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/agdg/ - Amateur Game Dev General
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Bully yourself 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/
>>
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second for
HELP
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second for making a cute game
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>>140831909
>>
>>140832072

me too anon
>>
seventh for making a game about force feminization
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>>140831909
>tfw to be an indiedev you need to be the jack of all trades
>tfw to work in a gaming company you need to be the master of a single specific field
>>
reminder that level design IS a part of gamedev whether it angers you or not
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I have done the progress, lol! :)
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Enemies can now shoot at the player. They have no movement prediction yet and simply aim directly at him, but when there is more of then their spray and pray method works actually pretty well and it's quite hard to dodge.
>>
>>140831909
>removing the engine list from the OP
for what purpose?
>>
>>140832312
sabotage
>>
>>140832309
jsyk hard =/= fun
>>
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>>140832261
>level design is game dev
>>
>>140832312
doesn't want anyone else to know the secret power of source
>>
>>140832532
reminder to outsmart your enemies
>>
smooth criminal
>>
>>140832532
yes, that's one of the tools you can use to design levels, which is a pillar of game development
>>
>>140832274
This is actually really suitable for a hallucination or nightmare sequence or something
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>>140800583
(RECAP MONDAY)

Feel free to reply to this post for the recap to make things easier on me!
Nice work so far everybody, we've already got 15+ games so far! Once again I look forward to seeing all your progress! Good job!

Game:
Dev:
Tools:
Website:
Progress:
>>
>>140832705
Level design is not game dev. Source is not game dev. >>140832274 has to GO!!
>>
>>140832834
i've always thought of making some bullshit game on photoshop and seeing how long i could trick agdg for
>>
>>140832968
Sorry but we have expert nodev analysts that work here
>>
Why won't these guys leave? Do they not get tired of posting the same things every day?

>>140832274
>>140832961
>>
>>140833015
Then how come you guys never realized that my game isn't a game at all
>>
>>140832968
making a fake games would be almost as much work as making a real game.
the time you would save programming would be lost to animating.
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>>140833181
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>>140832834
Game: Uplifted
Dev: ElevatorDev
Tools: Java
Website: http://elevadre.tumblr.com/
Progress:
+New menu stuff
+New enemies, items, events, maps
>>
>>140833137
>guys

it's the same guy, and once you've thought he left he's just shitposting about something else instead
>>
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>>140832274
This image makes me very upset to look at. I'm calling the cops.
>>
>>140833386
Damn it
He's ban evading too isn't he, I've seen the posts deleted many times lately
>>
>>140832834
>>140832994
>>
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the source engine is kinda cool
>>
>>140833957
your normals are inverted bro
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First attempt at using a model's normals to modify the shadow map bias and lessen acne.
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>>140832249
second option seems much better
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WHY IS SOURCE ALLOWED
>>
>>140832968

I'm pretty sure that "Revengedev" was doing that, though I don't see why you'd waste your time just for (you)s

>>140833874

Don't worry, I gotcha buddy. Though thanks anyways.
>>
>>140834340
because it's an engine.. used for developing games?

why do you think, its the same as unity
>>
>>140832968
You're essentially just prototyping the game and if you don't follow through with it you're just wasting your idea.
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Just reminding all that the sourceposter forgot to samefag so his stupid image got 0 replies. There may be a lot of shitposts lately but don't forget, the shitposters are only a vocal minority and nothing more. Hide and ignore.
>>
Anybody here who's pretty sharp with OpenGL? I have some questions. I come from /dpt/
>>
>>140834340
It's because of reddit.
>>
>>140832470
I know, but i need fights to be challenging otherwise they will be pointless and boring
>>
How do I stop taking my game so seriously and lose my ego?
>>
>>140834612
It's nodev filth. Why is it allowed? All it's ever done is bring terrorists and nodevs on this thread.
>>
>>140833375

looks like shit
>>
>>140833375
>Java
nodev spotted. Get the fuck out, trash. Your kind are not welcome here!
>>
>tfw I sometimes type "get" instead of "git"
source control is hard.
>>
>>140833375
Looks fun, I dig the unusual setting. Don't listen to the shitters.
>>
>>140835376

ignore this chump, looks cozy mate
>>
>doing unity tutorial
>make an enemy model the player model
>give 2 guns instead of one

