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/agdg/ - Amateur Game Dev General
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Our Lord & Savior Edition

>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
http://tools.aggydaggy.com/#

>Another new thing
boreal.aggydaggy.com

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Previous Demo Days
http://pastebin.com/Qi63yBxd

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

> Engines
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
Unity: https://unity2d.com/
Source: https://developer.valvesoftware.com/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> 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/
http://freemusicarchive.org/
>>
first for waifu
>>
second for anime
>>
third for diea guy
>>
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If i wanted to become an amateur dev, where i should start?

If i wanted to create, say, a minecraft clone, or terraria clone, or whatever (for practice), what should i start at?
>>
>ywn have as much atmosphere in your boss fights as the squaresoft final fantasy games

how do i deal with this feel

inb4 OMG FINAL FANTASY IS 4 PLEBS
>>
>>143566071
just like make game
>>
>>143566053
idea*

FUCK
>>
>>143566140
good music
good art
good designs
good games

git gud
some of them anyway
>>
>>143566071
Those aren't starter practice games.

Pong is.
>>
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Remember: practice
>>
Just realized WJ has been out of the OP for a few threads.
Sorry about not noticing until now.
https://itch.io/jam/wj2016
>>
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My dev team is sleeping on the job again. How am I supposed to do all this work myself?

Unrelated, I finally got priests and shopkeepers to sell separate items, and they now properly roll for random inventories rather than just having all of the everything.
>>
>>143566318
Why aren't they? And if so, how do i start at pong then?
>>
>>143566701
>>143566167
>>
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>>143566594
It's because the OP is hates anything related to anime and changes it as soon as the thread gets close to 750 posts.

OP meme fags don't even bother realizing that something is missing and just copy and paste the old OP and change the title or "Edition" just for the sake of getting some "lulz!"
>>
>>143566701
not him, but on my guesss you can probably find tutorials to make tetris or pong games on youtube
>>
>>143566701
Do you know how to code?
>Yes, I do
Then start with the basic, one paddle that moves up and down when you press the up and down keys on your keyboard.
>No, I don't.
Learn.
>>
Any of you lads streaming gamedev?
>>
I spent all day crafting the ultimate devving playlist.

Feels good desu
>>
>>143566915
It really is amazing (in a horrible way) how much of a subculture there is in AGDG.
>>
>>143565023
i guess it's hard. it takes a lot of time just to get minimal things working. you can get away with not knowing much of the math by relying on libraries, like i do.
the buffers and shaders and how to draw a basic triangle i can understand, but i often need to look at examples to remind myself of the code.
>>
>>143568278
Anti-anime autists are the weirdest vocal minority on 4chan.
>>
>>143568356
>but i often need to look at examples to remind myself of the code.
Thats a given for a library as big as openGL, even more so if you just use it once in a project and after that only tweak little parts of your opengl code.
>>
>>143568031
Just fucking share it already
>>
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>>143563879
>>143564314
>>
>>143566448
>draw the rest of the fucking girl
>>
>>143569063
2spooky4me
>>
>>143569054

I'll post it soon, I just need to edit it some.
>>
>>143566915
>anime is default, changing it is shenanigans
This notion which I have quoted, is a mistaken supposition
>>
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>>143569390
>This notion which I have quoted, is a mistaken supposition
This notion which I have quoted, is a mistaken supposition
Fuck off newfag.
>>
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>>143569289
What are some other spooky things I could add?
>>
>>143569436
>tfw no game about Kevin bullying nerds
>>
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>>143569242
>>
>>143569501
Go play those ridiculous FMV PnC's.
Shit was unsettling.
>>
>>143569483
>accusing my publicly of being a newfag
I would demand an apology if I thought you had within you the moral character to offer one
>>
>>143569849
>drawing the breast being pressed up even without whatever she's holding already there
Now THAT's how you visualize with forms.
>>
>>143569390
My english is bad, but your reader comp seems worse. My point was the waifu-jam is game jam that's going on. Having an anime OP picture doesn't matter to me either. No OP image should really matter, it's just a fucking picture, nobody cares but you. Though removing an AGDG event is completely wrong just because of the word "waifu".
>>
>>143569501
Mannequins/suits of armor/armor stands that move slightly when you leave the room and come back.

