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/agdg/ Amateur Game Dev General
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Kill 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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progress :)
>>
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posting this again since new thread

rate my dustclouds
>>
Reminder not to respond to shitposters, including me

Do your part to make /agdg/ great again
>>
>>140911590
you're as much a problem as the shitposters

STOP
>>
Let's build a wall to keep Googem out.

Let's make GOOGEM build the wall -- just kidding, Googem can't finish anything because he's a pathetic hack that can't into coding OR art.
>>
>>140911664
>>140911667
where's your game?
>>
>>140911664
you're as much a problem as the shitposters too

STOP
>>
>>140911572
looks great but that resolution bothers me, will it be changed?
>>
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>>140911753
RIght here buddy
>>
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I am enjoying this but it's time to sleep
>>
>>140912089
call me when you've published multiple games
>>
>>140912249
where's the first game?
>>
how do I endless runner?
like a 2D platformer but you only get to jump and collect coins and shit
>>
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>>140912249
Call me when you've published a successful game.

Or a good game.

Or a tolerable game.

Or a playable game.
>>
My trailer: https://www.youtube.com/watch?v=5dbG4wqN0rQ
>>
>>140912447
#destroyt

>>140912459
cute/10
>>
>>140912572
>cute/10
Thanks for the support googum.
>>
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What are you working on today, devs?
>>
>>140912695
>working
>dev
heh
>>
>>140911818
the resolution is actually twice the size, but i couldn't record a video that big at 60fps since my pc is garbo
>>
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P O S T M O T I V A T I O N
>>
>>140913041
ayo so hold up

You have a game that's 1280 x 1024 with 20x20something sprites?
>>
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>>140913090
>>
>>140913090
>>
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>>140913205
>>
>>140913106
maybe, ive been trying out a few different resolutions. my monitor is 4:3 so ive been sticking with that ratio, and 640x512 is a bit awkward for a speedy platformer (don't want it to be disorienting like some Genesis games). i'm probably going to go the nuclear throne route with a fixed ratio and side-art.
>>
>>140913106
>>140913317
oh and -- the sprites scale 2:1, so they're around ~40x50
>>
>>140913090
>>
>>140913445
i see
well, good job, good luck and don't fuck yourself in the ass
>>
>>140913787
considering this is the first project i've ever attempted it's guaranteed that i will fuck myself in the ass
>>
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>>140912695
Going to be fixing a few nav bugs, adding the ability for the player controller to interact with objects, and creating a sanctuary cave scene for the player to heal around a fire or some shit. Still not sure about the last part so open to ideas.
>>
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>>140913090
>>
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Too tired to dev

Too motivated to sleep

Time to shitpost
>>
Too high to dev

Not high enough to do art

Time to eat pizza
>>
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>>140914734
>tfw drug test soon
>>
"Save this script and return to unity."
>>
>>140913205
so you're saying it's okay to be an idea guy?
>>
Too shit to create anything

Not shit enough to want to kill myself

Time to drink
>>
How are your cute girls coming along?
>>
>>140915562
>3dcgpd
>>
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>keep just bumbling in Unreal whenever you get motivation from time off
>learning stuff, but just realize it's too much
>want to just give in and at least just like make game in Game Maker.

How awful is it. I just want to make some shitty RPG.

It's just daunting with Unreal in that if you ever did get something done to be released it'd be a nightmare to manage/update/patch/etc alone
>>
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>>140915629
You were saying?
>>
>>140915695
how do I into design? I wanna make a serious game with serious looking characters but I don't think that would work with low-poly and chibi. and try to do it otherwise is just too much work
>>
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Working on attaching multiple directional machine guns to planes, so that I can use them for bombers. Still need to give each gun its own AI rather than relying on the plane's like the fighters' guns do. Bombers should be fun once they're fully implemented
>>
>>140915886
Proper design requires a lot of planning and research. You don't just go and draw shit until it's good, you need to actually approach it properly.
>>
>>140915952
I like the Advanced Wars aesthetic. Though I'm guessing its a side-scroller wave-shooter thing?

