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/agdg/ - Amateur Game Dev General
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Comfy Sunday Edition

>Waifu Jam (2 Days Left)
https://itch.io/jam/wj2016

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

>Game Dev Articles
boreal.aggydaggy.com

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

> Next DEMO DAY (Nine) #9
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/

> 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 just like make game
>>
>>143764756
No amount of game design is going to tell someone that the F key does a thing.

The EXPLANATION of a game mechanic, what it is for and how it should be used, should be done though level design rather than text.
Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable.
>>
second for just like make waifu
>>
>>143765362
>Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable.
There's clever/subtle ways to do it though, I guess that's what I should have said.
>>
nTh for who the fuck is stupid enough to use frameworks instead of an engine?
>>
>>143765191
Thank you for including the waifujam
>>
>>143765362
So what I put some graffiti on a wall in-game that says WASD to move. Since I'm not actually telling the player via a text box, would that make it better for immersion?
>>
>>143765543

Or just put a screen with the controls and instructions before the game begin and get done with it so you don't interrupt the player mid-game or add retarded graffiti saying "WASD TO MOVE XD", Jesus.
>>
>>143765469
>>143765543
Have fun doing it in a way which allows for rebinded keys and alternate control schemes.

Even HL2 which is held up as the bastion of teaching through level design has key prompts appear.
>>
>>143765362
I just won't tell the player anything. He can figure out the controls himself or look them up online. No need to babysit scrubs.
>>
>>143765691
>>Even HL2 which is held up as the bastion of teaching through level design has key prompts appea
HL2 is shit though.

>rebinded keys and alternate control schemes.
>what is dynamic text
>>
>>143765543
>>143765691
You could do it with Font like Decals.
>>
>>143765659
>Or just put a screen with the controls and instructions before the game begin
I hate this. Especially if they're done during loading screens. Either there's never enough time to memorize the controls before the level is finished loading or there's too much shit to look at and then I end up having to pause during the game to look up the key binding. Every first stage should have a soft tutorial on their first stage to tell us which keys do what. Like walking up to a log and having to jump or crouch over it when the button prompt shows up. Halo 1 did it perfectly.You don't have to stop and explain, it just shows up harmlessly on easier modes, then they remove it on the harder modes.
>>
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What robots do you guys wanna see in this game?
>>
>>143765659
to be fair, that might also break immersion if, say, you revisit the area after the tutorial. who the fuck writes "WASD to move" on walls?

>>143765659
what about games with unlockable abilities that you don't want to spoil?
"X - Power 1" and "C - Power 2"? any player will forget those by the time they unlock the new powers.
text is still an efficient and acceptable way to do it, i think.
>>
>>143766150
Sonnies.
>>
SFML or SDL?
>>
>>143766358
Do you need higher-level rendering, etc. or just something to abstract platform specifics (e.g. for OpenGL)?
Do you prefer OO or procedural?
>>
>>143766358
sfml
>>
>>143766358
SDL2
>>
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>>143766150
The twintail type
>>
A couple anons have told me that i should add a section for devstreams on the tools site. Im going to look into using the twitch api to show whether a stream is live or not.

If you devstream and you want to be added to this new section please reply to this post with your twitch username channel thing.

Also, friendly reminder that you can view the may recap at recap.aggydaggy.com and that sometime this week ill be running a strawpoll to redesign the site so its not "too big".

Again, Sorry for the shilling, but if i dont get input from you guys then it feels too much like im making it "my" site and i dont want that. Especially while its still in active development l.
>>
>>143766503
Reminds me of Maria†Holic
>>
How do you solve the issue of players hoarding consumable items and never ever using them? Especially in games with crafting systems.
>>
>>143766819
Why is that an issue?
>>
>>143766819
>How do you solve the issue of players hoarding consumable items
The simplest answer:
They degrade.
>>
>>143766819
i still have the depot in tibia from 3 years ago
>>
>>143766698
>Maria†Holic

It was inspired by Mina from Dance in the Vampire Bund.
>>
>>143766689
>A couple anons have told me that i should add a section for devstreams
I really think you should keep twitch out of it.
Twitch already lets subs know, and devs usually announce it every time in the thread anyway.
>>
>>143766902
That has never been good in any game ever.
>>
>>143766819
Do the Diablo
>>
>>143767039
What game even does it?
Keep in mind my JRPG-knowledge is shit.
>>
tbqh if you're making a standard sidescroller like Mario clone, or a shooter like megaman, the gameplay is so simple that all the prompts would be unnecessary. Even a standard FPS that uses the same controls all the other ones use, don't even need a tutorial.