Head turns towards the door you entered from, objects nudged slightly to one side, etc.
>>
>>143570236
Oh then actually we're in agreement. Leaving out the jam is wrong and it doesn't matter anime pic or not. I misread >>143566915 as thinking people were not using anime OPs just for lulz, like the default is anime OPs
>>
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Fully rigged death. I'm going to try and animate the 3 little skulls coming out of the big skull's mouth and see how spoopy it is.
>>
>>143569830
Let's imagine for a moment that all devs and artists here agree on something for the first time, and make a collab-lke game.
What would it be about?
>>
>>143571512
sourcefam/danny/reek/whatever. They have put so much time into agdg I think it's only fair.
>>
>>143571490
You're a spooky guy
>>
How the fuck do I trick an artist into working for me for free and then also becoming my gf?
>>
Thoughts on colors?
>>
>>143572576
woo her with your extensive knowledge of anime and imageboard culture
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>>143572635
Okay but not ver interesting
>>
>>143572635
flat
>>
>>143573136
I plan to make textures more detailed with hand painting. just didn't know if the base colors worked well together. I'm not super good with color theory.
>>
>>143572635
very generic
not bad but generic
>>
>>143573297
They work incredibly well together, which is why they've been done a million times, as >>143573615 said
>>
>>143573297
Basically this >>143573615
It's like I've seen that combination many times before, they're not bad colours.
>>
>>143573615
>>143573267
>>143573136
>>143573782

I guess generic Isn't bad for a first rough draft/placeholder. Ill use it while working on the mechanics and change him up to be more interesting later
>>
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how many faces is too many faces?

I can't model for shit so i'm going for the ZUN way, add random shit till it kinda looks good.

is 1.5k too many?
>>
>>143573971
normally you would just have one face
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>>143573971
1 if normal, 2 if ogre?
>>
>>143573971
It depends

But no, 1.5k isn't a lot on modern hardware.
>>
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Over 9000 hours of physics baking.
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>>143574798
The (what appears to be) high air resistance makes it look like paper, not gibs.
>>
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>>143572635
It's way too saturated, and all the colors are too basic. It's like drawing green grass, blue sky, etc. That's now how color works outside of the 3rd grade.

tl;dr: try using the saturation slider

Here's my 5 second in mspaint edit that doesn't really have much to do with what I just said. I made it a lot darker overall, which is probably not what you're going for with the general artstyle/character.
>>
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How does my model look? Anyone's waifu ;););)?
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>>143575169
Like a Runescape crack whore.
>>
>>143575169
Ogre/10
>>
tumbling down tumbling down tumbling down
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>>143575169
Looks like RunEscape

>>143573971
For the record this looks mostly terrible still. The head seems passable though.
>>
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>bug that only sometimes happens
>>
>>143575506
no such thing
>>
>>143575248
Shut the fuck up Shinji
>>
>>143575583
Uninitialized pointers can do funky shit
>>
>>143574798
Spooked my guts off
>>
>>143575656
>not using smart pointers
>>
>>143575391
how do i improve it? what are the most glaring flaws?
>>
>>143575787
coming from a person who never modeled anything
arms and legs are too fat
rest is ok
>>
>>143575705
>not just being smart yourself
>>
>>143574798
I'd like to see it just slump off the body into a pile on the floor.
>>
>>143575169
looks like down syndrome daenerys
>>
>>143574936
holy hell that looks pretty damn nice and I really like the pants you gave him. Im going to rework the colors to be a bit more like you show
>>
>>143576219
Did you mean >>143575169? :L
>>
While in combat any attack will have a green, red, or blue special effect. These effects show you what you are draining. Attacks (though not all) can drain health, Stamina, or mana.

