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/agdg/ - amateur game dev general


Thread replies: 760
Thread images: 138

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More Real Than Real Edition.

>Waifu Jam (OVER) Go play some games
https://itch.io/jam/wj2016


> Next DEMO DAY (Nine) #9
https://itch.io/jam/agdg-demo-day-9


>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/


> Previous DEMO DAYs
http://pastebin.com/Qi63yBxd (embed)

> Previous Jams
http://pastebin.com/QwcSPdnx (embed)

> 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/
>>
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>/agdg/ will defend this
>>
>>144157871
what is it
>>
Does Game Maker have any system of tags or adding parents during runtime?

I want to have an enemy class that reflects player attacks, and have enemies that switch that attribute on and off. There are workarounds, but it would be much easier if I could alter parent heirarchy.
>>
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First for progress!
Real life got in the way and I've been kinda busy, but I'm still working on the first level when I can. So far I've got everything done up till the checkpoint, which doesn't exactly work yet but hey. There's a random empty room in the middle of what I have so far; that's gonna be a cutscene room, hence why it's just a flat featureless room.
>>
Why is there so much garbage in the OP? Why is there still no explanation of how to webm?
>>
>>144158048
Every time anyone tries to change the op, all the local reddit rejects and /x/ gremlins freak out
>>
>>144157768
>Each node on a graph represents a terrain or object generator: noise, voronoi, blend, curve, erosion, scatter, forest, etc. Once the nodes are connected the magic happens: a game map will be created without any human involvement.
So it's a glorified noise library with a $55 price tag, of which many FREE specimens exist.

>When linked to a terrain, the script will create a grid from copies of the terrain.
Not remotely what he wants.
>>
>>144157698
It's kind of sad that engines have such limited options for getting data into shaders that this is considered an amazing feature.
>>
>>144157993
>ground sprites stolen from doki doki panic

Let me guess, they're """"""""""""""""""""""""""""""placeholders""""""""""""""""""""""""""""""" right?
>>
>>144158428
Where's your game?
>>
>>144158048
Do you really not know how to webm?
>>
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>>144157698
Progress.

Please rate all of it. Give constructive criticism pls
>>
>>144158048
>OP has had webm section since forever
>It's now there twice
>Retards still ask every thread
>>
>>144158326
Honestly it just looks like a higher-res/better made texture in general. And even then, is it that important? It's nice to have good graphics, but it seems like the best games out there tend not to have that level of autistic detail. Seems like a waste of manpower and creative energy for anyone who's not part of a AAA team.
>>
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>>144157938
You might have to modify the Global Fog shader if you want your fog to be striped/pixely in a way the rest of your scene isn't

But to add fogging just add a component to your camera and search for Fog. One of the fields in that behaviour is the fog shader, if you double click it it'll open in your editor and you can mess with it.

Pic related, you might be able to do some kind of clamping to force the fog color to be discrete steps and get the striping effect you want

There are agdgers who know shaders, not me, but someone might help if you ask
>>
>>144158817
It's not like it's difficult to achieve. It's pretty much just adding together the lighting contributions of two different materials on a single object.
>>
>>144157698
Any games that use this will have worse gameplay than games 15 years ago that didn't use it.
>>
>>144158882
He doesn't need shaders he needs a farclip plane/far culling.
If i were him i'd just lerp based based on the depth buffer for a first effect. It'd be easy to make sortof OK looking fog from there.
>>
>>144159437
>lerp based based on the depth buffer
How would you do that without shaders?
>>
>>144158156

Both create infinite terrain maps, its what he was asking for.
>>
>>144159891
Yeah you do that with shaders. But his issue is the farclip plane since he's crashing due to asset load (dunno why unity lets that happen).
He's probably just pretending anyway.
>>
>>144160017
>infinite terrain maps
Wasn't it at all though.
Just read >>144155732
>>
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posting again

>agdg jam theme poll

https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform#responses
https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform#responses
https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform#responses
>>
>>144160017
Only the first one creates infinitely PROCEDURALLY GENERATED terrain, the second just tiles one thing over and over again.

And why would you pay $55 for something that is far less flexible than libnoise + the terrain part of some free rendering engine?
>>
>>144160486
You know what to do, /agdg/.

https://www.youtube.com/watch?v=J9FImc2LOr8
https://www.youtube.com/watch?v=J9FImc2LOr8
https://www.youtube.com/watch?v=J9FImc2LOr8
>>
>>144158428
>ground sprites stolen from doki doki panic
What? I made everything
>>
>>144158048
It's right there in the op, twice in fact:

>http://tools.aggydaggy.com/#
The first link listed takes you to the old /agdg/ website. When you click it, it's just a matter of scrolling down the middle mouse button once or twice and you'll see 'Posting Progress' and 'Web'em' in big bold letters.