But if you're making simulator or something, you should have prompts pop up. Any RTS, tactical turn based rpg, rpgs, anything semi complex, than yeah, you better put those prompts up. How else are you going to immersively explain the controls? To access the power display in your mech game, you're going to need to tell them to press 'P' on the keyboard. Just give them that information, having to stop and look it up is even more immersion breaking. And there are many words that start with P that might be used in your game so it's not like the first letter as a shortcut will always help.

The only other thing I could think of is if someone else in game was using a keyboard an also needed to press P, and either he said it out loud trying to remember it, or he pressed it and your camera was looking at it. But either way that's stupid. Why waste extra time teaching someone immersively. People aren't stupid. They know you're trying to shove a tutorial in immersively and it's dumb and patronising. Just give us the damn control prompts as we need them at least at the beginning. It's faster and less immersion breaking than doing it in a roundabout way.
>>
>>143767039
I like rotting food in Tibia
>>
>>143766819

Weight limit and/or limited inventory space.
>>
>>143767013
Yeah? Thats the first time someone has suggested against it. What makes you say that anon?
>>
okay, so

what do i google to fix this
>>
>>143766503
>>
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Remember: practice
>>
>>143767312
are they weighted to the bones
>>
>>143766819
>the issue of players hoarding
what, your precious engine starts to have slowdowns when there are more than 255 things in the inventory?

fucking grow up
>>
Any decent ebooks for gamedevving in c / c++?

I want to get into c and thought gamedevving might be a good way to learn! (Even if it's only the game of life)
>>
>>143767374
I was waiting for it to become good and the gif restarted
>>
>>143767312
makes bones/parenting for the hat and bow as well, doofus
>>
>>143767312
What do the weights of the hat's vertices look like relative to the head bone?
>>
>>143767412
hoarding and shitposting are unhealthy behaviours
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>>143767315
>>
>>143767279
>What makes you say that anon?
I think it just invites leeches and whodevs for free advertisement.
As well as just being redundant, because as I said, devs already announce it anyway. And most people are just going to check their twitch link before the site.

Would be interested in poll results though.
>>
>>143767139
Dragon's Dogma
Dungeons of Dreadmor
>>
Accidentally replied in the old thread.

>>143762039
The enemies are spawned using preset spawn points that are at an average height so ground and air enemies can spawn at them and be useful. The glitch you saw has been fixed - the enemies will search for an open location above or below them if they spawn in the wall ;)

>>143762194
Thanks man! The sound effect is pretty cool too. Shame that /vg/ webms dont allow sound.

>>143762238
Yup, using Game Maker: Studio
>>
>>143767312
when will the flat shading meme end?
>>
>>143767612
>DD
Huh, I should get back to playing that then.
>>
Hey guys i'm making a windows game on gamemaker studio (free).

Do you think I will hit any problems when releasing the game using the free version?

How do I make sure no one will sue me over copyright shit?

How do I get music on here from lesser known artists? Is it royalty or one time pay?
>>
>>143767039
Dungeon Crawl Stone Soup
>>
>>143767407
>>143767494
>>143767498
i thought automatic weights would include them since they are parts of the model. time to add more bones i guess

>>143767653
as soon as i learn how to texture never
>>
>>143767449
http://fabiensanglard.net/c/
>>
>>143767872
it's not about the textures, it's the fucked normals
>>
How long does a music loop need to be to not be repetitive and fucking awful?

I know the longer it's looping the longer the loop needs to be, but I was hoping for more specific advice.
>>
>>143767653
It's only now just starting to get popular. It's only going to become more popular, anon. Think minecraft's cube style. Flat shading hasn't even completely caught on yet.
>>
>>143767978
just make a longer loop
whats the problem?
pokemon music is a good example
>>
>>143767039
Don't starve
>>
>>143767978
Make sections with different tempos
>>
>>143767823
>Do you think I will hit any problems when releasing the game using the free version?
probably not
>How do I make sure no one will sue me over copyright shit?
Don't use copyrighted shit.
Release your game under an LLC.
>How do I get music on here from lesser known artists?
ask
> Is it royalty or one time pay?
Depends on the person. Some might be inclined to do it for free to build their resume/name brand.
Other than that everyone has their own thing.
Some people do by the track minute, some do by the track, some do flat fee vs 10/20/+ track amount.

