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/agdg/ - Amateur Game Dev General
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Bright, Edition

>Waifu Jam (1D2Hs 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
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
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/
>>
>>143903243
spooky
>>
Thank you for making a real thread.
>>
Should I have a strong female character in my game for SJW points? Maybe a gay perhaps?
>>
How many layers of paralax are typical for a background?
>>
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>Its a feature
>>
>>143903534
10 out of fucking 10
>>
>>143903503
At least 30 but 60 would be preferable.
>>
>>143903503
3-4
>>
>>143903503
(λx.xx)(λx.xx)
>>
>>143903503
3-4 if you wanna be sane

5+ if you're an Ullillillia tier madman.
>>
>>143903503
It really depends on what kind of background, how much detail you want, the style, etc, etc. There's not really an answer. The more layers you have the more 3D it will look. But I'd say 4 or 5 is best minimum.
>>
Thanks for this thread. Can I just say something?

Sourcefam really is the worst person I've ever seen on the internet. He's not a bad person in the same way people on other boards are, like posting mutilated animals or anything. He's just rotten to the core, negative, and a bad person. He's a failure and he can't stop telling us about it all the time, and if it's wrong for us to point this out, then just ban us I guess?

It would honestly be a favor. Because lately it seems this place is an illusion where supposedly it's for gamedev but 80% of the posts belong to the same raving lunatic. It is hard to keep pouring positive energy into a place that is haunted by this person.

Anyway, that's my only input on the matter.

Fuck you, reek. You're shit and you know it. I hope something comes to you that removes you from the internet for good. I really do. You're so overdue for it.
>>
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>>143903534
https://www.youtube.com/watch?v=hAAlDoAtV7Y
>>
report and ignore

it's easy because getting banned deletes all his posts (because its only one guy)
>>
I don't understand how to do saving/loading. So I have a level file and in the level are a bunch of enemies and stuff. The level is automatically loaded when the game starts, so if I want to set health/etc. I'd need to give every enemy an ID so I could map back to the appropriate one in the save game file? But then, what if an enemy is dead? Do I let it spawn, and then kill it immediately? That seems wrong.

It seems like what I really want is when the level spawns the first time, it generates everything, and then every subsequent time it dynamically adds everything from the save file... but then how do I use the level editor if I only want things to spawn the first time?
>>
>stonehearth barely runs on my computer
>starbound barely runs on my computer
>cubeworld doesn't run at all

>ultra street fighter IV runs perfectly
Indies.

You'd better be optimizing your fucking games.
>>
>>143904053
You laugh but I can't tell you how many games I've seen spawn and then kill enemies when I load a save
>>
>>143904159
I am a Creator, not a codemonkey
>>
>>143904159
I run GameObject.Find("player") every frame on all my enemies. :^)
>>
>>143904159
>cubeworld doesn't work
How's that even possible? I had that quirky bastard running on a 540M laptop, and these days even the integrated GPUs on Intel's laptop chips are stronger then that old thing.
>>
>>143904159
Optimizing is for code monkeys and AAAs, not true artists like me.
>>
>>143904053
The level file isn't a save file.
>>
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>>143904053
I'm not sure what you're using to make a game, but how I handle level loading is this way:

> Save json data of all level entities
> Load level -- if it's loaded from a file instead of made new, load the entities in the json data instead of running the spawning algorithm.
>>
>thing doesn't work
>literally comment out my whole main and paste theirs
>it still doesn't work

This is gonna be fun.
>>
>>143904159
Reminder of how much can be done with 64k

https://www.youtube.com/watch?v=wir8sSDfW5Q

I really wish I was good enough to do demoscene shit
>>
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>>143904335
>rely heavily on "get all objects of class"
>>
Is making a 2d game with 3d models in unity roughly equivalent in difficulty to a full 2d game in gamemaker, coding complexity aside?

I am enjoying learning C#, but also realising that I am not ready for a 3d game.
>>
>>143904434
It's Unreal, so the problem is (given my limited knowledge) you just say something like LoadLevel() and the level has all the enemies and stuff in it already because you hand-placed them in the Level Editor. So after the level loads with all the default parameters for each enemy, then you'd apply deltas from the loaded data, I think.
>>
>>143904550
My first thought was that it didn't look that great, but then I realized that was a demo. How do they fit all that shit in 64k? Are all those models and textures generated when its run?
>>
>>143904721
I haven't actually done it but I suspect it's about the same as a regular 3D game. You're still using the 3D physics engine, drawing functions, etc (even though one value is always 0).
>>
>>143904721
Unity dev here.