The planes are a bit small if you want to have a lot of gameplay\attention to small details like individual guns on planes. If its going to be a focus maybe blow it all up a bit.
>>
>>140915792
>Working on attaching multiple directional machine guns to one plane
For a second I thought you were danny working on new plans to eradicate rotate
>>
>>140916117
>I like the Advanced Wars aesthetic.
It's just advanced wars sprites though.
>>
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>spending more time writing stuff that can come later instead of coding real progress like gameplay mechanics and shit

I don't like this a bit but I just can't help it
>>
>>140916179
So they are. I'll have to work harder at memorising all the assets of every game I've ever played.
>>
>>140916269
Pro tip: if you're writing something other than code, you're doing something wrong.
>>
>>140916117
The background tiles are straight from Advance Wars, just darkened a bit so they aren't as harsh. I'm just using them as placeholders but I'd like to go for a similar aesthetic once I make my own

The size of the planes has been a big issue. It plays pretty fast and is mostly about using missiles, so most of the bigger sprites I've made don't move as smoothly. But it obviously gets hard to tell what's going on when they're so small. Just one of many visual design issues I need to work on
>>
>>140913314
this is fucking hilarious jesus christ
>>
>>140915952
T H I E F
H
I
E
F
>>
>>140916704
>that's the kind of shit people find funny
I'll never be successful because I'll never understand people
>>
>>140917084
it's pretty simple.
youngness is equal to edgeness, edgeness finds sociopathic behavior funny. simple.
>>
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I WANT
TO FUCK
A YESDEV
>>
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>>140913314
>I took her to the animal shelter. Mmm.
>Mmm
>>
>>140917274
then you're the whore at a soup kitchen
>>
>>140917274
sorry I'm not a zoophile
>>
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>>140917274
become a yesdev and you can go fuck yourself
>>
>>140917258
>youngness is equal to edgeness
But you're the edgiest guy on AGDG at the fresh, youthful age of 36.
>>
>>140917360
Fuck off nodev

>>140917324
It's okay I'll even leave the fursuit off just for you

>>140917317
Yes I am, and I love being treated as such!
>>
I have a proposition agdg: space facts for echidna pics
http://www.clickhole.com/quiz/you-tell-me-space-facts-ill-show-you-echidnas-deal-4243
>>
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>>140917750
Now watch googum come along and argue how fun isn't fun.
>>
>>140917750
Gameplay should come before fun.
>>
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>>140917821
>>140917904
>>
>>140917904
>>140917750
he's right, it clearly says "gameplay comes first"
>>
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Which DnD class fits kobolds best?
>>
>>140918061
that pic nails it rite there
bard
>>
>>140918061
stupid
>>
>>140917750
>abstract or automate parts of the simulation that are not fun

Man I know I'm a turboautist but I really want people to plot their own orbital insertions. At least until they research a navigation computer.
>>
>>140918061
Ninja Wizard multiclass
>>
>>140918061
Dead.
>>
>>140918101
Bard is a good choice, but something tells me it's not the best. Thief maybe?

>>140918375
Kobolds can't be wizards! They don't have beards!!

>>140918442
>>140918138
Rude AS FUCK!
>>
>>140918061
An actual game
>>
Will my visual novel get bullied here?
>>
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>>140918618
>Kobolds can't be wizards! They don't have beards!!
>>
>>140918719
Mine does but it's not really visual and I like getting bullied so it's okay!
>>
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>>140918832
That is not a real kobold! That is a BLIZZBOLD! ACTUAL kobolds, just like ACTUAL Khajiit DO NOT HAVE BEARDS!!!
>>
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>>140915562
I'm slowly getting there
>>
>>140918851
Don't worry koboldev, I believe in you. Other devs will be mean and call you a shitposter because they want you to conform to their extremely rigid standards of """board culture""".
Keep up the good work, my dude B)
>>
>>140918997
Looks great anon. Good job.
What kind of game will it be?
>>
>>140918987
>i decide what creatures from germanic mythology looks like
https://en.wikipedia.org/wiki/Kobold

Your game is shit and you are full of shit.
>>
>>140918987
>kazerad will fucking die before he updates again
>>
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>>140919083
oh is this the kobold? i've seen webms of them before.
>>
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>>140919018
Thanks! Dog sex scene this extended weekend

>>140919083
GERMANS started WORLD WAR 2!!! Why are you believing them?!