We have a few music friends posting lately. But honestly don't even think about music until your games about finished.
>>
>>143767991
people like it because anyone can make and modify their own minecraft stuff
>>
>>143768062
>>143768145
I'm not making the loops, is the thing. I'm scouring the databases of free music and there are tracks I like, but I'm not sure if they're long enough.
>>
>>143767991
holy shit, I think the people saying that after the pixel 2D plattformer hype there now really will be a ps1 era style hype.
Is history repeating itself?
>>
>>143767978
Over a minute is fine, the key is having a lot of repitition but not making it annoying by adding harmonies and variation to the melody
>>
>>143768205
i think it's more about the tools and market saturation

retro pixel style garbage is getting stale

modeling with flat shading is the next easy thing
>>
>>143767608
Poll results for redesign, or do you mean running a separate poll for including streams or not?

I definitely understand the leech worry. My main concern with putting my effort in the site in the first place is ill be seen as a leech myself, which is why im trying to include as much "other people" as possible (including giving out subdomains). Theres a fine balance im trying to strike between not making the aggydaggy "mine" and allowing attention whoring and personality cults to insert themselves into it.
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We game now
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Does Renpy count as game devving?
>>
>>143768648
If you're making a game about kemono baras then correct.
>>
>>143768484
A poll about streams if you care enough.
Ultimately the sites yours, you're doing /agdg/ a service.
You can't make everyone happy, just find the balance between community and your own direction. A "Mootocracy" if you remember Moot explaining that term.

If you think dev stream notifications are more good than evil, do it.

Otherwise move on to the next thing.
>>
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>>143768761
I am! But it's set during a bitter decade-long war between the Cat Democracy and the Dog USSR, exploring important questions like whether or not love can bloom on the battlefield.
>>
>>143766819
1. Always let players acquire more of each item as long as they look for it, and make it clear that no consumable used is lost forever.
If only five Potions of Cure Anything can be found through your entire game, you can bet your ass your players will hoard them until the very last battle.

2. Encourage them to get rid of the items they don't use, for example, as a way to acquire money, gear...
But don't make it the only/most efficient way to acquire these things, otherwise your players will grind and hoard these useless items to get something better, which is the opposite of what you want.

3. Encourage them to use consumables! For example, a random event that will let them benefit more from a healing potion when they have a surplus of those and low health.

Consumables are hard to get right. If you don't know why you're giving them out and what purpose they serve, don't include them.
>>
>>143768648
>>143768940
Fuck off furfag.
>>
>>143769058
>>
>>143769012
The more consumables you have, the less effective each one is.

So when you have 5 or less potions each potion heals 100 damage. When you have between 5 and 10 each potion heals 70 damage. When you have more than 10 each potion heals 50.

And then make a level up system where once you use 100 potions the hoarding debuff is lessened.

How you explain this in the lore is up to you. Magically reactant?
>>
>>143767823
>Do you think I will hit any problems when releasing the game using the free version?
I doubt it, but you could probably get some more information out of these:
https://www.yoyogames.com/legal
>>
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Another animation as part of my 1AnimationADay to better myself.

It should be a jump starting from idle and continuing into a run.

Please tell me which parts move like shit because after staring at it for 45 minutes my brain's perception of how a jump should be is skewed.
>>
>>143769058
Kemono is anime you silly billy.
>>
>>143769454
the upper body should lean into and out of a jump. that's the biggest issue at the moment. then the pelvis should turn during the jump to give most reach for the legs
>>
>>143768484
I was saying it would be a cool idea to have who's streaming on the website, but I don't have a twitch account and didn't know about the subscribing and it letting you know when they're streaming.

It's still a bit of an issue for new people who don't know who streams or even that anyone streams. I don't know, I guess I agree a poll would be a good idea.
>>
>>143769454
Needs more visual force behind the launch.
Go watch long-jumper footage. They put their whole body into it for momentum.

