is
>so I can dev
Does the game need food? No. Does the game need art? Yes.
>>
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>>140795830
>cold war will have napalm
this makes about as much sense as saying vietnam war will have grenades
>>
>>140796183
Is there a way to defend your base?
>>
>>140793195
Oh it's you again. Prepare to get heckled by nodevs.
>>
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Fancy new animates
>>
>>140796116
Only every match will be different because which nation you select will have a huge impact on your game, and the enemy gets to pick nations as well. China will be a powerhouse during the Ming period, but will get absolutely destroyed in WW2. Russia will suck early on, get mediocre around the renaissance area, get huge close to Napoleon, get stronk post-WW2, simmer down a bit near endgame.

>>140796314
Napalm was invented during the cold war. Hence, the Cold War era will be the first to feature napalm. I don't know what's so hard to understand.

>>140796338
Your base will start off with a set of defences which evolve as your nation does, but there won't be a way to add to them. They're just anti-rush measures. Field-fortifications will automatically be added to positions you capture.
>>
>>140796487
wikipedia says napalm was first used in the euro theater of WW2 and also extensively by the US against japanese cities
>>
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>>140796457
Looks good anon, I like the lighting from the muzzle flash.

>>140793618
Hey thanks homie, have a new render since I changed that animation up a bit.
>>
>>140796692
Napalm B (what we refer to as napalm nowadays) was invented post-WW2.
>>
>>140796845
thanks anon
>>
>>140796183
>If sending units to kill the other player's units and destroy his base is tower defence, then Supreme Commander is tower defence.

But it is absolutely tower defense. The only difference between your idea and pure tower defense is that your towers produce units that that go and kill the incoming waves (this has been done already) before they hit your proper defenses. Then, unless one player is dramatically inferior to the other, the two waves will be virtually equal in strength and the wave that wins won't be strong enough to scratch the enemy's defenses, resulting in an eternal deadlock.

>Only every match will be different because which nation you select will have a huge impact on your game,
You need to play multiplayer strategy games before you try to make one.

If each nation has strengths and weaknesses, then each team will have a cookie cutter metagame to match and whichever nation's meta is the strongest will always get picked. Case in point, Russia will never ever get picked, because they will lose the early game. If people play china and don't win before WW2 they will GG out when that era hits.

The bottom line is that if you can't control your units at all there is no room for player skill to come into the multiplayer gameplay and people will be bored with the game within a couple of matches.
>>
>>140796487
>China will be a powerhouse during the Ming period, but will get absolutely destroyed in WW2. Russia will suck early on, get mediocre around the renaissance area, get huge close to Napoleon, get stronk post-WW2, simmer down a bit near endgame.
I can't even convey how retarded I found this. Like I've typed it out multiple times and it just doesn't show how fucking confused I am about how you thought this up or how it relates to the conversation.
>>
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>>140796919
Don't mention it, senpai

>>140797032
>The only difference between your idea and pure tower defense is that your towers produce units that that go and kill the incoming waves

So Age of Empires 2 is a tower defence game where the only difference is you build an economy and a war machine instead of towers. Gotcha.

>the two waves will be virtually equal in strength

Not true, see nation differences, unique units/bonuses, team bonuses, differences in strategy and economy.

>the wave that wins won't be strong enough to scratch the enemy's defenses

But they will be able to take the fuckton of undefended land between the enemy's base and the last captured outpost, which results in an income bonus, which results in disparity, which removes the deadlock. Furthermore, artillery which outranges defences will appear starting in the medieval age.

>The bottom line is that if you can't control your units at all there is no room for player skill to come into the multiplayer gameplay and people will be bored with the game within a couple of matches.

Does Civilization require 'skill'? Not any more than what I am describing. Does Civilization get played? Yes it does.
>>
>>140795104
Expect to be sued by literally everyone who made maps for Warcraft 3.
>>
>>140797537
All the DotA clones got off fine, I'm sure I will too.
>>
>>140796824
GOON SQUAD :^)
>>
I took a break on my game to work on art so I can put out something that isn't pixely, but goddamn, I'm so bad at it. I've tried the /ic/ guide, loomis, ctrl-paint, and drawabox, but I'm just not making any progress and everything I draw looks like shit and I'm completely unable to visualize anything in 3D like all the guides tell me to.

Should I just stick to pixels or keep going at it?
>>
>>140797353
>So Age of Empires 2 is a tower defence game where the only difference is you build an economy and a war machine instead of towers. Gotcha.

What the actual fuck are you talking about? Half skill factor in standard RTS games come into play because you are able to directly control your units and tell them what to attack and when. Your game is NOTHING like AoE.

>But they will be able to take the fuckton of undefended land between the enemy's base and the last captured outpost, which results in an income bonus, which results in disparity, which removes the deadlock.
So basically, whoever wins the first fight wins the game? GG russia players.

>Does Civilization require 'skill'?
In civilisation you choose to create your units and have direct control over them. Your idea is NOTHING like civilization.

What your idea is, is a city builder + tower defense. It could work if it were single player only or you gave the players some strategic control over where and when their armies attacked, but what you have now is the epitome of a unworkable ideas-guy concept that doesn't understand the genre or the audience that it's trying to go for.
>>
>>140797793
>work on art
Come back when you're working on your game again.
>>
>>140797793
Pick a gimmicky artstyle that looks ok but is well within your capabilities. Take every shortcut you can. In a word: Programmerart

You don't have time or motivation enough to git gud at art from where you are.
>>
>code is working but UI isn't updating properly
well fuck

I know it's just 1 wrong check somewhere
>>
>>140797793
make actual 3d or you'll forever be doomed to be an obscure smug mocha frap sipping hipster fag dev wannabe
>>
>>140798290
>smug mocha frap sipping hipster fag dev wannabe
That's a funny way to say "a millionaire"
>>
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>>140798417
>"a millionaire"
>what you think you look like
>pic
>what you actually look like
>>
>>140796457
Not bad, anon, emphasizing speed over more frames was a good choice.
>>
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Im planning to fill thi shit with 2deep references (like people nailed in crosses and shit) and let the player move around discovering things
Yay or nay
>>
>>140798661
All that's left for you to do is suck journalist cock and you'll be rich.
>>
>>140798661
Movement has to be fun for it to carry a game as the core mechanic.
>>
>>140798661
>making yet another "art" walking sim.

NAY
>>
>>140798762
Discovering shit is the core mechanic.
>>
>>140798864
That's not a mechanic, that's some assets scattered around a map.
>>
>>140798864
it needs some depth to it like a mystery to figure out or a puzzle to solve
>>
>>140798661
NAY. Literally nobody will care unless you're a marketing god
>>
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ok, I got realtime turn delay working

now I have a couple options for what to do next:
- make attacks deal damage
- true turn-based mode
- make attacks autotarget at closest enemy
- let enemies attack
>>
>>140798932
No, the assets are exactly that. They are assets that support the primary game mechanic: exploration and experimentation. Just as assets are required to make a movement "mechanic" functional/fun.
>>
>>140799073
your "game" sounds stupid as hell at least put some more effort into it than just putting some assets on a map
>>
>>140799073
Support elements supporting an unfun central mechanic are wasted.
>>
>>140799190
I'm not the developer
>>
>>140799291
I'm not sure why anonymity is encourage on this general.
>>
>>140799310
go to reddit
>>
>>140799310
So you can talk all this shit and, even though everyone knows you've got nothing to back it up, you don't have to take the social hit. I'm not sure why you want to get rid of that.
>>
>>140782074
fuck you nigger, get cancer fucking faggot
>>
>>140799825
>being this upset
>>
>>140799635
Well I suppose there's that ostracizing autistic namefags has never got them to fuck off.