I'M DEVVING GUYS
>>
>>140835998
Good. Nice! It's a well-known fact that Unity is the only way to make a game, and you're doing it, man! Keep it up!
>>
>>140834837
Hate to admit but me. Shoot.
>>
>>140833375
what is even going on with your Adventure Time-tier doodles? Man, you BELONG on tumblr.

game clip in this post is okay, doesn't look like anything RPG Maker couldn't do though
>>
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>>140835998
gj anon, embrace the rush of the dev

What would be another good color to add to pic related?
>>
>>140832834
Fuck, I basically haven't done anything in the meantime.

Just finally got back to work.
>>
>>140834214
>engine dev posts progress
>nobody gives a shit
This is why all the good devs are leaving this place.
>>
>>140836965
Sorry (not sorry) but Unity is the only way to make a game, and rightfully the only thing anyone here cares about. Fuck off, nodev.
>>
>>140836965
It's not even remotely interesting.
He could of at least made it a webm
>>
>>140832961
>>140832274
Have I ever told you the definition of insanity?
>>
>>140836517
I'm thinking about making a program for creating 2d animations, similar to adobe flash. But instead of vector graphics, i want to use bitmaps.

I want it to ideally feel super smooth. 60fps at least. So ideally i want to render everything with OpenGL.

Now the issue is i reckon I'll be using textures much larger than what would fit on many graphics cards. So I'll need to do many passes composite each frame of animation together. I'm wondering how harsh this will be on performance. What I read suggests that downloading textures from GPU memory is slow, so if i need to do this 30 times a frame I'll be in trouble.

Most games stuff i see seems to involve uploading the textures needed in a scene once to the graphics card and swapping them periodically as new sections of the game are loaded. So I'm not sure if i can hope for good performance if i have to swap the GPU textures on each frame multiple times.
>>
>>140837246
Is it "Doing the same thing over and over again expecting the results to be different"? Because you're pretty predictable.
>>
>post progress
>get false flagged by nodevs
>>
>>140835998
take this story one step further
>give character 2 guns
>"hmmmm, 2 guns not enough, what if.... 4 guns TWO-ON-FEET!!!"

and thus, Hideki Kamiya started making Bayonetta
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I'm trying to get an instantiated bullet sprite to fire down the same path as a raycast (which is fired at the mouse), both of which are supposed to fire from the same firepoint, which is able to rotate around the player by looking at the mouse.

The old way to do this was:
>transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);

As unity deemed vector3 1,0,0 to be facing the "front" of a firepoint. However, at some point this was changed, so now the raycast will fire towards the mouse point, but the sprite will fire to 90 degrees of the firepoint. Setting the vector3 to 0,0,0 obviously breaks the script, since 0*movespeed = 0.
If it's possible to pass in the firepoint vector 2 x,y to the vector 3, I don't know how to do that.

At the moment, I've given up and ghettorigged a solution by creating a second firepoint for the sprite that is rotated 90 degrees, which allows it to fire down the path correctly.

Is there a way to do this properly in unity or am I fucked?
>>
>>140836965
>muh feelings!
>no bully, muh tech screenshot

show me the GAMES, dog-boobs!
>>
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>>140836592
The sketches are placeholder.
As for the engine, I thought a 2d turn-based game would be good practice for a first game.
>>
>>140837260
Sorry, no chance. The newest and coolest PCI-E 4.0 gives you 16GB/s which translates to approx. 270 megs per frame -- that's the hard upper limit for any single-card consumer machine, and nowhere near the typical amount of VRAM nowadays.

That said, you don't ever need that much full-resolution content to fill even a 4k screen so if you do some kind of optimization based on visibility and plain old mipmapping when things are minimized, you'll probably have no trouble in staying under a couple of GBs, quite normal nowadays. You'll still have to stream some of the content, but it'll be one or two textures per frame. Look up megatextures, virtual textures, tiled resources, that kinda shit.
>>
How should the priorities be set for object behavior in GML? The tutorial I'm watching suggests that the most important things should be set at the bottom but it sounds like there's more to it.
>>
>>140838043

looking pretty good already.
>>
Does anyone know any good resources for creating vr content?
>>
>>140837659
>>
>>140838089
is it generally bad practice to swap textures a couple of times in a single frame?