>>140919086
I'll kill him if he does!
>>
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>>140919210
kobolds are brutal
>>
>>140918987
>precuck
Fuck off /co/
>>
>>140919080
Third person action game about cute soldier lost somewhere in deep forest (probably procedurally generated) who fights with creatures from european mythologies.
>>
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>>140919579
I love it already. Can't wait to see more.
>>
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what do you guys think of my orc?
>>
>been a nodev for more than 3 months because i havent come up with any ideas
why live
>>
>>140919624
Needs a bit more shading around the shoulders and neck, gut bretty pud
>>
>>140919634
it's ok just engine dev so you'll be in position to take advantage of the ideas when they come
>>
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>>140919634
>>
How playable does a demo day demo have to be?

Could it just be one half finished level?
>>
>>140920012
It depends what you want to show and get freedback from. It could be just half finished if you just want more feedback on gameplay than on level design.
>>
>>140919363
Who is this guy?
>>
>>140920594
It's Hotwheels' uncle, laying judgement on endchan peasants
>>
>>140920012
>>140920576
Obviously the more completed and polished it is the more likely it is someone will actually bother to play it and give you feedback.
>>
IDEA GUYS
IDEA AT ME
BECAUSE I SURE AS FUCK CANT THINK OF IDEAS FOR MYSELF
AND I WANNA BE A YESDEV
>>
>>140920594
Koksal Baba
>>
>>140920783
RPG where you break liberal art student's creations that became alive
>>
>>140920783
Top down stealth shooter

Medium mode: Patrol routes and cones of vision, inventory system
Hard mode: Procedurally generated levels
Dev mode: Progression system with EXP and upgrades
>>
>>140920783
A game that takes the premise of a TV show while neglecting all the elements that make it enjoyable. Have no gameplay and make the entire experience just navigating menus. Don't put it on steam, only itch.io but then complain when you have no exposure and nobody buys it.

If you successfully finish this game you can shitpost AGDG every single day without feeling bad because you're a YESDEV!
>>
>>140921089
Fuck you, that was the most refreshing game of this decade.
Just because your tiny conservative brain can process new ideas, doesn't mean it's a bad game.
>>
>>140921198
Gawker called, they told you to stop shitposting in misogynistic forums and come back to writing blog posts
>>
>>140921324
Yeah, well the jerk store called, and they're running out of you!
>>
>>140921742
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO SICCCCKKK BURRRN!!!!
>>
>>140920946
sounds fun
i'm gonna go dev mode, wish me luck
>>
Does an object child have shorter transform leaps? I have this parent at (0,0,0), and the children at (0,-0.2,0), when I unparent the children it goes to (0,-2,0) WTF? the coordinate origin it's the same why would the position increase?
>>
>>140922320
>using unity
>>
>>140911664
>he replied
>>
>>140922320
Probably to do with the scale.

When you unparent something, it multiplies it's location by whatever the parent's scale was to keep it in the same place.
>>
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>>140917309
>>
>>140920783
alright im prepared to give you the gogem special idea platter.... here's how it works, you answer the following question and i come up with a game concept for you.
what do you consider your strongest skill in game development?
>>
>>140922576
this explains everything, thank you anon
>>
>>140919634
why post?
>>
>>140922679
Designing UIs and taking the premise of my favourite television show and turning it into a game while stripping it of all substance in the process.
>>
>>140922868
>Designing UIs
bullshit, no one is good at that.
>>
>>140922910
> hates his own games
> "every designer hates their own game"
> bad at designing UIs
> "bullshit, no one is good at that"
>>
>>140923198
> encouraging googum to trip
>>
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Added enemy. The animations are pretty much same as in previous version, but I try to get time to improve them. It's not possible to kill the enemies yet. Should I make enemies leave corpses behind when they die like in old version or just make them have death animation and add some shader or something to make them have some cool disappearing animation?

I might give armored enemies back that spark effect when hit instead of blood. Not sure yet.

How's the speed? I know the knight's slash needs smaller hitbox.