Assuming it's not a robot, some leaning forward on the landing from momentum/balance loss. Dominant foot stepping forward is a good highlight. There should be a brief period after the landing where he regains footing and transitions back into running.
>>
>>143768839
Good call mate. Ill do a lot of thinking on it.

In the meantime heres a strawpoll on if i should include devstreams or not:

http://www.strawpoll.me/10342695
>>
>third day researching how to start an LLC
This is really tedious, I just want to make a game, but I don't want to get involved in costly patent litigation where my personal assets could be seized for my game mechanics infringing on patented techniques
>>
>>143769454
I saw the last one and this is much better. Nice work. It physically looks pretty much perfect, but my initial impression was that maybe the initial acceleration gained after the last foot leaves the ground might be too great for how little effort they appear to be putting into jumping.
>>
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>>143767923
>http://fabiensanglard.net/c/

That is EXACTLY the sort of stuff I was hoping to hear. Fantastic, many thanks! I've got a well worn version of K and R, so I'm glad to see they pointed out where to go from there.

Also, I never realised Carmack put up his source code for his early id games. After reading Masters of Doom recently, I'm glad I can see this code in action

Many thanks again!
>>
>>143770151
>It physically looks pretty much perfect,
It certainly does not, ignorant praise does more damage than shitposting. Please refrain from doing it.
>>
>>143770137
Finish the game first.
>>
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>>143766503
>Mina Tepes
Shit, I knew she reminded me me of someone.
Is she for waifu jam or just your project? I wanna play it anyway.

Finished the background at least! Now to pray I don't find any complicated bug.
>>
>>143771230
I really like that grass
>>
>>143769717
Alright, I guess I got lazy around the torso.

>>143769979
Long jumpers get to gain momentum before jumping though, this is pretty much a "start from zero" jump so he can't put his whole body into it.
Good point about leaning forward after landing.

>>143770151
>my initial impression was that maybe the initial acceleration gained after the last foot leaves the ground might be too great for how little effort they appear to be putting into jumping.
No, you're right, the jump is definitely bigger than it should be with that movement.

Thanks guys.
>>
How make tons of money?
>>
>>143771230
She's just for my project, unfortunately it's going to take a while before any combat is implemented as I still need to overhaul my collision methods, but one day I hope to enter.
>>
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>guy in /dpt/ says Vulkan is a disappointment
>I ask him why
>he says they promised "control over memory" that they didn't deliver as an example
>I asked him how so
>he points me to a vastly simplified Nvidia article on it
>I say that that's not an appropriate source
>he then explodes, accusing me of not knowing the API myself and then goes on a rant about how he shouldn't need to cite the spec because if I wasn't too stupid I'd already know what he's talking about
>>
>>143771470
Rob a bank
>>
>>143770475
I don't want to start one without the safety of an LLC
>>
>>143771535
It takes like 2 hours to start a LCC
>>
>>143771492
banks don't have money in them
>>
>>143771394
>this is pretty much a "start from zero" jump so he can't put his whole body into it.
Yes you can, though you'll have less force and distance behind it.

Go do what you're trying to animate for reference.
>>
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I added 1st person camera mode. At first i thought
> i will leave the head bobbing in, so it's more realistic, like in real life
but holy crap, that shit is annoying. Definitely no headbob.
>>
>>143771490
>/dpt/

Found your problem.
>>
What does /acdg/ think of this?

http://www.citybuildingkit.com/
>>
>>143771490
>guys just wait, my Vulkan engine is going to be great
>Vulkan releases
>Everyone realizes raw graphics are hell and never get past drawing a shape
>we barely hear about it a few weeks later
But yeah /dpt/ is mostly ass.
>>
>>143771367
Thanks! It took me a lot of tries to make it and actualy like it.

>>143771487
I see, the I'll wait for it. Good luck on that and keep with the great work!
>>
>>143771727
Just smooth it a lot. Lerp the position/rotation with it favouring the camera's current position by 75% or so.

What is this game anyway?
>>
>>143771814
>$90
>FOR HOBBYISTS

>$ 290
>FOR DEVELOPERS

>$390
>INCLUDES PVP BATTLES,
>SERVER CONTROL PANEL,
>PLUS ADVANCED FEATURES!