I'm having a hard time figuring out the best way to do this. Seems like there's a lot I need to read up on to understand if what i want to do is feasible with OpenGL or not.

I'm considering using Skia, a 2D graphics rendering library that chrome uses and backed by OpenGL. It seems to handle a lot of the problems I need to solve, live trying to batch operations together to limit GPU calls as much as possible. Though I'm really not sure if it will provide performance that I'll be happy with. I'd also ideally like to use 64-bit colour textures which Skia does not support as of yet.
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>>140837659
This may be a silly question but.. could you not simply rotate the sprite -90 degrees?
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>>140838442
Which engine? Unity has resources on its learn page, UE4 probably does too.
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>>140838632
I guess I explained that poorly.

The sprite fires along a vector that is at a right angle to the raycast.
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>>140838691
My bad should have mentioned unity since all I have to work with right now is a gear vr.
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>>140838553
Depends on the resolution and hardware, but the ideal would be to only load assets to the device once and let them stay there but obviously you can stream up to a point. As I mentioned, you can also have some kind of heuristics and culling (texture not visible -> skip altogether, texture very small -> only upload a small MIP level, etc)

Double precision doubles the amount of data (and slows the rendering, though you seem to expect to be more memory than computation bound), what exactly are you expecting to do for this to make a difference? Most games render at 8 bits per color for the final image and 16-bit floats for intermediate color buffers.
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>>140838808
Ah I see, not that the sprite itself is rotated but it has a perpendicular ray.

Interesting.

So you click and you can see a ray being drawn from the origination towards the mouse but a sprite being projected perpendicular to that ray?

Have you tried using simply transform.Translate(Vector3.forward * Time.deltaTime); ?
>>
tell me your game idea and i'll make it happen
>>
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>>140839330
Imagine pong but the ball is invisible
>>
>>140839330
undertail
>>
>>140839330
first person low poly/doom style sprites with 3d models dark souls kings field clone
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>>140839330
geoffrey leonard simulator
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>>140839151
interesting. I'm going to sound like a thicky here...

But can I upload multiple textures at the same time? As in say.. have one texture that has an atlas of loads of shit, and another texture in a different colour format that i use as an off screen render target? Most of my graphics programming experience is with XNA which didn't allow multiple textures too easily, and I at least presumed there was a reason why. I get a bit confused on how this works exactly in OpenGL shit. I could probably do some clever shit to reduce the amount of texture swaps to a minimum.

>16-bit floats for intermediate color buffers.
Oh? For what kind of stuff? HDR related?
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>>140839330

cute anime schoolgirl fps
>>
>>140839330
Fist person metroidvania. More leaning towards the vania, but with ranged weapons.
>>
>>140839268
>Have you tried using simply transform.Translate(Vector3.forward * Time.deltaTime); ?

That only works for 3d, since it translates to z.
>>
>>140839746
Oh, GL supports bindless textures (at least via an extension) so you can just have any amount of textures that fit in the memory. Or the traditional 8 or 16 if you use the binds (XNA probably uses some oldish version of DX which forces it to have a similar restriction, not familiar with it tho)

You can start uploading as many as you like so there is no extra overhead, but the lane has a set pace so it'll only send them one at a time and the maximum bandwidth won't increase.

>HDR related?
Exactly, 16 bits is enough to represent the [0,1] range pretty exhaustively and can represent values outside of it. Large numbers become imprecise pretty quickly, but it's not usually an issue (since the order of magnitude is more important than the value itself) -- it's a pretty okay tradeoff between memory usage and quality.
>>
>>140839746
>>140840243
And if you can't require bindless textures to be available, you can fudge it with texture arrays.
>>
>>140840561
True, especially simple if the textures are of equivalent size. Otherwise mipmapping will be a bit troublesome (you just have to do it by hand, not a big deal)
>>
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Finally have time to work on my game. Here's some progress. Posting current version in next post.
>>
>>140840932
Put your name back on, googs.
>>
>>140840243
I got it.