I had better webm but 4chains doesn't let me post webm for some reason even though it's 1.7MB...
>>
>>140923350
Well I was going to point out how self-centered namefags typically shit up threads but opted for that instead. Now I've done both!
>>
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>need to sleep soon
> don't want to stop devving
> don't want to have to face my responsibilities in the morning
>>
>>140923198
how about you get a trip instead?
>>
>>140923492
nvm sorry about that post anon, I'm a raging faggot that doesn't post progress
>>
>>140923393
What the hell are you throwing at the enemy? Except for that it looks pretty good, I really like fast paced combat.
>>
>>140922679
i'm probably just gonna do the topdown stealth
but sure, i have experience programming procedurally generated levels and AI
i'm actually already a yesdev, but i'm not gonna shill my game
>>
>>140923587
Glowsticks
>>
>>140923492
That font rendering is awful

>>140923393
>webm won't post
It usually says why. Encoded it wrong?

Why'd you restart this? It looks much worse than it did last time I saw you post.

>corpses vs disappearing
>blood vs sparks
Depends how human\gritty you want your enemies to come across as. People don't tend to bleed that much unless they're dying, but from your oversized swords I guess realism isn't a factor

Speed is good. Looks engaging.
>>
>>140923670
What do they do?
>>
>>140915682
Every framework, engine, or language is going to be the same. You have to put in work, you're gonna fail a lot, and nothing is gonna work for a while.

>I just want to make some shitty RPG
Then use Gamemaker or RPGMaker. The hell you doing making an RPG in unreal.
>>
>>140915682

Why did you listen the shitheads in agdg? Just use something simple which makes the job done. Like GMS or RPG Maker.
>>
>>140923856
I agree with this. The cool thing with UE4 is it's going to be well documented and well supported. Plus if you are a complete scrub you can simply depend on blueprints until you feel ready to script.
>>
>>140923587
>What the hell are you throwing at the enemy?
mageek knives. Gif skips some frames so it looks weird.

>>140923695
>It usually says why. Encoded it wrong?
I get "Error: Your image contains an embedded file.". I convert my files to webm with ffmpeg like I've always done. No idea why it refuses to work now.

>Why'd you restart this? It looks much worse than it did last time I saw you post.
Obliviously those tiles are placeholders. I still have all the graphical stuff from old version. I had to rewrite it, because the old code was so spaghetti and it would've took more time to fix it than start over. The gameplay feels lots better now and there should be lots less bugs.

>corpses vs disappearing
coprses were previously part of gameplay mechanics so there was reason for them to exist. I think with slopes they look kinda weird, so I'd honestly prefer if enemies just had dying animation and then disappeared.

>blood vs sparks
non-armored enemies would bleed, but armored would just have spark effect. They would bleed too, of course, when dying. Except if they are skeletons or something, obliviously.
>>
>computer randomly turns off
Haha, time for backups
>>
>>140923393
Let it go no slower than that, fast is always good.
>>
>>140923615
> i have experience programming procedurally generated levels and AI
i take it you mean to say that your strongest skills is in programming.
i have a game idea for that skill i gave before that i dont think was ever used...
a simulator game about tracking weapons starting from manufacturers, distributing out into government and civilian resellers and further distributing out into civilians where they're no longer trackable (by the player) until they're used in a crime. the job of the player is to stop criminal purchasers by detective style analyzing the purchase data to figure out the best places in the branches of resellers to use their limited actions/funds to prod into the non-trackable areas of the simulation so that they can ultimately find major black market suppliers and arrest them.
or do you want something fresh?
>>
>>140924270
>fast is always good
I understand what you are getting at but hyperbole like that doesn't apply to design.
>>
Why is the Tony hawk pro skater genre so dead?

Seems not even indies are bothering
>>
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>https://itch.io/jam/agdg-demo-day-8
>4 days 17 hours