Oh lord just put mobile dev out of its misery.
>>
>>143771394
>forward after landing
if you do that, it will look like a tumble and that will make the jump look unexpected. if that's the intention, fine, but it doesn't seem that way right now.

make the body lean forward into the jump then while character's off the ground turn it backwards so it lands roughly at same angle but leaning back and then during contact quickly turn upper body back to running pose
>>
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>>143771814
>paying money to make shovelware
>>
>>143771892
I will maybe add the option to have some degree of bob, but will nuke it away from now because it was making me seasick while testing.
It will be basically about one blockman killing other blockmen, using environment, and various weapons and grappling hooks and stuff.
Kind of simple FPS that i'm making for fun.
>>
>>143771727
That run is adorable

And yeah, head movements should definitely be artificial rather than tied to animations
>>
>>143771727
eyes, brains and a lot of reflexes compensate for head bob, literally drop that shit out. the only head bob related thing you should leave in is things attached to head that are in view like gas masks, helmets, visors, glasses etc.
>>
>>143772203
Yeah those animations are some free stuff i got from the internet, i hate animating movement so i simply didn't. I think it was originally some woman run.
>>
>>143771490
Okay, so apparently this guy is just disappointed that you can't allocate GPU memory and just use it through a pointer like anything else.
>>
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working on setting up animator with placeholders, put a little delay between input and jump to try and sell the liftoff. is that what is normally done? kinda works but is out of sync on occasion

not in webm but tried a landing animation as soon as there is a below collision but its clearly a lag between landing and animation playback. any tips?
>>
>>143772439
Thomas was alone already exists senpai
>>
>>143771814
So making a shitty game and putting in on sale for a high price for other people to barely edit it and sell it as a finished game is a bussiness now? Interesting.
>>
>>143772558
Have you seen the unity asset store?
>>
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>>143772487
>Hurr i don't understand what placeholder means

(not that guy but still man, wow)
>>
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>>143771814
>Calling that shit a city-builder
>>
>>143772439
The camera's vertical movement is way too slow.
>>
>>143772428
>allocate GPU memory and just use it through a pointer
ok what. i see what he would have meant, but damn, that's just not what apis are capable of doing.
>>
>>143772731
>hook, line, and sinker
>>
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I'm making a 2D sidescroller game. Give me ideas
>>
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>>143773059
>>
>>143773125
A metroidvania where you control gravity.
>>
>>143772887
I mean, if the language had "programmable pointers" like C++, you could make it look like that. The API gives you, theoretically, the same power, because you always work with a buffer + offset, which is the same information a pointer would give you.

But his assumptions just display a fundamental misunderstanding of how the CPU works with the GPU, likely because of how much OpenGL hides the details from you and makes them appear synchronous.
>>
Why is the loadFromFile function in SFML used as a bool and if statement? What do I need to put inside the if statement? Documentation is nice, but I can't get my head around how this works and why

sf::Texture texture;
if (!texture.loadFromFile("image.png"))
{
// error...
}
>>
>>143773205
There are bazillions of games like that anon
>>
>>143773125
I think you should give up now. We have another indie 2d platformers.
>>
>>143773360
My_font.loadFromFile("Folder/Font.ttf");
>>
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>>143773417
whoosh
It's a generic idea because you gave a broad genre
>>
>>143773179
Not that guy but it was clearly a joke, like
>nice [game] clone
>>
https://www.youtube.com/watch?v=7IPbGfDfGcI

Did Sam Hyde make this?
>>
>>143773552
That's a cute girl.
>>
>>143773360
Also
>What do I need to put inside the if statement?
Do you not know the ! operator?

It's saying if it doesn't find the texture, throw an error.
>>
So am I the only one making a 1v1 6DOF dueling physics based building arena game?

If I'm not I'll start chewing on my monitor.
>>
>>143773798
Oh jesus christ, I really need some sleep. I'll avoid asking retarded questions from now on.
>>
>>143773951
It's alright anon, we're here to help.
>>
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>>143773907
How terrifying, might even steal that tron theme. But then again I wont be ready for steam in like 2 months
>>
>>143773660
MMBN-dev did.
>>
>>143773360
It returns a boolean based on whether or not it can do it's job: load from file. If it can, it returns true. If not, then false.
That snippet only enters the if-statement if the texture doesn't load, where you'd put code to deal with that (such as output a debug line or whatever else).