So.. my ideas for how I'd render my 2d shit, would be to treat it like a UI scenegraph. So I'll have a tree of elements that need to be rendered to the viewport, and each branch need to be rendered down to a render target texture. Eventually rendering it down to a point where i can composit all the off screen render targets to the actual viewport. Only the branches who's contents have changed, will need to re render their children on a given frame.

So i guess i can upload a texture array of all the graphic elements in one branch, say the head, torso, legs etc of a characters, then upload a empty render target for it to be rendered to. Then when that is done, swap out the texture atlas texture with the next branch that needs to be rendered. I'll keep track of all the render targets and later I'll composite them and render them to the view port.

Does that sound reasonable?

What are bindless textures exactly? This just allows me to have multiple textures on the GPU?
>>
>>140837659
Isn't (1,0,0) a vector3 of length 1 pointing in the positive x-direction? Could you post any code that might be relevant here? This should be pretty simple for sure but I don't really get how you're doing it
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>>140841272
In my gun script I do:
>Instantiate (bulletPrefab, firePointA.position, firePointA.rotation);

Then in my bullet script I do:
>transform.Translate (Vector3.right * Time.deltaTime * moveSpeed);
>>
>>140841154

Yeah, that sounds okay. You'll probably get away with using way less resolution than you initally think (I've done an animated sort where I thought we had a shitload of assets but it ended up being ~400mb texture memory and most of the stuff had 4x the resolution we actually required)

Yeah, bindless just allows you to have more textures (and not keep track of any texture indices, it's just like a pointer to GPU memory)
>>
Does this sound like a fanfare?

https://a.pomf.cat/hfregc.mp3
>>
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>>140839330
chibi kart racer with dating sim elements between and during races, with hidden balloon stages where you must grab the pretzel and cherries, with both 3D AND pixel art!
>>
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>>140840932
The only game implemented right now is the jumping game. I'm going to add one or two more right now.
>>
>>140841780
Yeah, you're probably right. Though there will potentially a lot of layers.

>it's just like a pointer to GPU memory
Interesting. So another question... if there any advantage to using a texture atlas over bindless textures?

I'm also curious about virtual memory in GPU's. Like.. can i potentially upload any amount of textures and if I use more than the GPU has memory for it will just start swapping it the hard drive as it needs it?
>>
Reminder that almost anything you can think of has been patented, and if you don't establish an LLC then your personal assets will be seized in the inevitable patent litigation.

Of course, you could always settle out of court :)
>>
>>140841598
Have you tried using Vector3.up or other directions in your bullet script? If messing with that doesn't work, I would just use trig to get a unit vector in the correct direction.
>>
>>140842357
>Interesting. So another question... if there any advantage to using a texture atlas over bindless textures?
Only fairly new GPUs support bindless.

>vI'm also curious about virtual memory in GPU's. Like.. can i potentially upload any amount of textures and if I use more than the GPU has memory for it will just start swapping it the hard drive as it needs it?
Yes and no. Allocations will probably be made on the CPU only if needed, but textures probably won't be moved around between the CPU and GPU - if they did, that would be very slow.

For any performance you have to manage this yourself.
>>
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>>140842217
this has some fundamental promise, has a striking similarity to the Mario Bros. Game & Watch LCD handheld, where you control Mario and Luigi on opposite sides of the screen catching and moving bottles to a higher conveyor belt for the other.

The three sectional gameplay united against a single obstacle track is interesting, but the art sucks and abstract jumping isn't particularly inspired. Would be interested in sharing ideas to flesh it out a bit more.
>>
>>140842643
>Only fairly new GPUs support bindless.
How new are we talking about? How about smart phones? I'm guessing not.

> but textures probably won't be moved around between the CPU and GPU - if they did, that would be very slow.
Oh? So if needed, the GPU can render directly from system memory textures? Yeah, i expect it would be slow as shit, but it's a nice abstraction. Nice to know my software would still run on a GPU with low memory and not refuse to open at all.

Is there a way to disable virtual memory and ensure all your textures you want to render from are on the GPU?
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>>140842612
>Have you tried using Vector3.up
I... I can't believe I wasted this much time without doing that. Thankyou for helping out a retard dev, anon.
>>
>>140842730

Yeah art is definitely not my strong suit, but I feel like shapes are just fine for this type of game anyways.