Are you gonna make it, anon?
>>
>>140924681
The past few days, the only thing I was doing is practising math for the exam, and I still got a long road ahead of me.
So no, I'm not gonna make it.
>>
>>140924548
What's the point trying? Nothing can really top THPS. What was that goofy 7th gen game that prided itself on "realism"?
>>
>>140917750
>fun in the title
>not actually using the nebulous-to-the-point-of-uselessness word "fun" in the body
Actually good.
>>
>>140924816
>fifth bulletpoint
>>
>>140924927
Fuck.
>>
>>140915682
pretty much no one has ever finished an RPG in game maker. making games is hard so pick RPG maker.
>>
>>140924985
although to be fair the fifth bulletpoint is pointless
>abstract everything that isnt "fun"
>nothing is "fun"
>abstract everything
like who doesnt abstract everything anyways?
>>
>>140924986
undertale was made with GM..
>>
>>140925156
>programming and mathematics are nothing but abstractions
that's a deep rabbit hole
>>
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>>140925195
He said an RPG.
>>
>>140925195
lots of people pop open GM thinking they will be able to handle a RPG as their first game. When you are following tutorials to make your character walk and fight, it's safe to say that you cannot take on an full RPG as a first game. I don't know why everyone forgets this but you need to build your way up from small, single screen, games until you master the basics.
>>
>>140925418
Making RPG on GM is possible, but it requires actual skill and knowledge instead of RPG Maker. It's possible to make one using GM, but it requires more skill than people think it does.
>>
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DESCRIBE YOUR GAME IN ONE OTHER COMPUTER GAME

>DotA 2
>>
>>140924548
bmx streets looks like it could be fun but I've seen a lot of failed and struggling games in the genre.
I think they are just hard to make
>>
>>140925594
liero
>>
>>140925594
>>
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Progress.

I've made it so fatal damage that you take when you have >1 HP instead sets you to 1 HP. You still die if you take fatal damage at 1 HP though.

This lets me be a bit more risky with the damage values for monsters (as nothing will randomly one-shot you). Combined with limited healing sources it also makes the microgame combat more risky - every mistake can potentially cost you in the long run (as you can't just fully heal up after combat like in a lot of RPGs). It also adds some tense moments where your whole team is at 1 HP and you have to get perfect timing / completion on actions/microgames just to survive each turn.

Also working on updating the UI/menu system.

Hopefully I'll have something ready for demo day.
>>
>>140925594
Dominions 4
>>
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Time to see if I have what it takes to get 500 thumbs.
https://steamcommunity.com/sharedfiles/filedetails/?id=674834406
>>
>>140925594
Wizardry series
>>
>>140926037
Pro tip, look into the steam browser protocol and always give a link that goes direct to steam.

Barely anyone is logged in on their browser.

steam://url/CommunityFilePage/674834406
>>
>>140926037
>Dubstep in the trailer

Yeah that's a no from me dog.
>>
>>140923393

How are you doing your melee combat? I've been looking for tutorials on how to do it in GameMaker but I've been coming up empty.

Giving armored enemies any sort of a different hit response to indicate the fact that they're armored would be a good idea.
>>
>>140926234
Oh nice, thanks. I didn't even think of that. I'll update my links.

>>140926298
>Dubstep
ok
>>
>>140925721

Are the barrels just for looks or are they going to be breakable?
>>
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>>140923393
Your game looks almost as good as mine, good job.
>>
>>140926597
Huge dog or little Knight
>>
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>>140926441
They already are breakable. You can see it near the end of this video.
>>
>>140926749
What if it's both.
>>
>>140926597
love it
>>
>>140926815
I didn't consider that.
>>
>>140926776
As a rhythm game fan I highly recommend that during heart action blast if you hit the arrows correctly they should disappear instead of continuing past the hit zone. Even with it glowing green I can't help but instinctively feel like I fucked up and it just looks weird to me.
>>
>>140926316
I have collision box set for player and enemies. These are used for collision checks with ground and attack hitboxes.

Player has sword object tied to him and when PC attacks, sword objects gets hitbox sprite that matches the animation. When enemies attacks, they spawn this hitbox object which has enemy's ID tied to them. the enemy hitbox object gets sprite and image index that matches the current attack and will be destroyed after attack is done or cancelled by attack or something.

Then player does collision check to that enemy hitbox object, which checks damage amount, type and effect. Same applies to enemies too. It's not too hard with IDs.

>>140926597
You are gonna make it, man.
>>
Can someone tell me were to start. (In General)
>>
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Morning progréss
I just noticed it loops perfectly
>>
>>140927354
Make pong
>>
>>140927354
Give up
>>
>>140927125
Noted, will fix that.
>>
>>140927398
>perfectly
I wouldn't say perfect, it's very noticeable not that it matters.

What's the bar for? So you can't spam powerful chips back to back?