That help?
>>
>>143771739

>comparing dpt to agdg

Yeah, they're into programming, not playing with scripting engines.
>>
>>143773907
engine?
>>
>>143773951
Where else would you ask retarded questions if not the anonymous place where no one will remember your fuck ups?
>>
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Who is the Paul Latza of agdg?
>>
>>143774593
>into programming
>how to average 2 ints in C
>how to Haskell fizzbuzz
>recursion? lambdas? meme features IMO *tips fedora*
>>
Asking again in this thread, anyone know places for a musician to find work or others that need a musician on their team?
>>
>>143775385
Soundcloud?

I'd love to work with a musician.
>>
>>143775385
see>>143767823
>>
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Query for you AGDG

How fast can you expect to get assfucked by lawyers if you make a game based off an existing story and characters?

Here's an example: Let's say I like the characters and story in Ace Combat 5. I want to take those characters and general narrative and turn them into a non profit RTS game. I'm not using any existing assets or files, the only things I'm taking from this established game is the world and story.

I'm asking because I have honestly seen a lot both ways. Fan remakes of games are shutdown while new spins on games are left untouched (or perhaps unnoticed) and vice versa.
>>
>>143775651
And to add another example is MGS. Two seperate fan remakes of MGS1 have been at first supported, then takes down by Konami
>>
how do you guys keep from slipping out of your male management devices? It's hard to concentrate on deving
>>
>>143775651
Depends entirely on the developer.

Personally I would rip it off completely and change it enough to constitute an original work while keeping the same feeling. Spending a huge amount of time making a fan project is risky and a waste imo.
>>
>>143775651
>I want to take those characters and general narrative and turn them into a non profit RTS game.
Change names, likeness, add some fan-fiction to the plot, maybe even change some likenesses.
There.

>Non profit
You probably don't even need to do that much. I doubt Namco will care.
>>
>>143775460
Latest song:
https://soundcloud.com/dr-doomsday/town-theme

>>143767823
you can talk to me too, if you want
>>
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I've become a living meme.
>>
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Wew lads.
Now, to go back to the idol rhythm game.
>>
>>143776560
cute
>>
>>143776535
>Takyon
How's 2011, DD.
>>
How good is GameMaker Studio?
>>
>>143775894
>>143775821
Some good points.

Honestly, I probably wouldn't do it if I had to make a knockoff. In the case of the game I would be basing it off, the unique characters and narratives are what interested me in it in the first place and making OC donut steel copies wouldn't be much fun.
>>
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First time devving over a month. Don't be like me please.

Fixing bugs with the ziplines. It's fun to play old test levels with newer mechanics, such as this crouch jump exploit to grab barely out of reach ledges.

>>143776951
Good enough for 2D.
>>
>>143777053
Well you could always just make it in secret and release it anonymously.
>>
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>>143776734
it's golden
>>
>>143777053
>making OC donut steel copies wouldn't be much fun.
Changing a few things isn't steel donuts though.
>>
>>143777285
all me
>>
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It's definitely Blunderbuss time. I've been wanting to add a couple more flintlock weapons to the game, so I'm throwing this ol guy in there.
>>
>>143777670
There better be kick or I'm going to bitch.
>>
>>143775793
Konami is really weird case, they did than, then they took a fan made Castlevania remake made by spics, and endorsed it as an official game.

Then you have even shittier people like Sega shutting down the Streets of Rage remake or eve worst, like Warner and Netherealm studios that took down a Mortal Kombat 1 remake made in fucking mugen, stated they would go full legal even if the game was released for free, and later Ed Boon tweets jokes with assets those guys made.
>>
>>143777670
stream where
>>
it's time
>>>/v/339273150
>>
>>143777768
Like, firing it affects your horizontal velocity?

That's probably doable.

>>143777912

Not running atm, but I can get it going if anyone's interested.
>>
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Second shameless plug of the day

If anyone wants music for their game, hit me up. Dont care what kind of game, bad or good. I just want to write game music.

https://soundcloud.com/prutte-1

For free
>>
Is there a way I can create video games that have the ps1 style graphics? Wanna go for the classic resident evil style.
>>
>>143778146
>Like, firing it affects your horizontal velocity?
That's just the start.
>>
>>143778318
No.
>>
>>143777184
There is that, but it would potentially make putting together a team more difficult.