If the attack or event drains over 50% of your mana or stamina a colored explosion happens. (example here being the dodge).
>>
>>143576392
When will the stamina bar meme end?
>>
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>>143575895
>>
>>143576294
no, I was replying to >>143574936 who gave me color critique on my >>143572635 character
>>
>>143576552
>meme end

Sorry you only like games with simple overly simple combat mechanics. If I remove the stamina bar will it be casual enough for you then?
>>
>>143576574
i like it and would be proud of myself if i have created that
>>
>>143576552
Bars in general are lazy af

>hurr I can't imagine anything other than an int/float range of 0 to full because that's just how games are done
>>
>>143576898
Alright ideas guy, come up with something better.
>>
>>143575787
I don't even know where to begin. I guess the shoulders especially are just wonky as fuck. They have to definition, it looks like a play-doh man.

The legs look like furniture.

You need to do some basic study of anatomy.
>>
>>143576898
Do you want someone to create a stamina mechanic using hash tables of complex numbers?
>>
>>143576898
>int/float range of 0 to full

Its only that way because this is a prototype, I have not worked out balancing yet, though since you are an idea's guy you probably wouldn't know anything about that.
>>
>>143576667
>Thinking I'm casual just because I hate the influence souls series had on "specific Knightdevs"

I'm not going to respond to "lol get gud" souls fanboy go to argument. But I will note that "Clarent" A game being developed here is very complex and obviously has a castlevania/souls inspiration without adding an obnoxious green stamina bar.
>>
>>143571512
>What would it be about?
it would be about being a deliveryman who died, and now has to deliver furniture and packaged mail in hell to demons. Trying to get luxurious couches and shit through too-small doors and obstacle-laden front and backyards, while bitchy demon wives deride you as you struggle to get that washer-dryer combo past the fence and to the back patio doors
>>
>>143577103

you use heavy attack! your stamina quaternion rotates 0.4 radians about an axis of (0.71, 0, 0.71)!
>>
>>143572635
Butters/10
>>
>>143576951
well consider what a bar is. It's a plot, a bar graph. There are a lot of different kinds of graphs. Violin plots, ternary plots, tons. So really the problem is that the underlying data structure is simplistic as fuck.

>>143577103
If it came with good display, sure. The Complex plane has some properties that could make it interesting as a health model I bet.
>>
>>143577540
>all this pseudo-intellectual nonsense
>>
>>143577618
This.

Very definition of an ideas guy though.
>>
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>>143577540
is this guy for real?
>>
>>143577424
Have you actually dealt with complex numbers? Because they are not the same as quaternions and only marginally more "difficult" than real numbers.

If you think working with complex numbers is come kind of huge leap, I doubt you've ever done much with them.

>>143577774
>0 to full health is the only way
>>
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Turns out most of Red Eclipse's assets are CC-BY-SA 3, so I converted the zapper, shotgun, and rocket launcher for my own. Gonna take one of the skyboxes as well.

I might end up using the rocket launcher model for a shotgun/flak cannon instead, though.
>>
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>your character shows visible signs of health deterioration until they are literally crawling along the floor with several broken limbs, crying.
>you cannot die, it's up to the player to decide when they have lost based on the suffering of their character, at which point they can choose to restart the area
>>
>>143572635
>>143574936
oh man I'm feelin this sooo much more
>>
>>143577540
>Let's make a basic stat harder to read for the player for the sake of innovation

Or, if you're suggesting that he implement a nonregular hit point system,
>Let's obfuscate the player's most important stat for the sake of innovation

Not looking good for you here
>>
>>143578223
If the original was generic, this is just dull.
>>
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>>143576552
what if I told you that my game is gonna have only one stat bar and that is going to be Stamina bar. That bar is gonna simulate mana, stamina and HP at the same time.
>>
>>143578137
>you die in the game, you die in real life!
>>
>>143578137
This sounds really fun for the first 8 or so restarts, then I bet players would start going into levels and restarting the moment they take any damage, as any damage is considered a debuff
>>
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r8 my stamina tensor
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>>143578427
This. Maybe it's too "videogamey" for some people to have health be abstract and even have, like, damage bonuses at low health (to encourage risky play), but anyone who thinks "videogamey" is a negative should be shot.
>>
>>143578238
>a game mechanic from the 1980s or earlier is permanent, discussing alternatives makes me mad
This seems like a sad perspective.