>>140927354
Fuck pong, make brickbreak
>>
I'm not sure how should I create my world map. It's a top-down grid map with square tiles. It's not gonna be a randomly generated map, think more of the 2d pokemon games.

Basically should I just store the tile information in a file and then spawn those tiles based on the file contents when the game launches?
Like I would write it down in a 2D array like this:
"tree" "tree "tree"
"grass" "grass" "tree"
"house" grass" "grass"
and then just spawn these tree, grass and house tiles after reading them.
>>
>wake up
>draw, everything looks like shit
>one hour later, stuff looks decent
>2 hours later, stuff looks better than i thought i could draw

what is with this ramp up time it's such a waste, why can't i draw good from the start?
>>
>>140927672
Yeah but you'd make it simpler like this
1, 1, 1,
0, 0, 0,
2, 0, 0,
>>
>>140927354
Tell me what do you want to do? Do you have any skills on 2d or 3d graphics? Do you want to make 2d or 3d game? Do you have any experience with programming (java, c, c++, python, something)?

If you want to make 2d game, GM:S is pretty easy. Unity is one option too. You should start checking out documentations and tutorials. Once you get basics down (how to make movement etc), you can start with small project (try to make copy of pong, pacman etc). Once you have basics down, you can try to do more advanced stuff. If you want to do X and you have no idea how, you can google for tutorials. There are thousands of tutorials for Unity and GM:S.

I cant help with 3d stuff. I can do some animations and modeling but no experience making 3d games.
>>
>>140927415
>>140927546
In a engine like unity or from coding only.
>>
>>140927546
Lol I'm retarded it doesn't loop at all

Yeah I didn't want to blatantly rip off the folder system, I'll probably give each chip a limited amount of uses too
>>
>>140926776
for the love of god make a walking animation for the characters
>>
>>140927672
Essentially yes, but you're not going to store it as an array of strings because that uses a lot of memory and it adds up real quick. Use a char or int.
Use a tile editor like Tiled to make your maps, it's free.
>>
>>140927845
I want to do a hack and slash
I am lerning blender right now
3d
No programming experience
>>
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Would you fuck a sea creature if she asked you to, anon?
>>
>>140927886
I would, but I'm pretty bad at animating things. I was hoping I could just leave it until I can hire an actual artist (if that ever happens). At the moment I just want to get it playable and add some levels.
>>
>>140928335
>mother
no
gross
>>
>>140928335
Not if she looked like that
>>
>>140927264

Makes sense, I just need to figure out how to code everything relating to the sword.

Any recommendation for tutorials or guides? Where did you learn to do it?
>>
>>140923393
It bumbs me out to see what the combat has become, honestly. With the old slow style, you had to choose your approach wisely but now with the mc being faster AND having more range than even the big enemies, it looks like the game is going to just be mindless combos :(
>>
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>>140913507
>Gogem always posting this
>He thinks it proves that his games are good, despite him not playing video games
>However, they are all complete and utter shit, and no one likes them
Can you even be more delusional than this aussie autist?
>>
>>140928041
Start with Unity or UE. Both has lots of tutorials as far as I know. I think you are better off testing both and then use whichever feels better to you. GM:S is trash for 3D.
>>
>>140923393
Your game had potential.
Now it looks like shit.
Combos are never ever fun, guy.
>>
>>140926037
Updoot for fellow yesdev (and I actually quite enjoyed the demos, so yeah).
>>
>>140913507
No googum, you're games are still shit, and you're a nobody outside of agdg.
>>
>>140926037
Would vote down if downvotes were actually counted.
Your "game" looks like trash.
>>
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>>140926037
>salty AGDGer can't just be respectful and no-vote, he has to leave a bitter comment to try and pull you down
"What is this, Newgrounds circa 2007?"
>>
>tfw you forgot to put a disclamer in your h-game
>tfw you are likely going to jail now
>>
>>140929131
thanks
>>
>>140929464
Why would he care about the opinion of someone who doesn't even know the dictionary definition of game?
>>
>>140929306
Thanks anon

>>140929464
Thanks for giving it a look, senpai

>>140929491
I prefer to think of it as a compliment, I really liked some of those 2007 era newground games.
>>
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>>140911519
>tfw it's been 1 minute since new /adgd/ and nobody's posted this
>>
>>140926037
the idea of a whole platformer based on force pulses disgusts me beyond what my words can express.