Mostly it'd prevent simple misunderstandings like this, if devs at least slapped on a name when solely discussing their own progress.
>>
>>140799908
>>>/plebbit/
>>>/gaysbook/
>>>/tumblwhore/
>>
>>140799908
All you said was the game was shit, does it really matter who gets the (You)?
>>
This thread has some of the most autistic attention whoring cock suckers who would do anything just to be noticed one more time, I thought you guys would understand.
>>
>>140800114
Okay, /v/. We all appreciate your shitposts.

>>140800137
I'm not that guy.
>>
>>140798661
meh
>>
>>140800208
>I'm not that guy.
Did you think that was clever?
The author of that post literally doesn't matter. We're not talking about who posted the post, we're talking about the post itself.
>>
>>140800354
>We're not talking about who posted the post
Except we were. Hence the discussion about anonymity. If we're not even on that basic page, no point in this discussion.
>>
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>>140800196
I understand, anon.

I understand.
>>
>>140800196

But anon, what good is a game when nobody knows you and your game? You release your game and nobody is going to play it.
>>
>>140800352
Said the experienced game developer with numerous successful games.
>>
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RECAP MONDAY!
European NEET Edition.

Time to show everyone how much progress you made last week! Remember to reply with progress or I might not catch it.

Good luck to everyone and keep on deving!

Game:
Dev:
Tools:
Website:
Progress:
>>
>>140800532
I think that's the first time anybody has said that about Googum.
>>
>>140800470
This is a perfect example. If you had a name, everyone would see you acting like this and know just to ignore you in the future.
It's always people like you, who rely on the anonymity more than anyone, who are the ones that try to attack it.
>>
>>140800583
Game: War Never Changes
Dev: Anonymous
Tools: Godot, Gimp
Website: boards.4chan.org
Progress: ANIMATED TILESETS IN GODOT
>>
Before I start anything would a Doom-like game be too overdone at this point? I see a lot of trying to be 'like classic FPSes'.

I was inspired by the level generator in the Oblige tool and wanted to do something similar instead of a bunch of pre-fab room connected by obvious doors.
>>
>>140800679
>no picture
>>
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>>140800583
Game: Kobold Adventure
Dev: Koboldev/TinkeringTurian/GarrusVakarian
Tools: HTML5, JavaScript
Website: http://garrusvakarian.github.io/
Progress: A dog can pee on you now!
>>
>>140800658
"Attacks" is the word, you perceive any criticism as a threat.
>>
>>140800736
Doom-likes are basically non-existent these days, but you would probably want to think pretty hard about how you're going to make the game fun and whether you want to go full nostalgia mode or just ape the fundamentally sort of Doom mechanics, but with updated art and so forth.

The thing about corridor shooters is that the things that make people feel nostalgia for the genre are also arguably just technological limitations that the FPS genre has moved on from, so making the game both fun and nostalgic could be tricky. Making a game with massive battle areas and hordes of enemies like the original serious sams might be a better choice if you want to capture the "old school gameplay enhanced with new technology" feel.
>>
>>140800754
It's not like he's actually going to make the game anyway.
>>
>>140800602
pretty sure he was being sarcastic, nobody here genuinely respects googum
>>
>>140801231

I don't understand this. Old school shooters weren't about ridiculous amounts of enemies and battle arenas though. Serious Sam is not reminiscent of games like doom, doom never was about these things.
>>
>>140801592
Except homph.
Man.
What happened to homph? Remember the times when he was cool?
>>
>>140801757
>Old school shooters weren't about ridiculous amounts of enemies and battle arenas though
Well I remember Marathon being like, half that.
>>
>>140801791
>homph
>cool
pick one
>>
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>>140801791
homph has become an absolute wreck
he used to be one of the most promising yesdevs here, now he's as much as a joke as googum, only difference is that he's self-aware and doesn't attentionwhore AGDG

> mfw vampire of the sands
>>
>>140801791
> homph
> being relevant whatsoever
does he even dev?
>>
>>140800786
Why can't I have a one letter name?
>>
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Had a good week of progress and had time to create a progress video.
https://www.youtube.com/watch?v=_iV9TQjJn64

Now i've start on some interactive toys for the duck.
>>
>>140802068
There's a minimum name length.
>>
>>140802118
But why.
>>
>>140801757
>Serious Sam is not reminiscent of games like doom, doom never was about these things.

I'm talking about "old school" shooters in general.

The problem with making a Doom-like is that doom-like map layouts are considered very bad gameplay in contemporary shooters, so unless you make it very obvious that you're paying homage to Doom, people will just assume that your level design is boring and bad. Then, even if people do get that it's supposed to be a homage and get all nostalgic, that doesn't mean that they won't find it limited and boring when they actually experience the gameplay.

To justify the existence of an old school shooter in 2016 you have to play to people's impression of what as old school shooter is i.e. fast paced, no cover, no stopping, shit loads of bullet soak enemies, blood explosions and high difficulty. Games like brutal doom, pain killer and serious sam are what people think old school shooters are.

So the question is, how are you alter the Doom-like model with modern tech and gameplay mechanics to satisfy both nostalgia and people's idea of what a modern old school shooter should play like?
>>
>>140798983
So it's a M&M/Wizardry clone? Cool. Those games are rad

>>140800583
>anime recap with nogaems
No thanks

>>140802084
>those balls
a meme supreme
>>
>>140802068
Because Z is dead and we ain't no men in black.
>>
>>140802084
You should get some actual duck noises. Ducks don't quack like that when they're just walking about.
>>
>>140802208

Why are kobolds so stupid? Are they like retarded?
>>
How did Hyper Light Drifter take 650k to make?

Does it really cost that much to make a top down sprite game with 4 areas + 5 bosses? If not, where did all that money go, and how much money would you actually need to make something similar?
>>
>>140802413
Kobolds are not stupid! Kobolds are smart (for their size)! A-atleast they're smarter than animals! Well most animals, at least.
>>
>>140802737
It cost 30K, the initial goal, most of it which went to hired help for the OST and SFX.

The rest was blown.
>>
>>140802737
>Does it really cost that much to make a top down sprite game with 4 areas + 5 bosses?
Fuck no.

>If not, where did all that money go,
Into their pockets.

>how much money would you actually need to make something similar
No money at all if you're good at pixel art, competent at scripting and have plenty of free time.
>>
>>140802737
It probably took 27k to make. Just like their initial goal. The stretch goals are never proportional.
>>
> when you're considering making a dwarf fortress/rimworld clone but know you're going to fail spectacularly
>>
>>140803154
Just like make game.
>>
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>get code compiling after not touching it for months and doing major refactors
>segmentation fault
>>
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Ok added some marks on the ground. Now i have to think a story/puzzle /mistery that involves ancient peruvians on the moon
>>
>>140803603
They ayy face made me jump a little.
>>
>>140803603
You are the Peruvian
You made the marks
The moon is actually Earth
You are tripping balls on some dank Peruvian kush
>>
man this place is even more of a shitshow than it was a year ago
>>
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I don't care who does the recap, as long as there is one, I find the thought of having nothing to post on Monday pretty motivating

>>140800583
game: Ctesiphon
dev: Stomy
tools: LibGDX, Blender, GtkRadiant, GIMP
website: stomygame.tumblr.com
progress:
+ Added a keybinding system, but no way to change binds in-game yet
+ (From last week, where I missed the recap):
+ Enemies now have pathfinding! Will need more refinement later, but it works!
+ Added a very basic death state
>>
>>140803784
Every year it just seems to get worse. There was a time when a lot of different games were being worked on, and even decent devs like hopoo regularly posted progress here.

that other chan™ is also dying

Maybe imageboards are just coming to an end.
>>
>>140804113
They will soon be replaced by video boards where every thread is a live skype video chat
Imagine the cred you will get if you are a qt
>>
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>>140804402
So THAT's the next plan, Zuckerberg? Glad to see you know how to market it to this audience too.
>>
>>140804402
this but vr so you don't even have to be cute irl
>>
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>>140804574
>>
>>140804574
What is that? Is that some facebook vr? like second life but AAA and in vr? that would be fucking sweet
>>
>2020
>All imageboards replaced by virtual reality image experiences
>>
>>140804728
That shit is uncomfortable for long periods of time.
I'm surprised I see nobody talk about this.