The game is actually supposed to be a bunch of different minigames on all the screens but like I said, I only have the one game for now. I know it kind of looks like a single obstacle track but it's not.

I'll take a look at that game, and I'm down to listen to some ideas, thanks.
>>
>>140843031
With OpenGL, I don't think so. With Vulkan/D3D12, yes, you are very explicit about where memory is allowed to be (and nothing will be shifted around or done differently than asked by the driver), but that's another hardware coverage issue.
>>
>>140843170
>With OpenGL, I don't think so.
I see. I read a little about this. What i gather is need to call some method to check if what i've uploaded is in "fast memory" in order to know if everything is really on GPU memory.

okay, this is kind of cool sounding. This sound more feasible now than I first thought.
>>
>>140843480
I don't believe such a capability is exposed.
>>
>>140843546
is there an agdg game where you can take the knot
>>
>>140843546
I read online there was something like this. I'll double check later.

So what then.. do i just check how much memory the GPU has and try not to use more than that? What's common practice?
>>
>>140843690
Basically, yes. IIRC, you can query how much space is left at any given time, too.
>>
>>140844087
ah cool. That's all i need so.
>>
>>140844160
I wouldn't suggest doing that in a release build as a heuristic or anything. Just do it to profile so you know if you need to optimize an area or whatever.
>>
>>140843673
Anubis
>>
>>140844160
>>140844385
It's ironic, because in order to really make the most of old or weaker hardware, you need to use brand new APIs that most of that hardware won't support.
>>
>>140844530
thats a AAA game for the PS2 tho
>>
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r8 my spritework!
>>
>>140844385
oh? Would it not be worth using so i can use the available memory to my best advantage?

Say if I have 4gb of GPU memory, i might upload all my textures one and do everything I need to do with that alone. If i have 1gb of GPU memory, i might swap textures a few times, to make sure all the textures I am reading and writing to are in fast memory.

Or would the cost of swapping the memory manually not make me any better off than just depending on virtual memory swapping the textures for me?
>>
>>140844990
Better to make that a setting than something done automatically. Besides, some users might have 8 GB of VRAM but not want the game to take it all up.
>>
>>140844987
is this yours?
post blog
>>
>>140844987
Nice work Mr. Robertson
>>
>>140845048
... ah... i see.

So yeah.. GPU memory has memory used up from other applications too... I guess that's super obvious. Yet this is only hitting me now for some reason.

What decides what textures are kept in real GPU memory then? The OpenGL driver, or windows itself? Does this mean the amount of real memory you can use will depend on how many other applications want to use the GPU at the same time then?
>>
>>140844987
why would you lie on a cantonese poodle-grooming bulletin-board like this
>>
>>140845604
Depends on the driver, I guess, I don't know any specifics.
>>
>>140845610
To get delicious (You)'s, of course.
>>
>>140845089
hownew.ru
>>
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>>140839460
Already a thing man.
>>
>>140845604
fuck off newtrip
>>
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Progress, working on animations.
The base of the plant isn't going to move down like that when finished.
>>
is selling lewd rpgmaker games a viable business plan?

do lots of people do this already?
>>
>>140846675
lewd is always a viable business plan
>>
how can i rip off this/disasterpiece:

https://youtu.be/hXfos-mAMMA?t=1600

gimme the low down on how to create these atmospheric deep wub noise and just generally spacey sound
>>
>>140846828
LFOs and tons of filters
>>
>>140846917
aight good starting point (LFO's tuts ;')), any idea what kind of filters tho
>>
>>140846917
LFO? What's that? Can I find it on the Unity Asset Store?
>>
>>140839330
VR Steel Battalion with cute girls in lewd clothes sitting in your cockpit.
>>
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>>140846917
>LFO
>>
>>140846917
DELETE THIS
>>
>>140846675
lewd yes
RPGmaker, I dunno
you better be damn good at setting an atmosphere that makes boners

You get more leeway with a better engine if your art isn't top-notch bonerfuel.
>>
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>>140846917
>LFOs
>>
>>140847628
>>140847873
>>140848164
pls stop making fun of me, what's legit so bad about these LFO's, seems like some sort of meme.