Not for the sake of innovation, but for the same reason we exchange simplistic data structures for richer ones in other areas: because it offers benefit.

Nobody said anything about obfuscating, or how it would be displayed to the player at all. But have you ever looked at the unit circle on a plane? Because that's a pretty simple display.

I'm not even advocating complex-valued health, it was an idea someone else mentioned (though I do think it could have some advantages), but the fact that you people are so convinced 0..full is the only solution is baffling.
>>
What is a valid method of doing no draw in Unity? I want to hide things out of sight, but I still want them to black light so that shadows still get created properly.
>>
>>143578689
>because it offers benefit.
You're just assuming this.
>>
>>143578515
>>143578238
>>143577852
>>143577774
>>143577540
>>143576552
The meme isn't the fact that there is stamina bars in games.

The meme is ideas guys trying to make fucking stamina tensors and plot graphs.

For fucks sake why don't I develop a stamina lattice table.
>>
>>143578515
>crazy complicated math thing!!!
You realize that's just a multidimensional array, right?

>>143578771
>anything other than 0..full bargraph
>whoa whoa whoa slow down ideaguy
>>
>>143578576
Real nice sentence there, bud.
>>
SUPERIOR LIMB BASED HEALTH SYSTEMS
>>
>>143578879
not an argument
>>
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>>143578347
More intuitive than just "lel Dark Souls Green stamina!"

>>143578771
Here is the mock up screenshot for my game, I think I've out bared you my friend. Enjoy your over simplified Dark Souls rip off
>>
>>143578576
>>143579032
Okay, here's one: you're very heavily implying that being damaged should not be a debuff. That's retarded.
>>
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>>143578747
One thing is you could keep "100%" as staying on the unit circle.

Recall that the real numbers are the horizontal axis, so the red bar is like your typical health meter, with 0 imaginary part. Now the yellow bar is ALSO 100% health, but it's got this other aspect. And blue is about 50% health, and has further angle.

So you literally just have more information, and it collapses down to the 0...full situation, if you just consider the magnitude. Why is there such resistance to any ideas here, wow? I wasn't even the one who brought up complex-valued health, but it sounds more interesting the more I talk about it.

You also have helpful properties when multiplying/summing polar form of complex numbers, wrt their magnitudes and angles
>>
>>143579307
Why should it be a debuff? I can understand losing a small bonus while you're at full health, to reward extra cautious play, but if you debuff continuously as you lose health, you've effectively just reduced health to a fraction of what it would be because players will just kill themselves or it will be impossible to avoid getting hit more.
>>
>>143578223
you should spend less time blocking out colors and more time texturing so you know what level of detail you're comfortable with
>>
>>143579412
All you're doing is saying "this is more complex so it's better" without actually establishing how this sort of complexity will make things better.
>>
>>143579307
Did you never ever play as Abbadon?
>>
>>143579462
>why should my game have a loss condition
Go back to your walking sim senpai
>>
>>143579204
>dark souls
who is baiting who at this point
>>
>>143578689
It's just that you have to remember who you're making games for.
The standard audience wants some degree of familiarity for the stat that will probably affect their game experience the most. These bars should be a quick glance, without much other thought, unless the game is a very serious RPG that prides itself on realism.

I don't know what kind of benefit another system would offer, or even what another system would even look. Please explain.

Also I'm not sure whay you mean by a unit circle display? Just a circle filling up? Because that's still 0 to full, just with different geometry.
>>
>>143579624
Yeah, loss condition is losing all of your health.