VR won't "replace" anything for as long as we have to wear bulky boxes on our faces.
>>
>>140804728
But that is going to be cool. Imagine sitting in your damp, stale urine reeking room, overflowing with empty hot pocket wrappers and pizza boxed cowered in brown straked crusty boxers, and then you put the vr set on and suddenly you are sitting in a neo-punk conference room and cat chat with other people there, and even walk around thanks to motion tracking, and have an makehuman model as an avatar, with motion tracking sensors on fingers as such, so full physical motion can be transfered to the avatar. that is going to be so cool
>>
>>140804912
Nah in under a decade it will be no bigger or heavier than metal sun glasses, or can headphones
>>
How is ogre 3d?
>>
>>140805039
meme
>>
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>>140805016
>under a decade
You're a funny guy.

But when VR glasses look like pic related, then it can start replacing stuff for good.
>>
>>140804659

No, its just Facebook marketing oculus.
>>
>>140805158
In a century or so vr headset will be basically a pair of contact lenses powered by the body head or the eye liquid. Holy shit thanks for the depressing feel of being born too soon to enjoy such marvels of technology like biological immortality. Thanks alot asshole.
>>
>>140805039
Its ok. Tough to get into the swing of but once you do it's quite intuitive.

Its impossible to 1MA 3D though. If you just want to mess around and get your feet wet try Blender.
>>
>>140805314
>Its impossible to 1MA 3D though
It really isn't. It's not any harder than 2D (still fucking hard if you're trying to make something worth playing).
>>
>>140759639
BEST GIRL
>>
>>140805423
>It's not any harder than 2D
Stop lying to these poor people.

It's possible, that's true, but proper 3D dev (i.e. not a rolling Unity ball) is a lot harder than 2D.
>>
>>140805423
Using an engine maybe. But I don't know of any 1MA that's completed a 3D game developed from the framework level (e.g. Ogre3D)
>>
>>140805491
I want to know what your criteria is here.

>>140805556
I'm talking at a "cuts as many corners as possible and is concentrated on actually getting a game out" level.
>>
>>140792012
My MC is (You)
Why aren't you making my MC cute?
>>
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>Valgrind reporting errors in code file you thought you had made bug-free
>you haven't looked at that code since you started the projects months ago
>>
>>140805898
Hope you commented like a motherfucker, fuckboy.
>>
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Hey /agdg/. Was the musicguy from awhile ago, pic related.

Was inspired to make this recently after playing SMT Nocturne. Tell me what you think friends.
https://clyp.it/mi5cg4kb
>>
>>140805969
>tfw look at old code to debug
>neat 70% of my code is commented this is going to be a piece of kek
>look at comments
>if(poop == true) // if poop is true then continue
turbofug
>>
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>>140806196
Every time, ey
>>
>>140806196
rip
>>
>>140805556
>But I don't know of any 1MA that's completed a 3D game developed from the framework level (e.g. Ogre3D)
madman
>>
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Table model and more surface interactions. Need to fix some problems with the clipping, table normals, barbarian specular maps.

What are some things to put on the table?
>>
> your audience doesn't know what they want
> the job of a dev is to figure out what they want
Well AGDG, do you know what your audience wants to play?
>>
>>140806559
maybe something like counter strike, but for free and is much better
>>
>>140806559
My audience is me and likeminded people, with decisions being made to make the product more accessible without compromising what I want from it.

Easy street designing.
>>
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Friendly reminder to write DETAILED and VERBOSE comments so you can stroke your dick to your own code later!
>>
>>140806559
My audience is people like me.

So basically what I want.

Only problem comes from the fact that after working on my own game for more than 4 months I become numb to it and can't tell if I'd enjoy it or not.
>>
>>140806559
Getting the game working is too much work already, I can't afford to concern myself with matters such as whether anyone will play it or not.
>>
>>140806559
screaming flashing epic maymay sparkly click-to-win buttons with pop culture references and 15 year old memes and buzzwords such as "immersive open world voxel crafting survival horror"
>>
http://www.strawpoll.me/10108636

what os is aggy on
>>
>>140806815
>http://www.strawpoll.me/10108636
>No option for windows 8

I just turned updates off, baka.
>>
>>140806815
>http://www.strawpoll.me/10108636
> No Windows 8
you literally omitted the most popular choice
>>
>>140806724
>//Create load stack if not available
>makeLoadStackIfNotPresent();
why.gif
>>
>>140806897
>>140806865
i don't take kindly to windows 8 degenerates sorry
>>
>>140806950
but you put windows 10 on the list
>>
>>140806395
Probably just anything that can be put on the floor?

>>140806559
Nah son, gamedev as a hobby. Which means the only audience I'm interested in is myself.

Marketability sounds like the worst design criteria ever.

>>140806929
>>140806196
Yeah inline comments are rarely useful if you pick good variable names. Function docs and external architecture notes are far more useful.
>>
>>140806950
>no windows XP
Really nigga?
>>
What kind of game can I make with procgen that isn't your typical dungeon crawler or early access crafting survival sim?
I'm addicted to procgen because I lack the ability to create content.
>>
>>140806998
even 10 is better than 8
>>
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>>140806929
Friendly reminder to make sure that your function names are always CLEAR and KOBOLD READABLE!
>>
>>140806815
no [my specific OS]?? what the fuck man
>>
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>>140806815
>5 Linux choices
>2 Windows choices

THIS IS HOW INSECURE LINUXFAGS ARE

JUST USE UBUNTU OR WINDOWS YOU SPECIAL SNOWFLAKE FAGGOTS
>>
>>140807087
But level design is like the most casual, easy part of general asset creation.

Well if you're taking the emphasis off design, it'd have to be mechanically focused. Twin-stick shooter comes to mind.
>>
>>140805990
sounds good, drums kind of hurt my ears though
>>
>>140807306
Good to know man. I guess that means it's a bit loud then. Thanks.
>>
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>>140807267
> suggesting a procgen twin-stick shooter
>>
>>140807254
>ubuntu
>missing out all those bleeding edge features for some bogus 'stability'
>>
>>140807462
Surprise, procgen titles blend in together and generally do little to distinguish themselves.
>>
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>>140807523
Am running Debian Unstable.
Can confirm, my edges bleed.
>>
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LIKEKS BTFO
>>
>>140807713
Good. I want the casuals to be kept away from my OS.
>>
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>>140807713
>windows 10
>any votes at all
>>
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>>140807821
Those are just confused Windows 8 users
>>
My dream is to learn java and make a mobile app to bring everyone together.

I work full time and have no time to learn java, though
>>
>>140807713
why no winxp option?
>>
>>140808263
> macromedia flash 8
> actionscript 2
> windows xp
> 36 years of age
hmmmmm
>>
>>140808309
pick 3
>>
>finished the JSON parser for my items

Thanks for the idea anon from yesterday.