anyway i found this vid so im prob end up copying him 1:1 anyway haha ;'))

https://www.youtube.com/watch?v=PH04VJ8jxvo
>>
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>>140846917
>unironically defending and advocating LFO
>>
>>140848867
>defending and advocating
How the fuck did you get that out of his message?
>>
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>>140846917
>>
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>>140846917
>LFOs
I'm gonna need a drink for this one.
>>
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>>140849321
>>140848867
>>140848595
>>140847873
>>
>>140849662
What's an LFO?
>>
>>140849090
He's saying that they should be used. How are you not getting this? He's a shitposter and has to go!

>>140849774
It's just shitposting. Ignore it!
>>
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Gotta make her attacks now
>>
>>140849827
>He's saying that they should be used
No, he's saying that's how you achieve that effect.
>>
>>140846917
Fuck off, before we have to make you fuck off. By killing you.
>>
https://www.youtube.com/watch?v=PH04VJ8jxvo

how do I find more videos like this on youtube?

just search for music workshops?
>>
:(
>>
>>140849909
Which is to say that there is some circumstance in which they should be used. Fuck off, shitposter. You're just as bad as him!
>>
>>140850427
>should be
No one said that either.
>>
>>140849884
Neat. Where can I see more of this?

Have you considered adding some sort of visual effect to your hit counter?
>>
>>140850525
Are you illiterate or just drunk again, shitfam?
>>
SOMEONE PLS EXPLAIN LFOs and why apparently they're so shite
>>
>>140850989
Don't worry, it's just the samefag meme
>>
>>140850989
>not realizing when you've been memed
>thinking /agdg/ is for actual discussion
Try and keep up with the chatroom friendy
>>
what is offensive about LFOs

literally how can you get offended at them
>>
>>140850989
it's just a guy samefagging.
>>
>>140850660
Thanks, I have a tumblr if you want to look at old progress. I post most of it on AGDG. hexun6.tumblr.com
>Have you considered adding some sort of visual effect to your hit counter?
I have thought about it but juice like that is low priority for now, I need to work on the gameplay.
>>
>>140851249
https://www.youtube.com/watch?v=NHuGG_FsC20

Have you HEARD LFO?
>>
>>140851503
kek
>>
>>140850989
Just think of what it is. Does it seem appropriate for game dev? for /agdg/? Fuck off, shitposter.
>>
am i going to have to filter LFO too now
>>
>>140851637
It's going to blow over in less than an hour. Stop being so triggered.
>>
>>140851637
Filter yourself out of this thread, literally insane shitposter. No one wants your full sail dogshit """"""""advice"""""""
>>
we should move to /r9k/
the robot will probably help against the shitposts.
>>
>>140851824

um have you visited that board
>>
Made an outlines shader, but it's not working well on the borders of sprites, and I think it will take at least a few more days on it to have it fixed.
>>
>>140851824
the only way to enliminate shitposters is to bring an even bigger shitposter to shitpost their shitposts

tl;dr we need to import a shitposter but if we fail it can go badly
>>
>>140851824
Of course you would, shitfam. And maybe next we should move to /k/ to talk about your """""""""""""""service""""""""""""""""! But never anywhere with IDs where your shitposting might get exposed, right? hahahahahahahahaha :)
>>
>>140848558
>>140846786
where do you sell fully lewd games though, because steam won't sell it
>>
>>140852338
patreon obvs
>>
>>140851091
>>140851495
but why, why LFOs? Is there legit something wrong with them.
>>140851630
???

sorry for disrupting the thread lads
>>
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>>140846917
>LFOs
>>
>>140851786
>It's going to blow over in less than an hour
but I've been here since last summer

it's not going to get better. It never gets better.
>>
>>140850171
>>>/mu/
>>
>>140852473
>Is there legit something wrong with them.
Are you blind, dumb, or just drunk? Fuck off back to full sail.
>>
>>140852473

There is nothing wrong with them. They are an extremely usable audio tool that is seen over a huge range of genres. They're fine, anon.
>>
ok def filtering full sail
>>
>>140852473
https://en.wikipedia.org/wiki/Low-frequency_oscillation