>>143777303
Its just the principle that irks me. Hell, if I were to do a particularly shoddy attempt at recolouring and renaming the characters, the developers may take offence to that rather than just coming clean.

Vaguely related but I'm thinking about the Japanese angle too. The (Japanese) game I'm thinking about has thousand of pieces of fan art, several fan comics and of course porn. The devs have not tried to DMCA any of it.
>>
>>143778318
No, it's totally impossible to read about the limitations of an older system and taking them in count to make something similar looking.
>>
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Alright, I guess I'll get the stream going.

twitch tv/Jasozz

Gonna be spriting some stuff, doing some coding, listening to some more Dance with the Dead.
>>
>>143778546
Japs typically don't care since doujin-culture is a huge part of Japan.

But if you really wanted to you could find the appropriate email and see if they'd be open to it.

I feel like a lot of people overlook this simple solution.

Or just say fuck it and do it anyway. The number one mistake most fan-made games make is over-advertising their shit.
>>
>>143778546
What about the parody concept? We could easily do a super cheesy fighting game with B-Movie tier gore, a blue ninja called Ice-dragon and a yellow ninja called Fire-insect. And as long as you don't take it seriously they can't either.
>>
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>>143768648
lamchan is a cutie
>>
>>143778950
Emailing them is an interesting but intimidating idea. It's entirely possible they might not reply at all.

I can definetly agree with the point of over advertising though. The MGS remakes I mentioned, they had flashy trailers and all star casts but neither even released any actual gameplay footage before they got taken down.

I'm edging more and more towards the posture of "just make it"

>>143779020
A funny idea but I think they've already done parodies in the game proper.
>>
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>>143778619
sup sup, Ill start my stream too, time for le progress

twitch tv/artificalintelligencia

I will be positioning elements and trying to figure out why my targeting menu is not appearing. Quite boring really , I recommend jasons stream to be honest
>>
>>143779218
That must be incredibly soft and kimochii
>>
>>143779837
>error: No streams found on this URL: twitch tv/artificalintelligencia
????????????
>>
>>143780546
twitch tv/artificialintelligencia
>>
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mockup of tileset 2
>>
>>143778232
I was reminiscing about one of the first songs on piano I ever heard, a Clementi sonatina, that has a really nice melody line.

If you would like making a song out of that melody line, I think it would be really nice. Not for me, I don't need it, but for someone else. Just a thought if you feel like doing anything and want a place to start.

https://www.youtube.com/watch?v=eJI10HzoS3Y

The melody at 0:09. I don't think Clementi was a great composer and I think this piece is meh but that melody really stuck with me. If you read sheet music, 2nd line 2nd bar down to the repeat. Again I don't need it for anything except weird pangs of nostalgia, but just an idea if you don't have anything else to do.
>>
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So I want to create videogames for a hobby. Is there a way I can learn the basics then move up to something advance?
>>
>>143781072
Yeah!
>>
>>143781030
>first songs on piano I ever played
I meant. Also tempo-wise, half or slower than how it's played there.
>>
>>143781072
no thats crazy
>>
>>143780827
You're going down the Leto path Pugdev, get out now.
>>
>>143781072
maybe
>>
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>>143780827
looking good pug
>>
can I get better at thing
>>
>>143781558
no
>>
>>143781558
yes
>>
>>143781558
maybe
>>
>>143781558
i dont know
>>
>>143781558
you tell us
>>
>>143781558
i can't so you can't either probably
>>
Give me some good C++ reading material
>>
>>143781558
only talented people can do thing
>>
>>143781558
can you repeat the question
>>
>>143781558
Unlock your hidden potential
Listen to your heart and dance to your spirit's rhythm
Close your eyes and imagine that you are a goat climbing around on a mountain who makes a game that everyone loves to play
>>
>>143780685
i liked the track before beep
>>
>>143782006
Recommended literature:
– Bjarne Stroustrup: “The C++ Programming Language”
– The C++ FAQ: https://isocpp.org/wiki/faq
– Steve McConnell: “Code Complete: A Practical Handbook of Software Construction”
– Steve Maguire: “Writing Solid Code”
>>
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>>143778232
I'd certainly be interested. Your tracks are very good!
https://howdogamedev.itch.io/tacticalrpg