It's all so much more readable and I can change it easily.
>>
>>140808387
I pick "hmmmmm" "age" and ">"
What do I win?
>>
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r8
>>
>>140808964
jewnity
>>
>>140808964
kickstarter when?
>>
>>140808790
a kaiji dogpost
>>
>>140807462
>>140807525
All of those games are markedly different and instantly distinguishable, though.

If there's a reason to hate procgen twin stick stooters, it's because rogue-like mechanics are garbage in general.
>>
Is it just me or is Game Maker's collision detection a little... slow to trigger?
>>
>>140808423
>JSON parser

JavaScript makes this so easy. Why can't other language follow suit?
>>
>>140805556
Banished
>>
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>>140809235
>Game Maker
>slow

how about you program it yourself it's fucking easy stop being such a lazy faggot

http://mollyrocket.com/849?node=849
>>
>>140809419
No thanks, I'm a hack. I'll just design the assets so the collision detection isn't noticeable.
>>
>>140809235
Game Maker's default collision functions are slow as fuck, but not in the way you're implying. That's entirely you doing it wrong.
>>
>>140809337
I stand corrected.

To all anons who consider themselves equally capable as Banisheddev go right ahead on writing your 3D game in OpenGl

>>140809243
JSON parsers are easy in any language. They all would already have libraries to do it for you, I'd imagine.

>>140809518
2D collision detection is for real pretty easy. You should do it just for the learning experience. Actually understanding what is and isn't possible in physics engines allows you to imagine all sorts of groovy games without selling yourself on an impossible idea.
>>
>>140809243
I'm using monogame with c#, the parser itself was really simple by just using JSON.net library.

The problem was changing my classes so they could easily get the data from a json object.
>>
Just got pathfinding working
my dorf fort clone is 95% complete
>>
>>140809759
I'll give it a go.

>>140809678
Probably is on me, actually.

Yeah I think I know what I've done, whoops.
>>
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>>140809986
fuck I forgot my image
>>
>>>/qst/6116
stole our drawfag
>>
which one is better for 3D. Blender or google sketchup ?
>>
Long time out of the dev game, can someone just quickly say if Unity's lighting still massive sucks donkey nuts or not?
>>
>>140810348
I heard blender was better for [video games]
>>
so ue4 or unity?
>>
>>140810479
UE4 is better, but if you're new to game dev, Unity will be easier because literally every question you could possibly ask has been asked 9 times already online.
>>
>>140810479
Source
>>
>>140810348
sketchup is for interior design
>>
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>>140800583
Game: Zero Quest
Dev: me
Tools: GM
Website: zeroquest.tumblr.com
Progress:
+ barely did any dev and now feel bad about it
+ started work on the "low health" animations for each character (i know not-Sailor-Moon's arms look weird)
+ finished adding microgames for each character's starting skill
+ added a new enemy (entire football team)
>>
>>140810931
How would you rate your experience with Game Maker so far? I'm doubting between it and Godot for my turn based strategy game.
>>
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>opengameart in OP
>shit art
>unchecked submissions
>forum spammed by bots
>dead irc
Why do people keep on suggesting this shit place? Just remove it from OP already.
>>
>>140811064
Do you have a better place for free art?
>>
>>140811060
I've tinkered with GM for years and never felt like it was holding me back. I'm mostly using it because of familiarity though (started with it in highschool).

The most annoying part of GML is the lack of first class functions. You can mostly replicate the same functionality using the script system, but it's annoying.

I don't know anything about Godot so I can't comment on that. I know GM has a lot of resources online (and you can always ask GML questions here - I answer any I see) - so that's one potential advantage GM has.
>>
>>140811292
Or you could just spare some money and hire an artist to get good graphics. It's a win-win.

Or if you're taking free 'art' from that place then it's probably a good idea to just make your own.
>>
>>140811373
How big is Game Maker in terms of file size?
How much memory does it use while open and idle?
>>
>>140811581

These questions and many others could be answered by downloading and trying out the program alongside a tutorial. No matter what he says you are really just making guesses until you try it out for yourself.
>>
>>140811502
>these free art sites are stupid and bad just give us artists shekels like a good goy he he he
wasn't 700 dollars enough already?
>>
>>140811581
Do you mean project filesize? Zero Quest's GMX folder is ~10mb at the moment. 99% of the space is resources (images/sounds/etc) - the actual GM related metadata is minuscule.

GM:S itself uses about 700mb of disk space and idles at 550mb memory (for me with Zero Quest open).
>>
Finding free artists isn't nearly as difficult as AGDG makes it out to be
>>
>>140811976
finding programmers that aren't enginedevs or unity ball rollers however... now that's a difficult task.
>>
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>>140800583
Game: Running Cables (wt)
Dev: Lintire
Tools: GM, Photoshop
Website: none
Progress:
-All movement mechanics fully implemented
-Combo system partially implemented
-Ugly placeholders fully embarrassed of
>>
If making your own engine is so great why does nobody ever post progress on a game made in their own engine?
>>
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burd
>>
>>140812283
Amazing.
>>
>>140812283
noice
>>
>>140812283
Outstambign
>>
>>140812283
Does it deform ok? I could never figure out how to make low-poly joints deform well

>>140812259
Enginedevs just don't shitpost about it.
They post their progress, get no replies because they're not memelords, and go on their merry way to make more progress
>>
>>140812516

Let's see your game then.
>>
>>140811925
free artist is most likely someone who is a programmer too and just uploads his art in opengameart
a real artist spend hours everyday in and out of work to improve, that's the major difference
>>
>>140811976
a collab is different than free art. you have complete freedom to do anything you want with public domain art, but if it's done by an 'free' artist you don't actually own it.
>>140811502
>spend money you don't have
>win
pick one
>>
>>140812651

Why does it have 2 sets of balls wtf?
>>
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>>140812723
every
single
time
>>
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>>140812283
I want to yiff your burd. Is your game a furry porn game? Please say it is.
>>
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>>140812516
>Does it deform ok? I could never figure out how to make low-poly joints deform well
I'm off to see that now. I vaguely remembered a guide telling me to put some triangle cuts on the joints like this for better deformation, let's see if it works.

This is the first thing I modeled in like half a year, and I finally started going through Unity tutorials at a good pace. Want to make some small topdown action prototype by the end of the month. I've been a huge nodev for months but I'm trying to commit to this whole hobby gamedev thing more seriously.
>>
>>140813010
Good work pulling yourself up by your bootstraps, anon.
>>
>>140813010
You're an inspiration to all of us
>>
>>140812516
>I could never figure out how to make low-poly joints deform well
add loops around deformation areas and learn rigging properly and not half assed
>>
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If you are making an entry for Ludum Dare or other jams, I will make a free song for you.

https://www.youtube.com/watch?v=dQgETkYoIgo

Steam/Skype: Levakama
>>
>>140812516

Engine devs are not artists and more often than not their graphics are limited to asci or placeholders which might not be the most visually appealing thing and even if the technical side of things is impressive or fun if its not appealing to the eye not many people will be interested(most people just like visual stimulation and eyecandy)
>>
>>140813995
Yeah that's a much more reasonable explanation.

t. salty enginedev
>>
>>140792289
Nice, it's gonna be a platformer?
>>
>>140813995
>most people just like visual stimulation and eyecandy
That's a given.

Even when looking at agdg games you can see that the most praised games are the generic platformers with a cute characterTM.
Games trying hard like that old ant-simulation, or that tactical game in Java are just being buried alive and totally forgotten.
>>
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>>140800583
Game: Luvvie Ducks
Dev: Gremolin
Tools: Unity, Blender
Website: just a youtube channel with progress vids I guess :/
Progress: Basic adoption screen, Quack and second duck skin.
>>
>>140814551
So the solution is to throw explosions and cute girls in your simulation games?
>>
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Made a wonky "Adding something to inventory" flair animation.