>>140852646
>implying /mu/ even knows about music composition
so I guess I can talk about drawing and animation techniques in /a/ right?
>>
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>>140852093
Captcha ate webm, it looks like it's working but it has issues.
>>
>>140852678
ANSWER ME

no but seriously stop trying to bait me and gimme a constructive answer that will conclude all this LFO samefagging

i come here like once a month and always the same shit
>>
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>>140846917
>LFOs
>>
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More practice. Did this today, thoughts?
>>
Where do I start guys.
I know I need to learn C and other codes, not just python and html, but I can only write. I'm terrible at actually creating some sort of visuals or application simply because I have no idea how that works.
Not only that, I have no idea how file management stuff works, or even if that's what it's called.
I know only the most basic shit about programming.
However I'm confident in my ability to design and create, as well as write a story and develop characters properly.
I also never have more than $200 in my bank account lately, and my insurance is about to sky rocket because of bad grades and and a speeding ticket.
So, where do I start?
>>
This is the worst general
>>
>>140852901
What are the outlines for?
>>
>>140853081
looks like brains on a stick, anon. Sakura trees are supposed to have some parts that light gets through, some holes in the foliage; it's not a solid mass.
>>
>>140853081
I think the colours are nice but the trees look like brains
The grass seems a bit noisy
>>
>>140853270
I'm guessing for when your character moves behind objects
>>
>>140852916
facepunch and 420chan for discussion, 4chan for chatroom, memes and bantz
>>
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What's an LFO
>>
>>140853081
Those leaves look like brains not gonna lie.
Trunks could possibly maybe use some more texture.
>>
>>140853215

What kind of games do you want to make?
>>
>>140853450
Fuck off, shitfam. We all know your ploys by now. No one is going to agree with you.
>>
>>140853450
wikipedia dumbass.
>>
>>140853275
>>140853336
>>140853485
Thanks for the honesty. Tried to make the leaves look nice but it was a nightmare so I ended up doing this and call it a day. I really did try but, yeah...
>>
>>140853535
what are you on about you spastic
>>
>>140853608
Try to use references and see how other pixel artists handle foliage, it's not the easiest thing
Go on pixeljoint
>>
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>>140853357
>still shilling for 420chan
hahahahahahahahahaha :)
>>
>>140853494
I currently have JRPG-esque game I want to make, with a while story and lore and everything.
However I don't want to fall in the same pitfall of most JRPGs where combat is just something to get the story along.
I also want yo eventually make FPS games, as well as Third Person RPGs, both using multiplayer, the third person RPGs being moba-esque. But that's much further down the line.
>>
>>140852845
/a/ for art, /a/ for animation, so of course. Art alone is not game development. Music alone is not game development. Coding alone is not game development. Level design is not game development.

Level design + Coding + Art + Music = Game Development. You go to the store to buy a carton of 1 dozen eggs. You don't go to the store to buy 1 egg.

You come to /agdg/ to talk about game development, you don't come to /agdg/ to talk about Visual Studio 2013.
>>
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>>140853770
yes because it has moderation, a lot of potential for a new second home and more thoughtful, on-topic discussion
>>
>>140853848
fuck off retard.

I rather talk about music composition than hear you faggots talking about tripfag drama.
>>
>>140853848
Do you have to actively be doing both at once or can you take turns?
>>
>>140853270
To show status effects, vision etc. Some feedback in general.
>>
>>140853801

I was in a similar position to you very recently and I ended up going with unity. It was between unity and ue4 for me but it seems like you may be similar to me in needing the extra support in the form of tutorials. Get started with the on-site material and learn C# along the way, then combine the things you learn and seek out new tutorials relating to the thing you wanna add.

Working for me so far!

Anyway Godot is another option and probably easier to understand, but to my knowledge the 3d isnt so good.

Game Maker is probably the easiest engine/language but it's 2d only in effect.
>>
>>140853848
How much of a sperg are you?