Again, lots of opinion spouting but no explanation.
>>
>>143578137
>you cannot die
>>143579825
>loss condition is losing all of your health.
Did you forget what we were talking about senpai?
>>
>>143579580
Say you have a few situations, each at 50% health. "50% and healthy" could be magnitude 0.5, angle 0 (or 0.5 + 0i)
"50% and slightly sick" could be magnitude 0.5 and angle 90 (or 0 + 0.5i)
"50% and pretty sick" could be magnitude 0.5 and angle 180 (or -0.5 + 0i)
etc.

and it's all packaged nicely in a z = |z|arg(z) number. If you want to apply healing/hurting, you multiply by a number with same angle, different magnitude. If you want to alter sickness, you multiply by a number with same magnitude, different angle.
>>
>>143579307
This is where we tread the tricky ground of realism vs. fun.

Yes, it would be quite the experience to have a character that had to treat every laceration or else he get an infection, or had to constantly drink water to avoid dehydration, etc.

But it would be a terrible game. There are several early access games trying this, and that maintenance takes up most of the game, leaving no room for other fun things, like combat.

You, the developer, would be so busy patting yourself on the back for a realistic effect that you wouldn't notice that no one is having fun with your game or buying it
>>
>>143579563
I should, but I got a bit carried away with the basic colors of my character that I forgot the main reason I did all this was to have a character with animations to work out game mechanics. I may wait till later to start adding detail
>>
>>143579759
The data structure you use to represent health in your game is not the same thing as the visualization you present to the player. Players don't need to know complex numbers even exist.

What I mean by unit circle is the complex numbers with magnitude 1. I'm not talking about player display at all.
>>
>>143579964
The idea is fucking retarded in the first place.

>>143579981
You can accomplish the same thing without making it incredibly obscure. Just have one stat for hit points and another for "sickness". If HP reaches 0 or sickness reaches 100, you die. Higher sickness could also sap your HP instead of just killing you outright.
>>
>>143578223
I like the original better.
>>
>>143579981
This feels like an excuse to brag about how well you know complex numbers, because you're not talking about how it would work in a VIDEO GAME, you know the whole purpose of this thread, at all. Pseudo-intellectual twat.
>>
>>143578278
>>143580259
opinions on this color pallet
>>
>>143580179
>incredibly obscure
It's not really, and it wouldn't be player-facing. It could even be the good ol' rectangle bar, but colored.

But I'm tired of trying to explain, so yes, a real-valued 0..full health is the only way, you're right.
>>
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Is it okay to use extreme CA for my loading screen?
>>
>>143579412
But this would be much more manageable if you just had two 0 to full ints. Instead of worrying about magnitude and angle, you could just heal/hurt by add/ing subtracting. the same goes with sickness.

Compact != more useful
>>
>>143580390
It's Link from Zelda.

>>143580407
You're retarded. I just said you could have a deeper system than just HP without making it needlessly obscure through complex numbers. See >>143580375.
>>
>>143580375
>knowing the basic fundamentals of how complex numbers work, a highschool topic, is knowing them well
Okay
>>
>>143580431
Yuck
>>
>>143580390
I get only having one pauldron, but why is the armor so uneven on his left side? Is it being broken part of the story?
>>
>>143580390
I like this a lot, but try blue? Too many people take blond hair and green to zelda, so try blue as a secondary color instead of green.
>>
>>143580552
I didn't say that.
>>
>started learning web stuff a few days ago to make web games
>finished a project but it's not a game
Does it count as progress if it's working towards a game?
http://multidrawing.herokuapp.com/
>>
>>143580548
what I was worried of.

>>143580608
the left side is a tattered cloak made into a scarf like thing.

>>143580619
going to try this out
>>
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>>143579204
Progress. How innovative are these bars?
Anyone have any Ideas on other bars I can add?
>>
Needing help with GM:S collisions. I have bullet objects but they are going so fast they have no time to do collision checks. How do I handle collisions with these kind of objects?
>>
>>143580718
>http://multidrawing.herokuapp.com/
Dude, progress is progress if it's what you wanted to do, nice work!
>>
>>143580994
The shaun spalding collision system is pretty good.
Check out his initial platformer video, but basically
check for place_meeting at x + (horizontal speed) or y + (vertical speed), then if it's a hit use a while loop to bring the object into direct collision with the other object
>>
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>4 days left
>jam still stuck at 1 (one) game
Just upload your alpha/betas so I can laugh at you nerds.
>>
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Was going to do bomb runner, ended up working on ceiling goo instead. Although I'm also working on a bomb variant that'll drop a single bomb from the ceiling if the player gets close enough to its line of sight.