Packed weekend, so little progress.
Programmer made a knockback effect to the player taking damage, and added damage numbers and hue shift to stuff that takes damage.
>>
>>140816039
How is your programmer rendering these gifs?
>>
>>140816039
The second plate on his arm sort of disappears when it reaches his chest.

Also is this the resolution it's going to be rendering at? A lot of minor details become exacerbated when displayed a different one.
>>
How the fuck does one depressiondev?

I'm too tired all the time to be able to focus enough to dev, but nodevving makes me more depressed over time and more tired.
>>
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>>140800583

Game: Unnamed Vania
Dev: Theonian, Razmig
Tools: GM(?)
Website: http://theonian.tumblr.com/
Progress:
-11 new MC animations
-some unfinished background assets
-work on inventory
-working health bar
-taking and dealing damage
-damage effects (hue shift, knockbakc, dmg numbers)
>>
>>
>>140816365
Lots of little changes to lifestyle. Until you have enough willpower to remove distractions and concentrate on what it is you need to do.
>>
>>140816101
By use of a sprite sheet?

>>140816183
Yeah, it was meant to look like it moves a bit backwards, but it might be better if he just keeps it still, I suppose.
>>
>>140815932
You're lucky. Nowadays it doesn't have to be a cute girl anymore you can throw in some gay furshit or pander to the fat acceptance crowd by throwing in some fat independent black girl.

But if you just want to please agdg then you should stay with the cute girls. You don't even need to add explosions, just make her jump on enemies or throw the same momoslash animation throughout the whole game.
>>
>>140816653
Are you using aseprite?

How long have you been doing pixel art?

What advice would you give pixel art-wise?

Any favorite pixel art from games or from certain artists you're inspired from or looking up to?

Have a nice day.
>>
>>140816636
What's with the random pedo posting?
>>
>>140816365
>>140816642

I actually found that having lots of distractions makes you appreciate when you do have free time.

I have a girlfriend, a house and two kids. Free time is a rarity so I'm more eager to dev when I get it.
>>
>>140816918
shes not a pedo
>>
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>>140800583

Game: Virtua Wave
Dev: me
Tools: Unity, Blender, Substance
Website: gamedev-neoncity.tumblr.com/
Progress:
+added a new water shader
+added jumping hoop ring thingies and dolphins
>>
I am trapped.

A very sleepy little man in a hellish nodev prison of depression.

How the fuck
>>
>>140816927
If you're able to maintain a house, a girlfriend, and two kids, you're probably not having the willpower problems most of these neets do.
>>
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>>
>>140817205

I like the look of it but everytime I see your progress I am not sure what exactly you are supposed to do or what is happening or what I am supposed to be looking at.
>>
>>140817205
Well looks... actually I'm not sure what's going on there.
>>
>>140814551
>Games trying hard like that old ant-simulation, or that tactical game in Java are just being buried alive and totally forgotten.

This sort of opinion here is one of the worst sins an indie dev can commit. The amount of attention that your game is entitled to is not directly proportional to the amount of effort you put into it, especially if you're putting in the extra effort for no reason.
A game's merit is based on how interesting and entertaining it looks and sounds, if your game looks like a janky, ugly mess with no obvious entertainment value that makes up for what it looks like, nobody will ever care and nobody owes you attention, regardless of how much time and effort you wasted building an engine for your subpar product.
>>
>>140817040
Depression is a feedback loop that is misfiring your sadness impulse of "attract those around me to help"

The solution is CBT (Cock and ball torture) Cognitive Behavioral Therapy. You must consciously decide your thoughts. Identify that depression is attempting to spiral you into deeper sadness in a desperate effort to make you sad enough to attract help.

Ignore this impulse.

When you catch yourself thinking about things being bad/sad/pathetic stop and correct yourself that no, in fact, things are okay. Not in an ironic, "this is fine.jpg" just stop any thoughts that tell you that you should feel like shit.

Next, smile. not grimace, not like a big fake ass manic grin. Just smile, smile because of what ever reason you think is a good reason to smile, smile. Your brain isn't as unified and coherant as you think it is. If one side detects you smiling it will say "Shit, wait, did something good happen? I wasn't paying attention, but he's smiling so I guess it did, send him some endorphin."
>>
>>140817392
>>140817441
Some sort of dodge/boost I think
>>
>>140817663
Pinpoint.

No need to overthink things, it's usually as basic as it seems.
>>
>>140817663
The lighting system was throwing me off, I guess.
>>
>>140817447
>if your game looks like a janky, ugly mess
Funny that it's the only thing you could came up with.

Talking about the 2 games I mentioned earlier, they were pretty solid and almost done. They just didn't get any attention because at the time we had the cute platformers hype taking over agdg, with cgg, charlotte, catmouth models etc.

Actually your post can be used as an argument for my previous one. There's no need to try to make a good and complex game where you can just throw cute things doing basic things on the screen and get tons of replies.
>>
>>140817205
... Why a heart though?
>>
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Day #1 of Angle2D dev:

Learnt how to handle input. How to process messages and how to initialize, enable and access Box2D.
>>
https://a.uguu.se/akibze_2016-05-02_11-38-12.mp4

Added a dialog thingy
>>
>>140817985
From humble beginnings, anon.
>>
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>>140816853
>Are you using aseprite?
No. Just MS paint, and then Gimp to convert it to a gif.

>How long have you been doing pixel art?
About 4 years?

>What advice would you give pixel art-wise?
Just draw up shapes first, then clean up your lines, and then rebalance the colours to not look like puke in Gimp. Or you can be smart and choose a palette before you go to work, of course.
The cleaning up of lines might not make much sense in the beginning, but try a lot and you'll start noticing patterns. One general advice is to leave as few single pixels as possible. You'll almost always want at least two pixels of the same colour together, or three pixels making a "triangle". Single pixels can be used for highlighting very few and specific spots.
I have the worst work cycle though, and I never learned anything the proper way, so my advice might be shit.

>Any favorite pixel art from games or from certain artists you're inspired from or looking up to?
I have never figured out the names of the artists, but the guys who made sprites and backgrounds for the newer Castlevanias are my heroes. I also really like the graphics in Gunlord, for more sci-fi type stuff.

>Have a nice day.
Thanks!
You too!
>>
Is there a recommendable heuristic to solve longest path problems on an unweighted bidirectional graph?

Given such a graph I want to find a path that visits as many vertices as possible from a given start vertex [where the path ends is unimportant].

Now the brute force approach is exponential and thus not appicable for me.

I was thinking a heuristic would be nice because the application is time sensitive while not being dependant on a 100% correct result. If the path the heuristic finds visits only 80% of vertices that would be fine too. But the number of vertices can range up to around 200-400.
>>
>>140818074
why not just draw everything in gimp? i know the rendering is abit slow but i managed to make pixel art with it.
also really nice work, id say its pro tier
>>
>>140818074
>No. Just MS paint, and then Gimp to convert it to a gif.
Masochists do weird things.

Why can't you just let me come over and spank you while you work?
>>
>>140818074
>mspaint
Jesus dude.

Use something else, it will speed up your work flow...

Sure it will be slower when you start, but it will more than pay off.
>>
>>140818074
Thanks for the tips!

>No. Just MS paint, and then Gimp to convert it to a gif.
Do you want me to send you aseprite? It's really good. It pains me to think you're doing such a good job on paint man, I'd like to help if possible. I mean sure you might be used to MS paint so you don't feel like switching but really, throw that away and give it a try. It does everything you need and want and even more.
>>
>>140818074
>No. Just MS paint, and then Gimp to convert it to a gif.
That might be the most painful way of doing things short of fucking marking out grid references and programming them in.
>>
Would this song work as a music for when your in-game waifu dies or something?

https://a.pomf.cat/mmkaii.mp3
>>
>>140818647
No, this seems like a sad boss fight music (Something like Sif from Dark Souls).