other than that it looks pretty neat, upboated
>>
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>>140929069
>>140929449
>he's always mad when i post Nishikado
>he can't help but lash out, knowing he wasted his time playing games instead of making them
>he knows for a fact many people pay 12 or more american dollars for my "complete and utter shit" that "no one likes"
who needs facts when you have impotent rage
>>
>>140928921
>Any recommendation for tutorials or guides?
Just google how IDs in gamemaker work. It will save you from LOTS of work, seriously.

Basically you have two objects.
>oEnemy
>oEnemyHitbox

Then you make enemy create oEnemyHitbox this way:
var hitbox = instance_create(x, y, oEnemyHitbox);
hitbox.owner = id;

Then have in oEnemyHitbox's creation event:
owner = ""; or -1 or whatever you prefer

then have it go along with it's owner with something like
y = owner.y
x = owner.x

And destroy it when "owner" (the enemy) stops existing or when his attack is 0 (i use state machine so it doesnt work this way in my game).

>>140929043
I will make that knight bigger when I have more time. I could slow down player's attacks with more delay between the attacks (attack animation speed would stay same, there would be just more delay so it would he harder to chain attacks) so there would be higher punishes. It's still not just mindless combos. More than 1 enemy is pretty hard to deal with, since PC has low HP.

>>140929289
Do you think that if I made it more execution heavy and less like hack'n'slash it would be more fun? Please tell me more about how you feel. Nothing is set at this stage yet. These same moves were available in previous versions too (except downwards slash), but they were indeed slower, so the combat hasn't changed that much. It's just faster.

Nothing is set at this stage. I'm open to all feedback and requests. Help me fellow devs and nodevs.
>>
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Good luck with demo day AGDG
There's only 4 days left to show us how big of a dev you are
>>
>>140929864
>he
Look, googum got his own mothdan.
>>
>>140929864
> he
Yes googum, this one man is bullying you. The rest of AGDG has your back.
tell us more about "him"... does he have high powered rifles?
>>
>>140930006
>>140929995
So... Googum having another meltdown and going tranny confirmed?
>>
nani o kangiete
>>
>>140929864
Nishikado, who hasn't been relevant since the 70's having worked only on sequels and ports since then? Really? Is that someone who has grown as a developer? Seems more like a stuck up nobody to me.
>>
>googum only replies to posts that personally attack him
wow
who would've known
>>
Am I breaking the copyright law if I record someone playing his original music without their permission? Even if I don't use the recording.
>>
>>140929864
don't worry googum I have just the thing to stop him
(see attached file)
>>
why is that guy so stuck up though? didnt he just make asteroids or something?

I mean, its just a triangle flying around shooting asteroids
>>
>>140930413
>Even if I don't use the recording.
Then you have nothing to worry about
>>
>>140930006
>>140929995
>he mind
seriously AGDG? it's an indefinite pronoun, are we on ESL hours right now?
>>
>>140929916
>Do you think that if I made it more execution heavy and less like hack'n'slash it would be more fun? Please tell me more about how you feel.
Looked cool when it was slow and deliberate, like classicvania.
Nothing wrong with speed, if that's what you want, but with combos it just becomes repetitive and shit, in my personal opinion.
Basic mechanics are always better than combo systems, because it let's the player assume more direct control of the character and its surroundings.
>>
> googum cannot stand up to criticism
gee whiz
>>
>>140930331
>Seems more like a stuck up nobody to me.
https://en.wikipedia.org/wiki/Psychological_projection
>>
Is googum the Donald Trump of gamedev?