If you're making those kind of 2D platformers using 3D models it's easy as fuck. Actually even a 3D platformer isn't that hard.
I just hope that you're a good artist though because with 3D you just can't get away with shitty modeling or texturing.
>>
>>143904785
Can't help you there friend, I haven't used Unreal.
>>
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does GM not check collision through other objects if they're in the way?
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Remember: practice
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>>143905217
One of these days, you'll post one which actually becomes good

Maybe you need to practice
>>
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>>143904846
>>
>>143904349
>I had that quirky bastard running on a 540M laptop
>minimum requirement Core 2 Duo E4400 2.0GHz or Intel HD Graphics 3000 Desktop Dx9 2 GB
Why are you lying?
>>
>>143905217
looks like shit and also isn't even a progression of skill, it's construction of one single sprite

stop spamming

reported
>>
>>143904846
> Are all those models and textures generated when its run?
Probably. I know a lot of early "high-res" 3d generated from stuff like POV-Ray would use parametric texturing. It'd have some definitions of what marble, glass, etc. look like, and would apply it over a surface.

And the renders themselves were largely parametric, so instead of a ball having a gorillion vertices, it's just a function. Sorta like vector imagery, but in 3d.
>>
>>143905217
>want to git gud at art so I can make lewd games and just lewd art in general
>almost every book/tutorial is centered on drawing dumb boring shit

I know it's necessary in order to build a foundation and all but I just wanna draw the tiddy
>>
>>143905340
Q_rsqrt has nothing to do with demoscene you dummy.
>>
>>143905607
Can you fuck the hell off with your garbage Full Sail shitposting, shitfam?
>>
>>143905389
>implying a 540M isn't stronger then the desktop 3000
>>
>>143905751
but I imagine demoscene does involve some evil floating point bit level hacking. Granted I don't know anything about demoscene. Seems really impressive though
>>
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Teethboy (not actual name): Teeths that go all the way around. Literally made of teeth. #dentistshatehim

I shouldn't even be making characters but I have 2 more ideas that are pretty good I think and I want to see how they end up

one of them is not for my current game help
>>
Does anyone know any good programs to create boss music like this?

https://youtu.be/iNVYlQ-afMQ?t=311
>>
>>143903534
what game had books that have teeth and come flying at you?
>>
>>143906808
In general, a tracker, but YMDJ if you want the Genesis sound.
>>
Good lord Android Studio takes ages to update through the SDK manager
>>
>>143906948
No idea other than DOTA VR and Harry potter.
>>
>>143905741
just look up whatever furshit you like and copy it until you git gud, jeez
>>
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>>143905741
you have to practice bro. I copy pic relateds sprites so I too can make lewd games. you have to power through it.
>>
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I'm at a bit of a crossroads and could use some input from any ideaguys

For anyone who hasnt played my dd8 build I'm making a mini space sim with what will hopefully have fun arcadey combat

Now my problem is I'm having trouble figuring out how enemies should work. When you enter a planets orbit you enter a zone with stuff like friendly ships, outposts, and mine-able Asteroids. Enemies spawn from enemy stations but it's kind of boring atm because they just keep spawning no matter what.

Would you guys find it interesting if there was a way to eventually clear all planets of the enemy presence or would you rather have specific planet areas be a grindfest? Or should there be a continuous power struggle over planet control?
>>
>>143907396
Maybe have different classes of stations, with different amounts and types of enemies in them. Blow up station, no more enemy waves spawn until the station respawns when you leave. Take the planet to stop spawning, if you're planning a mechanic for that.
>>
>>143907396
In my opinion, you should be able to wipe out all enemies in the area, but they should respawn after a while (preferably after you have left). Kinda like how STALKER handles enemies, for lack of a better comparison.
>>
>>143907295
>awesome sprites in shitty games
Always kills my soul. I should have been born as an artist.
>>
>>143907774
>>143907396
I agree with this idea, have different levels of defeating an enemy.

So blow up a station to prevent spawning until you leave the area, but you can do something on the planet (form a relationship, blow up a base, not sure what works best for your game) to prevent/toggle the station from respawning when you leave
>>
>>143904561
WHat's wrong with doing that?
>>
>Have like 6-7 ideas for a game
>Can't decide which to use
>Now I'm at the point that I'm starting to combine multiple parts of different ideas into their own ideas
Help
>>
>>143908371
I get the feeling Im calling it way too often. Dont have a great understanding of whats going on under the hood, but Im fairly sure this is a fairly expensive function to be using so often.
>>
>>143908402
You don't need those silly ideas anyway. Just post them here. Nothing could go wrong.
>>
>>143908402
get a trip
make a poll
just like dont make game
>>
>>143907774
>>143907881

What would you guys think about having the ability to wipe out the enemy outpost to prevent enemy respawns in that planet?