My game's a tactical RPG. Something for a river battle or overworld would be great.
>>
>>143780827
God dammit, how'd you get so good at art?
>>
>>143782413
>>143782021
>>
>>143782413
>>143782440
He hired someone to make mockups (that's all it ever will be btw) so he can get some circlejerk around his game going
>>
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>>143782563
>mockups (that's all it ever will be btw)
>>
>>143782040
you're not the boss of me now
>>
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Doing some map stuff
generates rooms of random sizes around the room you're currently in
>>
>>143781030
Gonna give this a shot when I have the energy for it!
>>143782301
Are you in the Steam group chat? Cause if so add The Gamer Girl01 and we can talk more if you want
>>
>>143783075
>The Gamer Girl01
>>
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4AM
Want to improve this, but out of juice.
The shiny shit on the bottom tree definitely needs to go.
>>
>>143783307
I can't even tell what it's supposed to be
lay off the perlin noise
also the top of the tree is so flat - are you using any sort of reference? doesn't look like it
>>
>>143783307
Your knight better have some ridiculous fire spells to deal with that shit
>>
>>143783441
Cobwebs or cyclop ghosts
>>
>>143783441
It's a spider, and there is absolutely no perlin noise used here.
>>
>>143783463
Someone had a bad time in Dark Messiah?
>>
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I'm making Gunpoint 2.0!

Ideas?
>>
>>143775651
I'm pretty much plan on copying Ace Combat in terms of its tropes, gameplay and atmosphere. But I don't really plan on copying anything that can be identified as a part of the Ace Combat IP.
>>
>>143784138
Holy shit, Clonepoint dev from way back, or are you a different person?
>>
>>143784279
Different person, never heard of Clonepoint dev
>>
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>>143783307
>>143783463

I will vanquish this worthy foe for you my knight.
>>
dance competition game
>>
>>143785064
too many frames in the second fire animation
get rid of one - it will feel better
>>
>>143785232
It's all the same animation.
>>
>tfw you can't draw your character from different angles consistently

senpai, my shit is fucked up
>>
>>143785382
3d model it and take screenshots
>>
>>143785356
I think he means the second part, then. It does feel really slow.
>>
>>143785356
when the arm comes down and there's a big splash of fire, i think is what they're talking about
>>
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>>143781442

thanks, I like how it turned out too.

>>143782413

theres no trick to it, its just a simple trick! find art you like, copy it loads until you know how they did it then do it yourself with your own twist <- how all art has been done forever.
>>
>>143785479
catch 22: if he can't draw if from different angles then it becomes considerably harder to 3d model it
>>
>>143780827
Holy shit, nice. I like the color palette especially.
The way the ground is cobbled together doesn't make much sense though.

>>143783064
That's pretty cool. What kind of game?

>>143783307
Why is there always so much noise in your art, Jesus Christ. That coffin looks like a barrel, and you need to decide what you're using black outlines for.
Otherwise it's looking neat.
>>
What would be the best engine if I wanted to make essentially a better version of the Pandemic flash game?
>>
>>143785824
Flash
>>
>>143785753
Depends what it is, I definitely find modelling stuff easier.
>>
>>143785064
Knightdev here,
I love the character design and the clean, sharp tiles.
Good colours too. Fuck, makes me want to draw more, but I'm too damned tired.
>>
>>143785824
>the Pandemic flash game?
does not matter.
Pick anything you want Pandemic is not a demanding game unless you plan to get Toady-levels of tedious.
>>
>>143785753
Nah, being able to manipulate the forms directly makes up for not being able to visualize them.
>>
>>143785817
>That's pretty cool. What kind of game?
it's a farming game where the world randomly regenerates every day
>>
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>>143785817
>Holy shit, nice. I like the color palette especially.
>The way the ground is cobbled together doesn't make much sense though.

thanks, thats the wonderful thing about having a game set in a chaotic dimension where the rules of physics dont apply, it doesnt HAVE to make sense as long as it looks sick as fuck.
>>
>>143786472
Haha that animation is wonderful.
>>
>>143784138
Don't use semi-colons, just like the real gunpoint dev
>>
>>143786907
he used javascript? python? go?
>>
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>>143786605

cheers! I have many more but these nerds have seen them all many many many times.
>>
>>143787167
You will get shit from sjws for this
Thread replies: 255
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