Too triumphant for something like losing a waifu.
>>
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>>140818485
Hey, I'd love that. I could never find a torrent for it.

Email in name field.
>>
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What about a hex-based space mining game?

Some ideas:
- 1D planetary base building and combat
- Timed turn-based (turns happen every 10 seconds or so)
- Light lag (for sensors, lasers, comms)
- Build-your-own spaceship
- Delta-v budgets

I've wanted to do a strategy game with orbital mechanics for ages but could never write a coherent\efficient enough engine that I could imagine a human or AI playing in. The hex-based thing is a good compromise and computationally simple enough.

>>140818197
Well from your pic you seem to know its TSP, which is one of the most researched and discussed problems in comp sci. Do your own homework.

My guess is there's gonna be some special properties of your particular version of the problem that you'll be able to exploit. Are some vertices more connected than others, if you're happy with having 100 graphs instead of making them at runtime you could do a slow solution, store the results, then pick one of the 100 and be able to find paths in O(1) by looking up your pre-computed stuff.

Greedy algorithms are the go-to for when "good enough" is good enough.
>>
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>>140800583

Game: Working title
Dev: HTS
Tools: Unreal Engine
Website: Soon
Progress:
+Reworked player stats
+Combat state (mostly) complete
+UI reorders itself to show turn order whenever speed is checked
+Damage done is reduced by defense
+Players are dead when their health is 0 and are ignored by enemy AI.
+There's a win/lose state
+(quickly) Added animation to UI to indicate who got hit.
-Artist stiffed me, stuck with placeholder art for longer.

One of these days I'll eventually go back to actually working on the dungeon crawling.
>>
>>140818763
http://caencel.deviantart.com/art/Aseprite-1-1-1-dev-win-Download-461126971

free compiled version.
>>
>>140818898
I've been waiting for this.
>>
>>140818763
1.1.4 here :
https://mega.nz/#!CxIByQaK!jpMUtwBZHeWzdKJQTj0Z83gPPGc77UkuAcXMqBbpTjw

The one anon posted is 1.1.1.

Feel free to give feedback on the program next time you post progress, too.
>>
>>140818898
seeing UE4 UI work always makes me happy, i can definitely appreciate it more than the average progress
>>
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>>140818981
>5 days 16 hours to demoday
Are you gonna make it?

I know I'm not.
>>
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>>140818921
>http://caencel.deviantart.com/art/Aseprite-1-1-1-dev-win-Download-461126971
Thank you!
>>
>>140818197
>>140818776
Yeah, what you're discussing here is definitely a special case of TSP.

Is it necessary that each vertex is visited exactly once? If not, you could cheat a lot.

Also, is there any rhyme or reason to how your vertices are connected? Is the graph nearly complete, or maybe triangulated? I'm sure some shortcuts exist for your case specifically.
>>
>tfw you bought Aseprite and have it on Steam
>you look at "used for" hour counter
>you realize you're a failure
>>
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>>140817993
>that text
>>
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>>140819053
Ah, I see.
Thanks a lot!
>>
>>140819203
I've found the Steam's hour counter to be oddly motivating.
>>
>>140819203
So, how many is it?
>>
>>140817894
> There's no need to try to make a good and complex game where you can just throw cute things doing basic things on the screen and get tons of replies.

This sort of opinion is precisely why you guys don't produce stuff people care about.
Complexity and time spent != entertainment value. You can spend all time and effort in the world making a game, but at the end of the day if you game is a niche as fuck genre like tactics and has bad art it will always be overshadowed by wide appeal genres that have good everything. It's doubly stupid if you wasted a shit load of time devving an engine for a game that never needed it's own engine in the first place (e.g. a tactics game); you're just flushing time and effort you could have spent working on art.

If anything, you're lucky that you chose a medium that actually accepts people do shit like engine deving for basic projects.
If you were a film maker and released a film with bad color balance, no plot and shit sound and then declared that you were entitled to praise and respect because you built the camera by hand and edited it with scissors tape people would call you a hipster and tell you to fuck off.
>>
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>>140818981
Thanks Akihiko

>>140819084
>Are you gonna make it
Probably not. Would've had a better chance if I didn't spend the whole weekend playing sound voltex (passed kac 2012!).

It's almost in a playable state in terms of combat and exploring.
The issue is there are not many enemies to have combat with and no dungeons to explore (outside of my shitty maze).
I need to make more than 2 enemies that have literally 1 attack renamed and doing different damage numbers.

>>140819080
Thanks, I spent a better part of the week working on it. A lot of animations, translations, and visibility toggling. Glad it's actually starting to look pretty close to what I mocked up before I started.
Need to work on the center action wheel now and add the various attack options (Attack, defense, item, etc..)
>>
If I made a game like starfox (on-rail space shooter) with animal like characters would it be legal if I tried to make money from it.

So all models / music / levels would be made from scratch and the character would not resemble Starfox characters. Although one character may be a frog / hare / fox.
>>
>>140817993
Nice dialogue!
>>
>>140819495
I've bought it 2 months ago and it's 30 hours.
>>
>>140820537
That would be fine.
>>
>>140820537
Shouldn't be an issue but it can be pretty suspect depending on mechanics and the characters themselves.
>>
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>>140820537
>>
so, /agdg/

>have you ever used kinect on unity3d?

I might buy it to ensure I can create animations with iClone.. I can animate with other programs, but kinect and iClone seems like a proper way.. so it wont need 2 hours for simple leg animations (fighting etc)
>>
>>140820537
You can make a complete clone of a game and as long as all of the code is yours and none of the assets or story are exactly like the other game, you're in the clear. Game companies have been doing it for decades.
Your real problem will be bad word of mouth if it's too much like the original.

Starfox was a great game though, I really wish they had made a sequel that wasn't on the wiiU.
>>
>>140819643
>Complexity and time spent != entertainment value.
I wonder why you're so dead-set on thinking that the games I was talking about are boring.
You obviously don't like 'enginedevs' for whatever reason but please try to read my posts first. You're literally, again, proving my point. I'll say a 3rd time that there's no need to go for something complex when you can do something simple with cute graphics and gets more attention.

I find it funny that somehow you think that the cute games will always have a fun and better gameplay than the complex ones.
>>
>>140821045
I don't think anyone is going to complain that someone made a 100% clone of Starfox 64 with new levels.
>>
>finally getting decent unwraps with seams

all i had to do is be patient
>>
>>140821410
>I wonder why you're so dead-set on thinking that the games I was talking about are boring.
Because if they weren't boring, people would have cared.

Look at the cube guy, visually his game is just a bunch of white cubes in space that move around, but he always gets a mountain of (you)s because his game looks interesting and fun and uses the limited art he has to good effect. Behind the scenes his code is absurdly complex and innovative, but nobody really gives a shit about that, what they care about is that it looks cool and fun when he makes all the little cubes turn into a big cube to solve a puzzle.

>I find it funny that somehow you think that the cute games will always have a fun and better gameplay than the complex ones.