Anyways:

1) Goo plops down at line of site to damage player
2) Goo spews tiny slow blobs below himself at the player. Straight line or minimal direction (10-30 degrees)
3) Goo drips larger drops than this that do minimal damage to player

What do
>>
>>143580904
>>143579204
Loving all this bait.
>>
>>143581276
Have the goo hang slightly off them before it falls, or at least some other indication that they about to goo you
>>
>>143581352
I'd love to see all those bars in action.
>>
>>143581217
would it work if I want bullets to stick (nail gun) and not go more or less deeply inside the walls depending on player's position? Like accurately stick in to the walls.
>>
>>143581534
Yeah, the while loop runs until the object is flush against the wall. It's somewhere in here https://www.youtube.com/watch?v=IysShLIaosk&list=PLPRT_JORnIur3eKIaD-IayrdEt8pOor18
>>
dear Canadian the other day who didn't get the benefit of America treating their various programs like competing sub-contractors. while you're very right that it leads to catastrophic errors due to coordination mismanagement it also leads to this
http://www.wsj.com/articles/a-first-look-at-americas-supergun-1464359194
>>
>>143582130
Where's your game gogem?

More like nogem
>>
>>143580718
Yo webdev guy. If you want an aggydaggy.com subdomain for your web gamedev stuff hit me up. I wanna hand em out to people that want em and will actually use em.

Progress is progress!
>>
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As much as it brings shame on my family, i really need an ideaguy for mostly story.

I'm making a game for VR where you are fighting angels (the crazy ones, not the "le gurl with wings" type), demons, and "old gods" space pirate trainer style. Except with diverse waves, multiple levels, bosses, weapon/ability progression etc.

But i have not come up with an excuse for a story yet, why the fuck are you fighting them? How will it end? Why and how do you upgrade your different weapons? Etc etc.

Almost all ideas appreciated.
>>
Main menu theme muzak for VN.
Inoffensive enough?

https://clyp.it/ztqhu3qd
>>
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>>143582352
Sure, how do I hit you up?
>>
>>143582636
[email protected]
>>
>>143582479
How do you plan to express your story to the player? Writing is the easiest part man.
>>
>>143582636
Usually just post here and ill probably see it, but if you need privacy email the tools site [email protected] we'll work out some details
>>
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>>143582713
I haven't even come that far yes i know i'm terrible. Everything is so new in VR i'm lost.
>>
>>143582352
where is your L L C
>>
>>143582832
Why are you concerning yourself with story at this stage
>>
>>143582782
Oh wait I read it wrong. Thought it was for personal blogs sort of. Carry on.
>>
>>143582832
Ah it's VR. Well I really have no clue what means you'll use to express the story, unless you want a Glados type narrator taunting you throughout the story. Like the devil or God. That would of course require some voice acting, though.
>>
>>143581352
We have been here too long. The line between bait a joke has blurred.
>>
What's the recap format again?
>>
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>>143582914
Because I'm making the assets. Need to know some story elements now so I can plan for them.

>>143582986
Yeah, had an idea that God would be speaking to you throughout, and the MC would continuously tell him to "Get out of my head". And then the game would end with the MC finding a mcguffin or an old god that tells him he can remove "it" from his head, whereupon the "player" seperates from the avatar MC and the MC shoots and kills you.

"You where his demon/bad guy all along feel that edge"
>>
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>tfw you have to work on your main project but you want to work on your side projects instead
>>
>>143580718
could someone come in here and just draw whatever? i think i fixed a bug but i need 2 people drawing to check
>>
>>143582928
You can host your own blog on github pages and use the subdomain. Kinda like what the boreal tutorials guy is doin. But its cool just figured id offer. You do you friend.