>Helpful Links: http://alloyed.github.io/agdg-links/
Clicking 'Tools' gives you a list of ways to make progress and a list of ways to record and post progress. It's right there in big bold letters.

There's too much information to fit everything in the OP, but it's very straightforward in that it points you in the right direction. Here are the EXACT links:
http://alloyed.github.io/agdg-links/
http://tools.aggydaggy.com/tools.html

Gamedev is like this the entire time. People and tutorials can only point you in a direction but it's up to you to actually go there and take a look. There's no step-by-step process to become a successful game developer. Otherwise everyone would be in this business. But stuff like webms and how to make them are right there in plain view, not sure how you can miss it unless you're too impatient.
>>
>>144161129
I swapped the links and description by accident in this post. Just swap them.
>>
>>144161129
should note that the old adgd site has old links, links to the old webmconverter repo
>>
>>144161129
Thats dumb, neither of those say anything about webms in the OP

Meanwhile there are hyper-specific sites like blender models and one particular musicbro. The vast majority of devs need to know how to webm to post progress, but how many beginners need blender models?

Not to mention all the unnecessary http:// garbage
>>
>>144161831
I don't care what engine you're using, what game you're posting. If you can't type "how to make webm" into google, you are not a dev. You have to be human to be a dev, and if you still can't work a google search in 2016 you are less than human.

I am sick of you people thinking you can act superior when you're the ones that can't do the thing. Everyone else found the webm section from the OP, why can't you?
>>
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Added some customization to the particle emitter. Will need to add more features like using a texture. I think it'll work pretty well after more dev time for things like magic effects.
>>
>>144157698
>Waifu Jam (OVER) Go play some games
>https://itch.io/jam/wj2016
Cute waifus! Cute gameplay!
I like the Witch and the Dragon, it's super cute and fun and rather polished. Vampire's Bit was also polished but I kept getting stuck on objects and stuff. Momiji had nice graphics (but needs to be played with a gamepad). Chony Chaos Dev is into bdsm, that's the only explanation that makes sense because he's either a sadist or masochist or both. Waifu Quest gets a certificate of participation. Commander tried to hack my computer I think, but at least Placeholder-chan is a cute. Couldn't play Jamos because I don't have a mac, but I do have a mac address.
>>
>>144162297
We were all like this once. Actually, in fact, I think I probably asked /agdg/ the same question, and they also got mad at me. But I still remember, so that's why it's ok to spoonfeed every now and then. I remember being so lost but a nice anon helped me out. So it's only fair I do the same for this newbie as well.
>>
>thread now can't even hit bump limit because people freak out their progress somehow will lose viewers after ~700
wew
>>
Is it too late to start a game for the demo day next month? How much of a demo do I need by then?
>>
Post dev music
https://www.youtube.com/watch?v=RviOwY0OKyE
>>
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This doesn't really look any different from my last progress but the big change is I now store each level's data in a separate entry in a map, and then write the entire map to the save file. So when you save, it only saves the current level and overwrites the entry in the map, but keeps all the other levels the same. The final step when I get back later will be to load a level from the map every time you re-enter a zone (and save a level right before you leave it).
>>
>>144163097
People only get mad to help you be more self sufficient.
>>
>>144162337
Looking tasty. Make sure you don't just polish your toolbox and actually only implement stuff you need for your game though.

>>144163330
Where are you going to draw the line as to where you save things? If you shoot a fireball then save, will it be there on load?

I remember doing something like that in Morrowind as a kid that made me have to restart since I was attacking some friendly NPC who could wipe the floor with me and I was too dumb to make a seperate save. So it was always load, NPC gets hit, I die
>>
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>>144162297
First link recommends a $199 program, second is an online converter, third recommends Virtualdub, another online converter, etc

Its unjustifiable to feature one specific musician in the OP (one that isn't even part of AGDG isn't that good to begin with) but expect new people to "just figure it out"
>>
>>144158763

What engine are you using?
>>
>>144163665
Right now I'm not saving projectiles. I have a comment in the code pointing it out, but no intentions currently. I actually posted a few days ago about whether to leave something like this (intentional bug) in as a scumming feature or not.
It does save pretty much everything else including whether you're in turn-based mode and what every character's current attack delay timer is at.