Or underage bait?
>>
>>140853897
>wah wah I can't handle my source """""""""work"""""""" getting called out, pls help me fellow alcoholics ;_;

It's no wonder you picked 420chan, you fucking alcoholic. Shouldn't you be busy stealing cooking schnapps from your mom to get wasted on before coming back here to cry? hahahahahahahahahahaha :)
>>
>>140854129
He's meming
>>
People who post progress:

Do you find the feedback and discussion is worth the constant disruptive shitposting?
>>
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any vulkan fags here? how does it compare to legacy opengl 1.x in terms of learning difficulty? is vulkan compatible with cards older than 8 years?
>>
/agdg/!!!

Where is your game???

Post progress if you are a yesdev!!!
>>
>>140854129
>underage
It's definitely Rotard come back to try to defend his """""""""""""""""games"""""""""""""". hahahahahahahahahahaha :)
>>
>>140854114
I was going for a 2D RPG, I've heard that unity can still do 2D tho?
I don't want to buy another application
>>
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>>140854252
progress. hahahahahahahahaha :)
>>
>>140854420

All of these I've mentioned are free. Unity can do 2d just fine in my limited experience. Gives you the option of 3d on a 2d plane too. People badmouth the 2d but for me it's worth it cos I wanna make 3d stuff later on.
>>
>>140853983
>>140854031
>>140854129
>>140854190
I was just joking. Sorry.
>>
>>140854527
seek help
>>
>>140854527
Looks better everyday :^)
>>
>>140854627
Are you losing it? Go have another drink, Reek. :)
>>
>>140852102

Googum's already been protecting you for years, anon
>>
Come to me, my ricolas!
>>
>>140854585
Wow I thought Gamemaker was like a hundred dollars, I'll give that a go.
Thanks, this makes me feel more confident in myself.
If you don't mind me asking, what are you making?
>>
why did these threads get so shit
>>
Is RPGmaker any good?
>>
>>140855048

Why? Don't know.

When? 2013
>>
>>140854930

I'm working on a shmup(arcade shooter) right now as it's something I've wanted to do for a while. After that I have a comfy action/rpg sort of thing planned.
>>
>recruiter for game company calls me up
>wants to set me up with second interview with group of employees
>panic
I dont even make games. Maybe they're interviewing me to be the company shitposter?
>>
>>140855048
You're on 4chan.
>>
Nobody gives a shit what you were doing you stupid drunk. All you've ever done here is get drunk and cry to us about what a failure you are, lmao. You're by far the most pathetic individual on agdg in it's history.

Clink clink glug glug poor little sourcefam's drunk prostitute mom never gave him a hug :^)

Glug glug clink clink lives in a van gets paid to hunch over a restaurant kitchen sink :^)

You mean nothing to anyone. If you were state side you'd be getting "taken care of" just like little Blakey Poo is about to be.
>>
>>140855048
If you don't like the thread culture then you can feel free to leave
>>
>>140855331
>>>/trash/
>>
>>140855235
That's cool, what kind of POV are you going for?
>>
if y=a^x
what is x = ?
its logs right? but im not getting the answers i expect with log(a,y) or log(y,a)
>>
Blake the Snake was a Mistake
Fetal alcohol syndrome baby with the face of a rake
:3 SURPRISE PARTY VAN INCOMING
>>
the """""literally insane""""" llc patent shitfam source alchoholic hahahahahahah poster is a bot right
>>
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>>140855545
>>
>>140852901
It looks pretty good to me, I guess I'm not noticing the issue.
>>
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Gimme your ideas /agdg/ :)
>>
>>140854251
Legacy opengl is nothing like modern opengl or vulkan, you will have a very hard time
Vulkan requires cards from the past year or two
>>
>tryhard reply
>caring this much
>still going to shitpost about the same thing for another year
https://www.youtube.com/watch?v=Ve508HQRdmQ
>>
>>140855545
x is just an exponent there.
>>
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Genetic algorithms are pretty cool
>>
>>140856086
Just look at all the stunning gameplay! Well done Blake! You really are king of the enginedevs. Arikado was a fool to disregard your bullying, that namefag has the nerve to come back to AGDG and shame you again with even more progress? You'll show him! With... this?

Oh potato. Oh rotato. Oh blake. You're such a fetal alcohol syndrome baby. But in a meme way ;) it's just memes.
>>
>>140855545
well log y = x log a

so

x = log_a y

hth
Thread replies: 255
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