>>143582892
>implying my game is ready to be released
>>
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>>143576392
OMG man stop with all the god damn progress Ive barely got my god damn menu to work!

Youre making me super jelly
>>
Does anyone remember that chick that made a low poly tutorial series about a cute red witch. I can't find it.
>>
Finally sprung for Probuilder proper. I guess I should create a basic level layout now.
>>
>>143584196
AdvancedProBuilder is coming out in two months, anon...
>>
Started working on the cow girl. What do you think?

>>143584046
Look for "blender beginner friendly low poly" and you should find it.
>>
Does anyone have the latest version of Aseprite please?
>>
>>143584485
larger udders plz
>>
>>143584395
You mean this?

https://www.assetstore.unity3d.com/en/#!/content/3558
>>
>>143584485
lol it wasn't that but thanks, I'll keep looking tho.
>>
>>143584485
>>143584587
and a cowbell necklace. And maybe make her arm guards moo-moo print
>>
>>143584485
sry nvm that was it. thanks a ton>>143584723
>>
Whew, spent so much time on art assets I forgot how fun coding was. I think I stared dumbstruck at a screen full of code for a good 10-15 minutes before it slowly started to kick in. Almost forgot how to read it even with the commented parts. So many pretty font colors that I didn't even know what I was looking at.

But it's good to be back now. Time to make some real Yesdev progress. This is going to happen again when I switch back to art. I'm gonna stare at a blank screen and forget how to use a tablet.
>>
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>>143581407

Like this, or with more time maybe?
>>
>>143583647
Running it off a home server or something? Latency was pretty bad.
>>
>>143584740
>>143584587
Udders upped. I was already thinking of adding cowbell and moo-moo print clothes later.
>>
>>143584485
>>143585328
CUTE!
>>
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>>143566448
ok I tried, pls rate.
>>
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Xen Assault, new enemy!
>>
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>>143585478
el cristiANO akjasjajsksajs
>>
>>143585192
it's actually not lag, the drawing is client-side and sent to the server, i just have it set up to only draw after X segments because if it's pixel perfect then a path coming from the server can close off the line and i'm not sure how to fix that.

i reduced the segments just now so it'll feel more smooth (but not pixel perfect). try it now
>>
>>143583424
Considering it's VR that's actually kind of cool
I don't know if I would see that coming
>>
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>>143585837
Mm, i think it could really mess with people.

VR affects you in ways that are hard to describe, and to have actually BEEN possessing and forcing a NPC to do stuff might have a huge emotional effect.
>>
>>143586240
I don't have VR, but I can imagine. Please proceed with that plan, best of luck. It's almost like the Undertale no killing thing, but done way better because VR is so much more immersive
>>
>>143585603
fix your walk cycle
>>
>>143586240
Like could i be in vr rightr now maybe?
>>
>>143585687
Betterer.
>>
>>143586387
Never played undermeme out of pure spite due to his success.

>>143586425
Wait a year or two, fiddly AF right now still lifechanging in my opinion though
>>
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>>143585478
not bad. reminds me of the athena girl from snk. try making the outlines match instead of black
>>
>>143586409
Whats wrong with it?
>>
>>143582554
Anyone willing to give an opinion?
>>
>>143587027
Sounds like a game over screen
>>
>>143587027
>https://clyp.it/ztqhu3qd
Chiptune is a garbage meme and should die
>>
Spent 3 hours on an animation I won't be using.