I also intend to have multiple slots for both quicksave and autosave, so hopefully that helps.
>>
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Check out this little light show.
>>
>>144163760
I was like, "what the fuck is he talking about?", but you're talking about the google search aren't you? You shouldn't still be having problems with this and you didn't actually have to google it because you were spoonfed over half an hour ago by this guy >>144161129
>>
>>144163279
https://www.youtube.com/watch?v=WwxZi_ZK0mw
>>
>>144163865
The thing should drop coins or whatever for you to collect so you have a reason to stay under it and dodge the projectiles

>>144164037
Why have a link to Unity? Its the first result on google.
>>
>>144162801
I was worried that all bits I cut out had made Cony Chaos too easy. So I'm glad it still provided a bit of a challenge.
There was a point where it was so hard even I couldn't finish it.
>>
>>144162297
This, but for the engines. If you really came here and don't know the homepage for your own engine or how to find it, you are too stupid for game dev.
>>
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>>144164310
Yeah it will be gems, not coins though. You can see here:

https://www.youtube.com/watch?v=_6CPSTzO4s0
>>
2bh we should just write an entirely new op because i dont think anyone actually uses any of the shit in the current one. does anyone care about previous demo days or jams either? that archive link is pretty superfluous too, since it just directs to page after page of the same one exact post

maybe a short FAQ would be better instead or something
>>
>>144163279
https://www.youtube.com/watch?v=HTA0hCun_W8

fug, why does 80s-themed music sound so hardcore sometimes. Half of their music is so motivational I feel like going for a drive or working out or growing a mullet. Wonder how it was to live back then with ataris and classic arcades and shit without all the politically correct paranoid atmosphere we have right now in the current year.
>>
>>144164434
I love the look of your game and the gameplay looks really tight. But please don't name it Xenocave, for your own sake. It will get lost among the many other games named Xeno and Zeno on the market and kind of saps some intrigue from it initially
>>
>>144164494
>since it just directs to page after page of the same one exact post
Why is it that it's only brain dead morons who suggest changing the OP?
>>
>>144164514
i played on one of those once

it wasn't good and cemented my lifelong hate for VR. VR sucks and is a shitty gimmick. It doesn't help that most VR games are simply not good on top of VR being a shitty gimmick.
>>
>>144163665
Thanks. I'm trying to make sure I have some end goal in mind instead of adding features that I think are cool.
>>
>>144164434
Looks like a neat little game, but pls, come up with some more block variety.
>>
>>144164657
But now with current technology we can actually have real VR. Give it a couple more years to mature.
>>
>>144164434
Hey, I was the anon who said bosses are important earlier. I recommend asking /vr/ for a list of platforming games with the best bosses, and playing those for inspiration. So many games have shitty, samey bosses and given how juicy the game looks and how nice the controls appear to be, it'd be unfortunate to be lacking in the main thing that gives players a sense of accomplishment.

But if you draw on older games and think about how to use specific things like the pickaxe and gun or whatever it is in conjunction with one another, I think you can come up with some really good stuff.
>>
>>144164648
Are you really suggesting that it's useful to have a link to just multiple iterations of the OP? It's not at all a good cataloging system for any kind of information. It's just the OP over and over and over, with no inkling of what is actually going on in the thread behind it that you might want to see.

It also encourages bad behaviour. All that "hue hue ur on le thin ice ids all in le archives :^)" nonsense that gets posted every damn day.

What would be more useful is consistently backlinking to the previous thread, but most of the people sniping OPs are too retarded to do that.

>>144164810
What do you mean by "real" VR? Because I mean I played on an arcade machine where you stepped into a little booth with a helmet and some shit you held in your hands, and had a pretty seamless experience.

It was shit because the game on it was some shitty FPS that would not have been good in any setting, and the VR kit bolted to the ceiling was just an expensive way to make my eyes and temples hurt.
>>
>>144164590
Ok I'll think about it, thanks. Personally, I don't know a lot of games with "xeno" in the title. I mean, I'm sure there are tons, but I don't know of any.

>>144164749
Yeah, that will come later, after the level designs. I don't want to get hung up on graphics too much at first.
>>
>>144165094
LEVEL DESIGN IS ***NOT*** GAME DEV
>>
>>144157698
Why isnt cryengine listed when its the best option for making a game.
Unity may be capable of looking better but cryengine rekts it performance wise.
>>
>>144165024
Why don't you go learn how to use the archive and then never come back? Please, you fucking dumb cunt.
>>
>>144165203
definitely meant ue4 instead of unity
>>
>>144165218
>Why don't you go learn how to use the archive and then never come back?
I don't use it by searching for agdg as a title, that's for fucking sure. Are you stupid?
>>
>>144164957
Great idea, thanks man.