But the catch will be that the enemy may occasionally send a fleet there to establish a new oupost.
>>
>>143908626
Sounds good to me. You don't wanna just wipe out the enemies forever because you want a clear enemy presence in space. Also it would make the player feel like he controls a bit too much of the game world.
>>
>>143908626
That would be good. You could even put up your own outposts, but here's where it'd get a little more complicated under the hood. If you wipe out the planetary outpost, it'd stop the stations being rebuilt. Then the enemy sends a fleet to rebuild the outpost, but what if one of your outposts is already there and is sending out your stations and ships? You'd have to have something behind the scenes simulating the battles that are going on when you're elsewhere.
>>
>>143908402
take the best parts of each and combine them, while throwing out the bad parts of each

its what i do
>>
>been learning to use unity for about 3 months now
>finally getting a decent grip on it
>realise i'm not going to finish anything on my own
>considering switch to gm

please advise.
>>
>>143908112
>people are born with talent

this meme needs to die
>>
>>143906808
>any good programs
yeah a tracker like the other guy said but more the important things you need are:
-years of practice
-taste
-more practice
>>
>>143909308
Talent is the only way anyone can be good at anything. It's true.
>>
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Keep uploading waifus to the jam please
>>
>>143909141
Sunk Cost fallacy

I can't tell you which is a better engine for you, but I will say that it's not worth working in an engine that's worse for you and your game just because you already learned another engine.

Whatever time you think you've wasted in one engine will be more than made back in having a more fitting streamlined engine down the road.

tldr; if you think Unity is right for you stay. If not, there's no reason not to switch to GM
>>
>>143907285
>whatever furshit you like
lol no furry is fucking god awful, catgirls are probably the closest I'd get to that.

I just wanna make good looking qts and maybe some muscle girls.[/spoiler
]
I have actually tried copying and tracing before though but I feel like I got no better doing it.

Someone needs to make Drawing on the Right Side of the Dick. Actually maybe scratch that cause taken literally that sounds painful.
>>
>>143909546
I'd say its more like aptitude, for lack of a better word. Partly some level of basic ability, and partly the desire to actually do whatever it is you want to be good at. Like how every kid wants to be a rock star, but not many actually like playing a guitar just to get better at it. Everyone wants to make a successful game, but how many actually enjoy making game?
>>
>>143910262
Oh shit I love you.
>>
>>143909308
Except it's not a meme, people are better in some fields than others.
I think that agdg 1MA games are prime examples of this, no offense.
>>
>>143910309
Should I switch projects if it's not working out?
>>
>>143906808
A: DAW + vsts
B: Chiptune tracker
C: A modified console + MIDI keyboard
D: MML + a PC88 emulator
E: an actual PC88 - the SEGA / Yuzo Koshiro way-

those are all the ways of making genesis chiptunes that I know of
>>
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why doesn't it like my function
>>
>>143906808
Meanwhile in 1990....
https://www.youtube.com/watch?v=4_gObHt1uZA

Post some rockin' chiptunes. Thanks to the based keygen guys for keeping it alive.
>>
>>143910939
Try to convert to string with constructor explicitly in the call to see what's wrong. Might be lack of a header.
>>
http://www.strawpoll.me/10355204
http://www.strawpoll.me/10355204
http://www.strawpoll.me/10355204
>>
>>143911308
>no RPGmaker
>>
>>143910939
Because it expects a value and you've given it a pointer.

You shouldn't ever have a value of SDL_Renderer, it should always be a pointer to SDL_Renderer or maybe a reference.
>>
>>143911308
>no rpgmaker2003
instantly fuckin dropped. trash poll
>>
>>143910939
Save the string to a string variable, for example foo. Then use (char*) foo.c_str (). See if that works.
>>
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====Weekly Recap===
Hello everyone, reposting to get more entries.

Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
>>143909141
I've been using Unity for 2 years now. Though I've had my share of ragequit, ragerant and ragehate against it, Unity is a very good engine.

What I mean by "good engine" is that it actually lets you try thing really fast, even if it's not optimal 90% of the time.
If you just want to make game, you can drop assets in it, make some very minimal code and you're done. You have a collision system, a character system, a shader system, a cloth system, literally almost all kind of systems.

Now, the difficulty is when you actually want to optimize things around. At this point, you have to go deep into the engine, learn how it works, where you can optimize, what you should discard from the native systems, etc.
At this point, maybe, if you have enough experience in both game deving, coding and the engine itself then maybe you can think of switching to C++ to enter the AAA performance. But if you're here in agdg, chances are you don't need C++ performances at all. I mean, it's not like we have any complex games, just a bunch of edgy devs doing edgy games, meme devs doing meme games or anime dev doing cute girls on platformers.
>>
>>143911471
>>143911492
s-sorry
>>
>>143910505
this. I'm not denying some people are better at certain things than others. It would be like vegeta saying goku never trained at all
>>
>>143911168
I never beat this game, damn, it was hard.
>>
>>143911472
oh
pointers are hard
>>
>>143906948
super mario 64 先輩
>>
>Been trying to do art all day
>Just can't. Just can't fucking do it.
God damnit I'm never going to move past "white square placeholder image".
>>
>>143911768
No, they're not, you just have to pay attention.
>>
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I posted a pc version of Luvvie Ducks today on itch.
There is a purchase price, but I created a free link for agdg if anyone is interested in playing.