No that's just great
>>
>>143587027
sounds like a "walking thru a castle" theme
>>
>>143585154
looks nice
>>
>>143587027
>only two instruments
It's kind of boring.
>>
>>143587634
might as well show us
>>
>>143580431
yeah it's generally a nice looking effect
>>
>>143582554
>>143587027
Sorry man, I thought someone more qualified would hit you up.
I like it, definitely inoffensive. It's a bit on the low energy/sombre side though, are you sure it fits your game?
>>
>>143587634
Chalk it up to R&D

Now let's see it
>>
>>143587027
Sounds fine.
>>
>>143587863
Boring is basically a compliment.
>>143587661
Someone else said something similar. "A walking-through-town theme".
>>143587263
I get what you mean.
>>143588028
Should work for now. Just need something at all for a demo.
>>
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Remember: practice
>>
>>143589246
How long does this kind of animation take you? I've been working on an animation for almost 5 hours now and it's not as complicated
>>
>>143589246

Do you post for the sake of irony all the time
Or is it like a half-and-half thing
>>
>>143589246
Those leg movements are fucked
>>
>>143589246
her legs are two different lengths half the time.
Her left leg is kicking forward
She's not fully extending her right leg.
>>
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Does anyone have any guides for hand painting textures? I had a couple but I misplaced them.
>>
>>143590157
Open photoshop
Paint
>>
How is this even possible? I'm using a fucking mirror modifier!
>>
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>>143583998
Some more environment progress of a new room. (after you leave that balcony with the grass and a hallway). Goal here is to travel to the lower right hit a switch that turns on the wooden elevators and then ride them up traversing the wood bridges to the higher point and dodge spike traps to the door up there.
>>
>>143590157
https://gumroad.com/turpedo (works for blizzard)
3DMotive
https://vimeo.com/user3765802/videos
https://www.youtube.com/channel/UCrg54TH8h4ZMHU2sv0oFC0g/videos

An entire two part lecture by a guy that worked on world of warcraft
https://www.youtube.com/watch?v=c_GWVez_UHM
>>
>>14359043
Nice bought assets faggot
>>
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>>143589446
>fucked
THIS is more fucked
>>
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>>143590316
If the quads are mirrored and then turned into triangles, you'll get asymmetry in the texture mapping (affine). To fix it, you can make mirroring happen after triangulation.
>>
>>143590460
Fantastic, thanks man
>>
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>>143590157
not realy but close enough i guess
>>
>>143590852
>A shield made of wood

But... But... But thats a sign...
>>
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>>143591031
and what is a sign?
>>
>>143590852
>>143591031
That's it, I'm putting a "makeshift shield" in my game that's actually just made out of a wooden sign.
>>
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>>143566448
I'm trying but instead of cute waifus I'm just getting orks n shit
>>
>>143589359
none of the things I post are my own work. just tutorials and things from years of following hentai artists and jap twitters
>>
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glitched out physics always gives me big laffs

please post your abominations if you have any
>>
>>143590675
Yeah that must be it. I'll try to work it out tomorrow. Thanks.
>>
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Well I accepted a job offer today, so hurray, I won't be homeless! But I'm really sad I won't have as much time to work on my game :(

I've gotten so much done in such a short time while I was unemployed.
>>
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>>143591031
>>
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>>143591473
my whole game
>>
>>143591662

I say this with full respect, but it reminds me a lot of something you'd see in a video-game themed episode of a procedural TV drama and its amazing.
>>
>>143591889
Shit I totally see that
>>
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>>143591662
I love it so much
>>
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>>143591889
best coment i got is a guy that said it looked like that movie team america
https://www.youtube.com/watch?v=BQAACsFAOTY
>>
>>143592332
THAT WAS ME AND I TOLD YOU THAT YOU NEED TO MAKE IT INTO A PUPPET FIGHTING GAME.
CAPCOM WILL SHIT THEMSELVES WITH YOUR REVOLUTIONARY GIMMICK.
>>
>>143591586
oh man im sorry to hear that - were you on twitch yesterday? whats your new job in?
>>
I got an Idea how about I display my stamina as a Ring on a 4 dimensional torus?
>>
>>143586240
Can you be kind enoguh to explain which engine you are using? is this for a VIVE? did you code the gun etc yourself or was there some kind of demo scene which you built on?
>>
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So, I'm working on a Grand Negro Cart Rac(ist)ing game.

The crown isn't gold though, it's actually pressed and battered fried chicken.
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