I would never make a platformer, because to me they're boring. However, to the majority of people they're fun and interesting and having cute characters seals the deal. This is the reality of all entertainment mediums.
If you spend your life being an out of touch elitist, while also expecting the majority to value the same things that you do and getting upset when they don't, then you're going to end up with more salt than the sea.
>>
>>140822253
i would play a platformer that isn't 2cute4me
i been waiting for some kind of metroid/realism platformer
>>
>>140822461
Just like make one then. They're one of the easiest games to make.
>>
>>140821989
Why is unwrapping such a pain in the ass? Like the most unfun thing about modeling.
>>
>>140819381

pugdev plz
>>
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Good morning and good luck on your game! We are really hoping for your success, because we hold a patent related to your game, and are confident you can't navigate the legal system the way we can.

Reminder that settling out of court is cheap and easy :)
>>
>>140822629
because autodesk and blender didn't invest in unwrapping plugins that could make our lives easier and now we have to pay for them.
that's why i get mad when i see people model mechs or car they couldn't even unwrap
>>
>>140822782
Its a shame your strategy is about hoping your bluff isn't called.

We know how to bring them down now. Spread the word
>>
>>140822782
And not behind an LLC? I look forward to claiming your laptop or desktop and posting here with you from it :)
>>
>>140819146
The whole graph is a game of risk. (Not just the standard map but also custom made maps)

The sub graph I am looking at is a connected component of countries that I want to conquer in preferably one continous attack starting from a designated country. It is proven to be the best way to pack all your units on one bulk and then attack your way through the graph with the whole bulk. However of course I can split my attack and attack with a smaller force into a 'dead end' of the graph while the main force stays on the path I want to find.

So it is not TSP, in any case it is easier since weights don't matter (I want to have all the countries regardless of how many units are stationed there) and I (ofc) don't have to end where I started.
>>
>>140812047
Players don't care if the ball is rolled by a shitty code or by einstein code, if it works, they don't give a shit. But they care a LOT if the art looks like average crap or if it looks good
>>
>>140822621
yes but the platformer i envision have really high quality 2d and 3d animation, and lots of juice too so.. idk
im not a studio owner, maybe i can do some art pieces here and there but certainly not something i envision to be the game i want
>>
>>140813709
sent you a request
>>
is the sourceposter the one doing the "patent troll" thing
>>
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>>140800583
Game: ARSleuth
Dev: Anon
Tools: Godot, GraphicsGale
Website: lazybumdev.tumblr.com
Progress:

+ Added shooting
+ Added dashing
+ Animations for dash-punching, gotta implement
>>
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>sprite sheet

Literally outdated technology

IT'S 2016 PEOPLE

WHY ARE YOU
NOT
USING
A 2D
TRANSFORMATION
VECTOR
>>
krita or gimp?
>>
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progress, family. :)
>>
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>>140800583
Game:Restless Dreams
Dev:Nied
Tools:GM8, Paint.net
Website:http://naeko-studios.tumblr.com/
Progress:
+Finally satisfied with HUD portrait
+More minor artwork finished.
+Story elements completed
+Finally have a schedule, now time to actually follow it.
-Going to stop specifying what animations have been done.
-Reworking AI yet again.
>>
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>>140825389
>>
guess that answers my question
>>
>>140825550
Neither of them. Use Unity's built in editors and the Unity Asset Store for your art. It's the only way to make a game.
>>
>>140825550
Krita
>>
>>140825550
Krita is fucking dog shit and I'm still mad I downloaded it.
>>
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>>
>>140825550
with gimp you can test animations and make spritesheets
but krita is wayy better for drawing
for pixel art gimp alone is enough
>>
>>140825981
I've never even used Krita and I can almost guarantee you that GIMP is a thousand times worse for art. It's simply not built for it. It's pretty great for image editing, but god help you if you want to draw something from scratch. It is the jankiest shit

>>140826023
you can do pixel art in fucking ms paint
actually, wouldn't something like Paint.NET or an oekaki program be perfect for sprites? literally just go to /i/
>>
>>140791619
ye it's super late but I like it

post more
>>
>>140826159
gimp have a plugin that makes auto sprite sheets it also have animator, i don't think paint.net got one
>>
does anyone even make games with male mcs anymore
>>
>>140826261
Why would you when waifus are superior in every way?
>>
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>>140800583
Game: Clarent
Dev: Arikado
Tools: GM:S, paint.net, aseprite
Website: arikado.itch.io/clarent
Progress:
+new effects and animations
+removed running
+new spell menu
+fixed stuff
-broke stuff
-status screen still looks like shit
-font is still bad
-might not make it to demoday
>>
>>140826596
Literally not a game. Fuck off weeb nodev!
>>
>>140826159
It's possible that GIMP would've made me even more angry but I haven't tried it yet. If those are you two options I guess krita is the lesser of two evils but I would not recommend it regardless.

Currently using Photoshop CS2 since it was released for free, >>140825550
I recommend that instead over Krita and maybe GIMP and should've recommended it in my initial post instead of being butthurt.
>>
>>140826003
what
>>
>>140826659
i would use paint.net but its only avaliable for windows 7 sp1 and above which is bullshit
you can use gimp with every system, also its not bad as people make it to be because iv seen artworks made with GIMP.

what i would say is the interface is horseshit, the drawing itself is quite slow as well but its faster than new versions of photoshop
>>
>>140826596

the animations are fantastish
>>
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Don't worry, guys. When the """shitposting""" gets too bad, there's a safe haven for you. :)
>>
>>140825981
Krita is fairly good if you have a drawing tablet, you can even tile your image with a single button press while drawing, which is extremely useful for game textures. The only thing Krita lacks is the massive amount of filter/effects that gimp has.
>>
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>>140826596
Very nice double jump and dashing effects! Looks like it would be right at home on my GBA.
>>
>>140826596
Looks good, I saw the screens from the website.
>>
>>140826659

photoshop cs2 is no longer available for download
>>
hey guys im making a gmod map. is this game dev
>>
>>140823628

>>140813709

Excellent. Your courage will be rewarded.
>>
>>140827049
Oh, that's weird, I guess it was a limited time promotion then.
>>
last clothing set planned

flower turret drains health from enemies
>>
>>140826596
>literally 100% stolen assets

What's it like being a thief? You should have used Unity instead.
>>
>>140826878
Thanks!

>>140826918
Thanks! Had to experiment lots to get them look good.

>>140826989
Nice. I had to start from scratch because old code was so spaghetti. I really hope I make it to demoday.
>>
>>140827071
if its a standalone map, no, but if it's a map you're using in your Source game, yes
>>
>>140827519
Why are you encouraging him? Source is NOT game dev!
>>
>>140826653
>>140827405
>salty nodevs
you can make it too anons. just go back to your unity tutorials.
>>
how do i make a game on source
>>
>>140827662
>nodevs
>plural
>>
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>>140827394
>mixels
>>
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>>
>>140827662
its one guy, maybe two

accusing random devs of steal stuff, posting about source, posting about patent trolls yet not having a game

it's all the same guy, just ignore it
>>
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>>140827856
>>
>>140827881
yup, everyone is the same one boogeyman, reek. just ignore "him". remember, if you think it's me, it's me :)
>>
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>>140827484
Anytime. Just remember to ignore shitposts and keep deving and posting deutschland bro.
>>
ahh, wittle shitposter

the patent troll thing wasn't working out because people were actually discussing it?

guess sourceposting will have to do
>>
>>140770268
Shut the fuck up reek. Go glug glug another drink and pass out; we don't want you posting here.
>>
>>140828256
>patents
There's no such thing for the Unity Asset Store. Free content is there for you to use, and using it in your game is NOT a reason it would be removed from Steam!
>>
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any other devs jelq?
>>
>>140821612
I'd love this. Funny enough I've started thinking of Starfox again these past days and felt the urge to replay the N64 one. Too bad I don't have any N64 anymore and my PC can't handle N64 emulation. Instead I got a rom of the DS one, still got to try though, not sure if it's any good.

tl;dr : yes someone makes a Starfox 64-clone please.
>>
are we safe or is he still at it
>>
>>140829051
the koreans did it
http://en.airrivals.gameforge.com/
it controls exactly like star fox and the ship designs are fairly arwing-like
>>
>>140828939
Terrible meme
>>
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>tfw you realize you've been listening to Nazi marches for the past 4 hours while devving and your headphones weren't plugged in
>>
I'm trying to make an rts,
I have a problem in the pathfinding though,
if my end node is impossible to reach the function takes way too much time to return.
What should I do?
>>
>>140829051
>my PC can't handle N64 emulation.
hahahahahahahahaha! If you only have a toaster, why are you still here? This thread is for real devs only!
>>
>>140829217
Looks like shit to be honest.