I posted the same link in agdg earlier in the day and 5 people downloaded, I hope it provided a little entertainment.
https://gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4
>>
>>143911492
>no Microsoft Powerpoint XP or rpgmaker PSX
:(
>>
>>143911573

Honestly my single and only fear is that I will not finish a game. I'd like to make a power stone-esque brawl/arena type game in the long run but having no experience in making full games, I have no idea how feasible that is for a beginner 1MA.

If it was a case of "pick an engine and you definitely get to finish a game in it", I wouldn't even be asking this question desu. I guess self doubt is also coming into play.
>>
>>143911981
>powerpoint CYOA games
Fuck, those were the days. I was doing that when I was still too stupid to realize that no, I can't put this on Newgrounds.
>>
>>143911308
>http://www.strawpoll.me/10355204

>No Klik n' Play
>>
>>143910706
Like switch engines, or just drop a project entirely?

I mean, you have to develop a certain degree of analysis where you can coldly make decisions that aren't emotional.

That being said it's hard to think of scenarios where a project isn't working out or is unfixable for any reason other than the creator has lost interest or encountered a problem or bug they can't fix.

So feel free to switch engines if you don't have your whole damn game already made in one.

Switching projects is just letting yourself fail, don't do that so quickly
>>
>>143912014
Being mainly a coder, making a brawl/arena, code-wise, is not that hard and you can get away with things even if they're not optimized.

Your real concern would be animations for a fighting game. If you have an artist or can make all of your sprites, or 3D models, by yourself then you'll be fine but it's definitely going to be the biggest part.

In the worst case, you'll end up like me with a working prototype but no game since you don't have characters to put in and can't make them yourself.
>>
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What do you think of my waifu?
>>
>>143911843
Look up some youtube tutorials. PRactice. Gonna take more than a day to learn how to draw, fampai. You didn't learn to program a game in a day did you?
>>
>>143912385

I suppose this is a problem I will face regardless of the dimensions in my game.

The artstyle I'm going for definitely has a retro feel, so I think with some practice in blender I'll get there (think jet set radio cel-shaded), so if it's doable from a coding perspective I think I am sufficiently reassured.

Thanks man.
>>
>>143912385
I think the most difficult part with making a fighting game is making it appeal to people. People who play fighting games are extremely picky and dont' want to play something that is half assed.

Case in point: Street Fighter 5.
>>
>>143912476
I went from not knowing how the first thing about game development to having a working pong game using C# in a day, so kind of.
>>
>>143912665

I actually have some background in competitive fighting games (mainly CvS2 and KoF series), but this will definitely be more "casual" based. 4 player, hectic gameplay type deal. I think there will be some crossover but I'm not super interested in deep combo systems/cancels (at least at this point)
>>
>>143912716
Pong is the gamedev equivalent of drawing a box in perspective.
>>
>>143912665
Depends on your fighting gamers audience.

Street fighter has a large audience so of course you'll have people hating SFV because stupid reasons (I like it).
As a real fightan fan if I can myself like that, I've been playing all kind of games as long as the fights are fun, even if they have some mugen-quality sprites if you know what I mean.

.. though the other dev with the 3D fatass bloom effect fighter really is pushing it, I wouldn't play it.
>>
>>143912857
smash?
>>
>>143913109

More like Power Stone (dreamcast game) if you've played that.
>>
>>143912076
>CYOA games
Oh dang, completely forgot about those. So actually my first engine was Microsoft Frontpage 95 on my dad's super old laptop he let us borrow. I would draw pictures on typing paper, color them with crayons and colored pencils, scan them into the computer, then set them up in Frontpage like a website, make each picture its own separate page, then cut it up into different links so that depending on where you clicked it took you to the next area or started dialogue with a character. I think I still have those drawings somewhere, lmao. good ol' days
>>
I know how recap gets the pics and text but how does it create the image? What libraries are used?
>>
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>>143913262
>good ol' days
mfw I was on top of the world when I made my shitty color ascii mario clone in that when I was in school
>>
>>
Explain pointers and references to me like I'm okay in interpreted languages
>>
>>143913828
uguu~
>>
how easy is to sell 8k copies at 4USD in steam today?

That's the price of a house near my anime convention, so I can stop being an useless neet and stop living with my parents.

Do you have any example of what is the expected quality to get that goal?
>>
>>143913708
holy shit, do you still have it? Was that all on the calculator or did you hook it up to a PC or something for the code and stuff
>>
>>143913979
A variable is a value in memory, a pointer is the location of memory. (A variable variable)

Reference means that when the function is through, modifying that value will retain its persistence outside the function scope.
>>
>>143913979
A pointer is an address. You use them to refer to memory, or to objects without needing to copy them everywhere.

A reference is similar to a pointer, but typically they're guaranteed to refer to a valid object (except in shitty languages like Java and C# where anything can be null).
>>
>Can't think of what to work on
>prototypes aren't working out too well
Ok this post number including the "No." will be the seed I use on the orteil idea generator fuck it.
>>
>>143913979
Pointer = variable that points.

Literally that.