>made many games
>none of them are actually good
>thinks he's better than most people here
>gives his thoughts on things he knows nothing about
>>
>>140930331
Does konami make anything except sequels and ports and rehashes of their old classics?
>>
>>140930696
> https://en.wikipedia.org/wiki/Psychological_projection
https://en.wikipedia.org/wiki/Psychological_projection
>>
>>140930696

Exibit 1:
>Nishikado's later credited games for Taito included the racing video game Chase HQ II: Special Criminal Investigation in 1989, the scrolling shooters Darius II (Sagaia) in 1989 and Darius Twin in 1991, the platform game Parasol Stars: The Story of Bubble Bobble III in 1991, the SNES role-playing video game Lufia & the Fortress of Doom in 1993, the beat 'em up Sonic Blast Man II in 1994, and the puzzle game Bust-A-Move 2 (Puzzle Bobble 2) in 1995. Under Dreams previously owned by Nishikado, his credited games include Bust-A-Move Millennium, published by Acclaim Entertainment in 2000.[54]

Dreams is also credited for Chase HQ: Secret Police published by Metrod3D for the Game Boy Color in 1999, the 3D eroge visual novel Dancing Cats published by Illusion for the PC in 2000, Super Bust-A-Move (Super Puzzle Bobble) published by Taito for the PlayStation 2 in 2000, Rainbow Islands (Bubble Bobble 2) and Shaun Palmer's Pro Snowboarder for the Game Boy Color in 2001, and the 2008 Nintendo DS version of Ys I & II.[55] He personally oversaw the development of Space Invaders Revolution, released by Taito in 2005,[56] and was involved in the development of Space Invaders Infinity Gene, released by Taito's current owner Square Enix in 2008.[54] Dreams was involved in the development of the fighting game Battle Fantasia, released by Arc System Works in 2008.[55]

Sequels and ports .


Exbit 2 >>140913507 's image.


Looks like a stuck-up nobody to me.
>>
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>>140929864
>many people
If that was even remotely true, you'd be scummy a con artist.
But we all know art is a skill which completely eludes you.
>>
Progress?
>>
>>140930994
no
>>
>>140930657
I could make it "slower", as in have longer delays. It would still feel like one attack is more important than combo. That would also give higher punishes for fucking combo up and make player approach enemies carefully.

There's still lots of ways to approach enemy. Duck attack is very safe and has long range, but it's rather slow and cant be cancelled to anything. You can dash and continue with upwards slash, but this is very risky as enemy can stab you in the face while doing so. One safe way is to attack with spell (like dagger) and then dash and attack.

I could post gif with slower attacks if anyone is interested how it would affect the gameplay.
>>
>>140930994
No, we're bashing the autist again.
>>
>>140930994
https://www.youtube.com/watch?v=JaVw5_eQqvg
https://www.youtube.com/watch?v=JuIkqpdZMUY
https://www.youtube.com/watch?v=-TCFyPnkQ2Y
https://www.youtube.com/watch?v=B4UReizXf1E
https://www.youtube.com/watch?v=VpFS8UKWUMA
>>
>>140931069
Hey, it's your game, m8.
You do as you like.
But combos are just shit.
>>
>>140930749
Donald trump is extremely successful though.
>>
>>140930696
Do you actually have something to say, or you're just straw out the fallacies on everyone?
>>
>>140930895
that's his games, now wheres your games?
>>
>>140931209
I prefer both. I just want to know general opinion and still make it faithful to the old version. I really need these feedbacks because I'm really fucking bad idea guy.
>>
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>>140931223
if you believe Donald Trump than you'll love to spend your money dollars on Whip the Vote, available on itch.io
>>
will be back after strayan faggots go to sleep.
>>
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>>140931234
Don't have to be a vine connoisseur etc etc
>>
>>140931234
I'm not claiming to have grown as a creator while everyone working with me stayed a shit for their whole careers. The amount of games I've made has no weight in the argument.
>>
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Testing out long range missiles. Did it by changing a few values in the original missile so everything can be data driven as much as possible.

Now I just have to make all the variations of missile/bomb/rockets and everything else.
>>
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> three posts in five minutes
meltdown detected
>>
Huge faggot here. Sorry I keep shitting up the thread. I can't stop myself.
>>
if its not mothdan, its googum

can one of them move to the other's country so the thread isn't always shit
>>
>>140931761
It's okay, we all know you are mentally challenged.
We just enjoy riling your failure of an ass up.
Please kill yourself soon that way you might just be able to actually entertain someone for the first time in your life.
>>
>>140931541
Nishikado made many many games and supervised many many games development (per Konami's pushing of him into a managerial position after making THE smash hit of gaming)
i think he is definitely in a position to express what things are important for a game creator.
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