>>140829474
Enough to do 2D.
>>
>>140829532
>Looks like shit to be honest.
so did Star Fox though
>>
https://u.pomf.is/cvaxdj.mp3

sound good for a platformer?
>>
>>140829441
what are you using to pathfind?
>>
>>140829441
Establish an LLC or risk having your personal assets taken
>>
>>140775608
Where do you find reference images for 3d modelling like those in your pic?
>>
>>140829792
too high pitched. headache inducing after twelve seconds.
>>
>>140829792
The notes follow each other continuously.
There needs to be silences between notes.
>>
>>140829792
Is this supposed to be a looping background track during a normal level? Cause if so I think its a bit too aggressive in the instrumentation. Maybe strip away a few of the instruments and make it a bit more "low-key". At the moment its harsh to listen to. It could work as a main theme of the game or something that is supposed to draw attention but ill suited for a regular background track
>>
>>140829806
do you mean which algorithm?
I'm using A*.
>>
>>140830081
>>140830085
it's only a piece
>>
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>>140808964
>all assets in 1 folder with no structure at all
>javascript
>>
>>140828939
stop false flagging anime
>>
>tfw couldn't dev all of yesterday because of a riot in my town
>>
>>140830483
why are you not making a riot game then?
>>
>>140830096
I'm a terrible programmer, so i might be gravely mistaken, but you could use heaps to make it quicker. I asked because maybe you were using something like Dijkstra's
>>
>>140830574
I missed the riot
>>
>>140830483
were you forced to participate in the riot? if not, then quit making excuses you fucking nodev
>>
>>140829812
google "X 3D blueprint"
replace X by your search word
>>
>>140829217
>http://en.airrivals.gameforge.com/

this is sorta cool
>>
>>140830749
quite the opposite, I missed the riot because of work and am now too depressed to dev, knowing that I was not invited to the local Anarchist's Ball And Brawl fear. DJ MC Mario
>>
>>140830141
>posts music
>people tell him what they think
>comes with excuses

You asked us what we thought and we replied.

Sorry for not riding your dick anon.
>>
>>140830596
if only I had any idea of what an heap is,
brb going study.
Thank you anon.
>>
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>>140800583
Game: S.O.L.D.A.T.
Dev: It's a mystery
Tools: Unity, Blender
Website: 4chins.com
Progress:
+ switched from custom java engine to Unity
+ player movement mostly done/recreated
+ simple enemy ai (patrol/charges player)
+ prefab-based shooting works(grenade launcher etc)
+ raycast based shooting works(machine gun etc)
- still have problems with c# and Unity-scripts
- still no proper animations
- stock assets everywhere

posted this week:
https://u.pomf.is/jwfosz.webm
>>
>>140830574
There was an AGDG dev making a riot game, but I don't know what happened to him, the last video he uploaded was about BossJam 2015, and the last video about Kravall was two years ago.

https://www.youtube.com/watch?v=_DuY93gE6kY
>>
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>>140800583
Game: EndlessSnowThing
Dev: Jofer
Tools: Monogame
Website: facebook /JofersGames/
Progress: I made this endless game for pc like a week ago for fun, now im remaking for phones since a straight port was kinda laggy on my old 2010 phone. Currently lighting is broke, shadows are broke, ui is broke, urls are broke, trees rotate wrong when falling over and highscores dont save.
>>
>>140800583
>dev
InvDev
>tools
unity C#
>web
no
+make items snap
+prevented them from overlapping
+made a display for ingredients to add clarity

+started making the exploration part of the game with 3rd person camera controls (from scratch bby)
>>
>>140831049
The guy asked if it was supposed to loop and i replied back it's only a piece of a larger sum

stop being stupid dude
>>
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>>140830214
>>
>>140831246
shit i forgot the name.
Its lonely jackle
>>
How can I clear working directory in GM:S without looking for all the files?
>>
>>140830942
Yeah I played it a ton as a kid. It's a lot of fun. It's also faction-based, so the PVP had lots of fun gimmicks to it. Like, there were weekly events where AI-controlled capital ships would fart around low-level areas, so for the day it was basically an attack/defense gamemode rather than typical "bring me 15 bee dicks" quest gameplay. PVP was also loads of fun, since it was straight up multiplayer starfox, but with like 32 or 64 people to a match.
>>
>>140831362
>not keeping everything on your desktop
>>
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>>140831098
There is already a game called SOLDAT, even though it is fairly old.
>>
>>140800583
Game: Maid Game
Dev: Anon
Tools: C++/DX9
Website: hexun6.tumblr.com
Progress:
+ Programmed the camera for intro scenes
+ Designed 2 new rooms
+ Added a new obstacle
+ Started working on mini-boss
+ Made the settings menu work
+ Fixed particle rendering
+ Various bug fixes
- Need to refactor and clean up some code
>>
>>140831909
>>140831909
>>140831909
>>140831909

New thread
>>
>>140831954

10 replies early
>>
>>140831707
Soldat was fucking badass mother fucking game. Fuck, now I need to get some friends to play it again with me.
>>
>>140831707
>>140832051

fug, is it also written like an acronym?
>>
>>140831954
You're 10 years too early to make threads
>>
>>140832208
https://en.wikipedia.org/wiki/Soldat
https://soldat.pl/en/
>fug, is it also written like an acronym?
nope. It's still somewhat fairly known game, at least where I'm from.
>>
>>140832650
>>140831707
Thanks for the info lads.
>>
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>>140800583
>Game:
Deeplink

>Dev:
vestigial

>Tools:
Unity

>Website:
vestigialdevelopment.com

>Progress:
+Installer/Auto-updater
+Video options
-No procedural gameplay ready AT ALL
-Analysis paralysis
>>
>>140830936
I'm mostly getting stuff I have to pay for. Anything good and free?
>>
Got an email from a lawyer about my game infringing on some IP, should I fight it or just settle for the $1000 out of court?
>>
>>140834298
more details
>>
>>140837445
I decided I should just settle, since I don't have an LLC and don't want to lose my personal assets such as laptop and car. Oh well, that's just the price of being in business I suppose.
>>
>>140838039
what ip? what game?
>>
>>140802185
>modern tech and gameplay mechanics
which are ass which is why people want to make Doom-likes and go back to old-school shooters.
Modern shooters are incredibly slow with an extremely low skill cap. They're hand-holding experiences.

Some of the map layouts in Doom would be considered bad design simply because they just weren't fun to navigate around. That's the key people seem to overlook - it doesn't matter if it's an abstract map layout (Doom) or ultra realistic nonsense; what matters is "is it fun to navigate and shoot things in". Endless labryinths with no indication of where you are or are going isn't really fun. However, realistic warzones with rubble everywhere, shit in your eyes, and random clutter like signs, newspaper stands, trashcans, cardboard boxes etc. blocking fluid movement isn't fun either.
>>
>>140806815
>Some other obscure
>Debian
>obscure
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