It's a variable that holds a memory address instead of some value.

So you can send a big object with gigabytes of data and simply pass it's address direction, instead of the function making another gigabyte copy or move or anything, so you don't waste your precious cycles.

Imagine like a finger pointing somewhere.

Protip = only use pass by reference, nothing else matters.
>>
>>143913262
Those ghetto methods you think up as a kid that are so convoluted yet came so easily to you were the best. I remember when I was in like the third grade my mom had one of the early digital cameras with a movie function, and an ultra-quick shutter option (which I think just saved a video file as a bunch of jpegs) like a professional DSLR. Me and two of my buddies made a star wars movie with plastic swords in my backyard, and to add in force lightning I shot it with the burst shutter and then spent like two hours adding different shades of blue lines to each frame in MSPaint and putting them in for .16 of a second in movie maker one by one. Actually didn't look that retarded.
>>
>>143913979
Memory is a continuous array of bytes. Like you can say "Byte number 200 contains the value 17"

A pointer is just an integer that would contain that address "200", rather than the value "17"
>>
>>143914208
>Protip = only use pass by reference, nothing else matters.
LOL, no
>>
We had so many waifu games last demo day, where'd they all go for waifu jam?
>>
>>143913828
WHAT
>>
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>>143914205
Hrm... Ok, I guess.
>>
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>all these summerfags showing up all of a sudden

I wouldn't really mind if they weren't mostly shitposters desu. I hope you guys actually stick with your games and stop spamming dumb memes.
>>
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enemies can now be blasted and killed by spells.
>>
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>Reference means that when the function is through, modifying that value will retain its persistence outside the function scope.
>Protip = only use pass by reference, nothing else matters.
>A pointer is just an integer
>>
>>143914276
good shit
>>
Does anyone have the code for Responsive Parallax Scrolling in GML? The forums aren't hosting the code anymore, so I can only see people responding to how great it is.

Link, for those wondering http://gmc.yoyogames.com/index.php?showtopic=531761
>>
>>143914571
They don't call us PROgrammars for nuthin'
>>
Anyone here use MeshBrush (Unity) ?

(...and does anyone have a download link for the most recent version? Would be greatly appreciated.)
>>
>>143913995
Think about what you're making and look up a few indie games similar to it. Think about graphical style as well as gameplay. Disqualify any entries that have ridiculously high number.

I.e. Making a 2d side scrolling indie horror game I'd look at:
Claire - 40k sales
Lone Survivor - 560k sales (so not this one)
Uncanny Valley - 30k sales (agdg alumni)
Fran Bow - 100k sales

So I'd estimate somewhere around 40k sales for a decent looking 2d sidescrolling horror game.
>>
>>143914629
Parallax is fucking easy. You just draw things at offsets that are proportional to the view displacement.
>>
>>143914571
>Reference means that when the function is through, modifying that value will retain its persistence outside the function scope.
References are just a failed attempt at "fixing" null references. Stick to pointers.

>Protip = only use pass by reference, nothing else matters.
This guy is an idiot.

>A pointer is just an integer
It literally is.
>>
>>143914018
I've coded it the hard way 100% legit, was fun as hell. I remember that colors had an innate depth, like green was always on top of orange and such, so I used that with the pixeldraw() function in the graphic screen.

Don't have it anymore since my calculator imploded somehow, it was very old.
>>
Does anybody mind giving me feedback on my game?
>>
>>143911768
they will definitely make you feel richer once you learn them
>>
>>143913995
man I really need to finish a game

I'm in no financial trouble but that would be sick
>>
>>143914948
Sure, post it. There's not much but shitposting around here.
>>
>>143914629
draw_background(bg_parallaxthing,view_xview[0]
(* or /) (number between 0 and 1),y)
>>
>>143914765
Huh. So you just have an object that draws the background every frame, ignoring the 'backgrounds' tab in room settings?
>>
>>143911970
it says it needs a data folder...
>>
>>143914847
>References are just a failed attempt at "fixing" null references. Stick to pointers.
Failed how? It's extremely useful to have a type of pointers that are guaranteed to point to an object. Sure, even in C++, they can be aliased to an invalid value, invalidated, etc. but that doesn't mean they're a bad idea or somehow WORSE than pointers.

>It literally is.
Pointer arithmetic is not defined to be the same as integer arithmetic (not counting that +1 to a pointer will be +size to the address). There's such thing as segmented memory, etc. but for all intensive purposes you don't need to care for gamedev.

>>143915139
Yeah, or you can just set the background's offset.
>>
Has anyone else had problems with mixamo animations in unity having skewed feet/hands? I'm sure it's some import setting I'm fucking up but there's so many I really don't know what could be wrong.
>>
>>143915118
>(* or /) (number between 0 and 1)
Why.
>>
So I got this book https://www.amazon.com/Learning-C-Programming-Unity-3D-ebook/dp/B00MMOJ31E?ie=UTF8&btkr=1&ref_=dp-kindle-redirect because i wanted to learn unity and programming c#, as i have no coding language at all.

but lots of people say to use GM if you are a complete beginner to coding and games because its much easier than unity and has better tutorials by other people.

I want to use Unity, but now I feel as if learning GM first would be better in the long run for me.

What do I do?
>>
I need help with fleshing out some ideas, the goal is to manage your character and explore a fantasy world (like a text adventure).
The gameplay goes like this : the player navigates a map (point and click), visits towns, talks to npcs and such, hunts for food and materials, fights monsters... the problem now is how to implement the fights, i don't want to use the rpg approach, i'd like to keep numbers to minimum and have an organic feel to it, weapons, armor, skills, and items have ranks instead of numbers, there are no health points, the mc is able attack (pierce/slash/blunt), defend (shield/evade) use environment (keep distance/use terrain hazards), each monster has a certain way of defeating it (you can't just spam attack/use healing until X monster is dead), i was thinking of going heavy on text and options like each fight is a contained story, is there a better way to approach it? would people want to play something like this?
>>
>>143915460

If you're going to learn unity in the long run, just start with unity.
>>
>>143915253
>Pointer arithmetic is not defined to be the same as integer arithmetic
All I was pointing out that an address is nothing more than a number.
I said nothing about it's properties.
>>
>>143915652
You said that a pointer was nothing more than a number.
>>
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Woo, the shop works. That was a doozy to figure out. And if nothing else, I think my sprite artwork has gotten better, if at least a little
>>
>>143915460
Unity Is piss easy.

It's just that for _2D_ it _might_ be easier with gamemaker.
Not that i know, since i have no experience with GM.
>>
>>143915629
>weapons, armor, skills, and items have ranks instead of numbers
Are you fucking with me?
>>
>>143915460
>but lots of people say to use GM if you are a complete beginner to coding and games because its much easier than unity and has better tutorials by other people.
because there's a lot more to coding than just writing out simple logic. you will have a hard time writing a 3d game using code only if you don't understand how to structure your code and how to make the appropriate classes that you need

something like Game Maker or Unreal's Blueprints helps a lot with this because it abstracts a lot of that stuff with visual aids
>>
>>143915806
Having no experience in Unity and a decent amount in Gamemaker, I can say that GM is very easy for 2D.
>>
Fuck I'm trying to go professional and I have no idea how to make a goddamn resume and my current one is shit. The only real suggestions I get is 'don't use google because that's what the average retard does so yours will end up looking like shit' and 'programmer resumes don't follow the same rules'.

What the fuck do I do? Anyone have any help they can lend me?
>>
>>143915764
Oh man you must be so fun at parties.
>>
>>143915061
ok i'll post it when it finishes compiling.
>>
>>143915967
I'm correcting something wrong you just said to teach a beginner.
>>
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>most annoying enemy
>gets raped by everything
The game is now about throwing pets and winning with power of friendship.
>>
>>143915950
Build a cheap NiggOculus Rift with Chinese components and a rented 3D printer. Do up a 360 degree video of rendered grafix extolling your virtues. Send it to the companies with short instructions.
>>
>>143915904
so what can i do to understand how to structure my code correctly and how to make appropriate classes?
>>
>>143916086
Is that the dreaded space mukade?
>>
>>143915950
as someone who interviews people at work, here is what I look for:
- your interest (usually this is an Objective category at the top, "I'm looking to be a graphics programmer in computer animation")
- what tools you have experience with (C++, Maya, Qt, JQuery, etc)
- what work experience you have (where you worked, what you worked on, and what tools you used)

make all of this information easy to find and easy to parse
>>
Dungeon Generation is way more hellish than expected, and I'm doing this shit on Python just for prototyping ideas.

I don't even want to start thinking how FUN this will be to port to C++
>>
>>143916086
I love seeing your game progress. There's always some neat emergent gameplay.
>>
>>143916201
probably just doing coding lessons/practice problems, but I wouldn't learn how to code through making games. I'd make games after I knew how to code. I'm sure it's possible though. you'll learn a lot from every failed attempt
>>
>>143915325
Out of all mixamo animations I've tried I've noticed that they're literally all fucked up most of the time. You'd better make your own animations in blender or something, assuming that you can open the model and that it's actually workable.
>>
>>143916046
>>143915967

If we're getting all philosophically mathsy tho, a number with different arithmetic rules is still a fucking number. In addition we have a bunch of different kinds of other numbers anyways (unsigned, signed, different byte sizes so different overflows) so it's kind of okay to note that a pointer IS a number. It's also okay (and very useful in this context) to note that there's some specific shit about the TYPE of number it is. Like everything in programming, it's just about how you interpret the data.
>>
>crystal gun girl dev makes a tumblr post asking for money exchanging sprites for it
>reply to him I'm interested
>the fucker has not replied yet
I'm waiting fucker, why do you ask for money if you don't want it?
>>
>>143916204
>space
>>143916241
Too bad not much of it is actually usable except from being gimmicks.
>>
>>143915793
I remember this!
>>
>>143916548
You said integer, not number.
>>
>>143916206
Would you advice to or against using possesives such as "I" and "my"?
>>
>>143915867
by that i mean instead of X weapon having X attack it'll be a rank from bad to good, it doesn't make sense to have the same sword with different attack value other than in rpgs (unless it has magic or something)
>>
>Took the first steps to restarting my game from scratch today
Whew..
>>
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>>143916240
you can steal my cellular automata dungeon code if you want from 5 years ago
http://pastebin.com/bTcGP976
>>
>>143916695
>>143916548
Listen dudes I'm all for bumping the thread, but this discussion is just getting retarded
>>
>>143916375
any good c# tutorials then?

or should I probably just read thru my book
>>
>>143916695
Wasn't me. An integer with different arithmetic rules is still very much an integer tho, all of the same shit applies. Not that it matters, we all seem to know what's going on.
>>
>>143916806
I don't really think it matters. I don't personally have them in mine. "Collaborated with" vs "I collaborated with", ehhh, who cares. Some people write sentences and some people write bullet points - either is fine.
>>
>>143916845
Thanks anon, I'll look into this and steal some ideas. By any chance do you know how can I find some articles talking about a more room-based dungeon generation? place rooms randomly and then connect them by corridors?
>>
>>143911548
Are you the same guy who does the monthly recap?
http://tools.aggydaggy.com/#

Will your recaps show up over there as well? What about Sayaka? Are you the same person?

I'm asking because it looks like the recap on the website has animated gifs/webms and I wanted to post a webm of my progress but I'm not sure if it will work if you aren't using the same system/same person. (It seems like you're a different anon)
>>
>>143914709
pls
>>
>>143917127
Check roguebasin, there's excellent write-ups on the algorithms used for dungeon generation.
>>
>>143917127
The guy who makes Cogmind has a great article on this. Just google Cogmind procedural generation and you'll probably find it
>>
>>143915061
ok it finished
https://motokokoko.itch.io/blackholebuster
>>
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>>143917127
roguebasin has great stuff. I used it as inspiration for dungeon algorithms as well as I stole a field of view algorithm from it

I also wrote a "sloppy" version of it where corridors can be built through existing rooms. I never liked the version where the dungeon is nice, separate rooms.
http://pastebin.com/JLEjxs7t
>>
>>143917102
Thank you for the advice, I will keep it in mind.
>>
wow, two days getting it to scale properly the window under diferent resolutions.
>>
>>143917494
This doesn't look like a game.
>>
>>143917556
it's probably made for people like ulillilia
>>
>>143917470
>https://motokokoko.itch.io/blackholebuster

Gives me a 404:Not Found!
>>
>>143917145
I'm the guy who put up the monthly recap.
Weekly recap guy is a separate guy who runs a scraper. Their code automatically pulls out images and posts, and you'll need a static image I'd imagine.
>>
>>143917882
https://motokokoko.itch.io/blackholebuster
I had it set to private by accident.
>>
>>143916206
Is there any specific way you like the tools and experience to be laid out, or could I just list them all on the same line with a header saying something like "Proficient with the following:"?
>>
>Note that SFML won't load your system fonts automatically, i.e. font.loadFromFile("Courier New") won't work. Firstly, because SFML requires file names, not font names, and secondly because SFML doesn't have magical access to your system's font folder. If you want to load a font, you will need to include the font file with your application, just like every other resource (images, sounds, ...).

Wow, even the SFML TUTORIALS are dripping in snark. And I thought their forums were bad.
>>
>>143916570
He probably got more than he needed
You won't be getting those sexy sprites
>>
>>143918326
sfml is a piece of shit. Either use SDL or a real game engine.
>>
>>143918326
>Wow, even the SFML TUTORIALS are dripping in snark.
This is what you get for using a french gorilla's mashup of libraries.

Just use SDL or GLFW, SFML's only selling point is being easy but you can wrap SDL or GLFW to be just as easy.
>>
>>143918437
b-b-but everyone says that SDL2's opengl renderer is slow..
>>
>>143918058
Here's some tips:
1. Make it look like the ship is going faster, even if it isn't
2. Make it harder to dodge the black holes, and give less energy packs
3. Polish up the design on everything
4. Add some intense music
>>
How big is the learning curve in GM?

I can do all of my art myself but I'm still pretty new to GM and I can't help feeling anxious about my game's development. "What if I can't make the game I want? Will I just become the next Slain?". I wish I had started coding years ago.
>>
>>143918670
It is. Use OpenGL, it's easy as fuck for 2D games.
>>
>>143918670
>everyone
Who? First I've heard.
>>
>>143918138
usually you have a couple groups in a bulleted list like
Languages: C++, C#, Java
Frameworks: Qt, JQuery, Unity
Fields: Data visualization, 3D Graphics, UI Design

order these from most proficient to least proficient.

And do us all a favor in the interview - if I ask you how's your C++, don't tell me you're a 9/10. I'm like a 7 and you just graduated college.
>>
>>143918019
Ah, alright thank you.
>>
>>143918724
GM is easy.

And Slain! still sold 5000 copies so that's okay.
>>
>>143918724
>and I can't help feeling anxious about my game's development
Chill out dude, it's just a hobby.
>>
>>143917145
I'm not the aggydaggy.com anon or Sayaka. I like the weekly recaps so I wrote a scraper to assist.
>>
>>143919001
I'd rather only sell 1000 and have a good rep than 5000 and being a meme.
>>
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Anyone here have any idea how to do a scroll unravelling itself in 3d like one of those in the pic? I can probably fake it with an scrolling alpha mask and texture, but is there any other trick?
>>
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>>143911548
Game Name: Combat ISP
Dev Name: CISP dev
Tools Used: GameMaker, Photoshop, LMMS, Audacity
Website(s): http://combatisp.tumblr.com/
Progress:
+ Added resource timer (+1 crystal every 2 seconds)
+ Added loot drops for some minions (Seedling and Bulb)
+ Added portals for faster deving/testing
>>
>>143916845
is it possible for a complete retard to just run this without knowing anything? like save it as ok.cpp and g++ ok.cpp ?
>>
>>143919231
Dude what, you just draw the paper from one end to the other.
>>
>>143919107
Well not anxious but still slightly worried. And hobby or not It's important to me.
>>
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>>143919316
I'm talking about animating a 3d modell of a scroll ya doofus
>>
>>143919159
Ah. Okay, thanks for doing these.
>>
>>143919345
Your first game, or probably your first attempt at a game will be absolute horse shit.
Just make sure you improve with your following attempts.
>>
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>>143919445
Exactly.
>>
>>143919168
You can always create a new identity for your next game
>>
Official agdg chatroom https://public.etherpad-mozilla.org/p/amateur_egg_dev_general
>>
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>>143919296
Demonstration. Finally, a moba mechanic! Now we're making real gameplay progress!
>>
>>143918693
ok I'll do that, thanks for the advice.
>>
>>143919548
wouldn't that just stretch it?
>>
How to handle screen resolutions and resizing?
>>
>>143919791
You can modify the UVs based on how far out it's been rolled.
>>
>>143919878
Which engine?
>>
>>143919935
Oh, right.
>>
I just tried Vampire's Bit. It's fun I like the concept, art is promising too. Could become some kind of cool game in the future perhaps.

Controls are clunky though. Also watch out for the big dude getting glitched inside the house, making the game too easy.
>>
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>>143920021
Monogame
>>
>>143919489
I love this meme. Blame yourself for your lack of creativity and sensibility, not everyone needs to make 20 crappy games in their life in order to make one that isn't half bad.

Well here again /agdg/ is taking example on Gogem so it's understandable, eh.
>>
Toying with an idea for easily scripting levels, more in the movie script sense. Have a function get called every arbitrary number of seconds, which reads the next line from a data table, with each column being for some event. Im thinking this would be good for stuff thats only dependent on the elapsed time, like triggering a radio message, spawning a new wave of enemies, and so on. The idea is to make something like the director in L4D, except without the part where it thinks for a bit about what event it triggers.
>>
>>143920249
if your first game was any good then you probably spent a lot of time making prototypes or at the very least rewriting your game various times

you just don't have enough experience to make anything good yet
>>
>>143920090
Blog
>>
what kind of game should i make?
>>
>>143921037
What are your interests and art/music/programming experiences?
>>
>>143921037
The fun kind
>>
>>143918876
Since I'm just getting out of school, would you care for some summaries of projects I've done to take up space on the rest of the resume? I've got no professional experience aside from school projects and home projects so I don't have enough to fill a single page if I don't.
>>
what type of game do you imagine when listening to this song?

https://www.youtube.com/watch?v=n9sWXWqXhGo
>>
>>143921150
The kind cristian makes
>>
>>143921414
kek, I'm him.

just curious to see what games do you imagine listening to popular music in my city.
>>
>>143921150
Doesn't really fit games well in my mind.q
>>
>>143921609
imagine a platformer set in cuba.
>>
>>143920641
Not him but I share his sentiment, and you're also right. I think it's totally possible to make a good first game without having to waste time making dozens before as long as you iterate and rewrite it as your progress. Some people have a powerful drive to create something in particular and are ready to work on it for years if needed, telling them "but m8 you need to make other games before else it'll fail" is stupid.

With that said I still agree one should at least make all sorts of 2D shitgames like pong, a plateformer and so on to learn the basics. But these barely count as games to me.
>>
>>143921739
I don't even know what cuba is supposed to be like.
>>
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>>143921150
some kind of bullfighting game maybe.
>>
>>143921150
I just watched Clear and Present Danger so Im imagining myself as a CIA snake eater on a plane flying into a South American country to eliminate a cartel.
Thread replies: 255
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