Originally, I thought I would just have the 3-eyed tentacle thing as the recurring end of stage boss, but now I'm thinking I need more variety of bosses.
>>
>>144164648
>>144165218
If these are bantz they're pretty low quality

In the end, its about who is 1) such an agdg-lifer that they're around for the thread changes, and 2) bold enough to make the new OP themselves

It seems only fitting that its left up to the bravest of the core AGDG community to define the OPs. Too bad they're so shit at it and mindlessly copy the previous ones without tryin to innovate or improve
>>
>>144165460
Thank you for your garbage Full Sail analysis, shitfam, but we have it under control. :)
>>
>>144161129
>http://tools.aggydaggy.com/#
the agdg is fucking pointless honestly. he just copied stuff from the OP and put it there without any creativity.
also the most important thing in the site is feedback and requests isn't even available
>>
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jam poll results thus far
>>
>>144165335
Here's a little experiment for you to try out. Open the link in the OP, I'll post it here too because I'm not sure you're capable of finding the OP.
https://boards.fireden.net/vg/search/subject/agdg/
All the posts in the archive will have a post number, just like my post and yours right here on this site. All you have to is click the number on any of the archived posts on that page and see what happens.

If you need help opening links or you don't know what a number is, please tell me and I'll try teach you.
>>
>>144165649
It's just a replacement for the previous site, but yeah a requests feature on-site would be nice but he usually is around and responds.
>>
>>144165649
Can you fuck off already, shitfam? We said we have it control. Don't make us take YOU under control.
>>
>>144165732
I'm quite surprised.
>>
>>144165789
but we don't need a website, its just something that's nice to have
>>
>>144165197
>LEVEL DESIGN IS ***NOT*** GAME DEV
So you're telling me if I make the controls work, the character move around and everything, and I program the enemy AI, and I add all the resources, my game is fully developed even if I have no levels?

You're full of shit.
>>
>>144165760
>All you have to is click the number on any of the archived posts on that page and see what happens.
So you're SERIOUSLY saying it's a good filing system of any sort to just have reams of the same exact post hiding all the content behind it? Holy fuck.

>>144165897
>>144165789
I honestly see no point for an agdg website. There's a steam group for coordinating anything you might want to post publically but with a name, and literally what other features are there that you could want?
>>
>>144165897
We don't need an OP block either, but yet we still have one.
>>144165985
>There's a steam group
Yeah nah, SShitters shitpost here all the time.
>>
>>144165094
I mean these were just the first to come up

It definitely comes off as a generic vidya title
>>
>>144157871
Looks good m80
>>
>144165957
X is not gamedev, is one of his shitposting gimmicks, ignore it please. And lurk a bit more, newfriend.
>>
>>144165957
level design isn't game dev, sourcefam. Maybe you should have realized that all those years ago when we brain-raped you the first time, Reek. :)
>>
>>144165985
steamchat are just a bunch of friends that turned the steamchat into their own personal google hangout group

im talking about have a site for people to communicate with ID's, which is simple to understand. there is no point for anything else
>>
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>>144166157
forgot pic
>>
>>144165985
Please tell me how you would easily link to archived threads if not by pointing to the OP?
>>
>>144165985
>I honestly see no point for an agdg website
Recap hosting
>>
>>144166231
I don't use source, and I've only been in these threads like a week.

But when my game is all done except level design, it's not done. I still have to develop my game further by making the levels.
>>
>>144166087
>We don't need an OP block either, but yet we still have one.
We clearly do, because people ask the same goddamn questions every fuckin' thread -- how to webm should be in there, for example. Instead of links to engines' homepages, links to actual documentation or developer communities would be better.
>>
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>http://pastebin.com/QwcSPdnx (embed)
> (embed)
at the very least can we agree this shit is unforgivable
>>
>>144166270
You could always post on the community as a text forum.

>im talking about have a site for people to communicate with ID's,
Literally Steam. IRC would be even better, since that's consistent names that you can change at any time, and /whois-ing people is only as effective as IDs are on 4chan anyway if they have a dynamic IP (which like 90% of people do now)

>>144166428
Why not post them in the thread? That would actually be something useful to have an archive link for -- use a consistent name or subject for recaps, and it'd be searchable on archive.moe or fireden or 4plebs or whatever people are using now for their gangstalking.
>>
>>144166487
We had how to webm and .gif for ages and people still asked for links every god damn day.

People will always ask dumb shit, and not read the OP unless it fucks with their OCDtism . It doesn't matter what we have or don't have.
>>
>>144166639
Don't go changing the OP now, shitfam. You're on thin ice.
>>
>>144126928
Thanks anon, I was also looking for the 1.1.6 version.

Put it on my mega, I'll share it around here if people ask for it.
>>
>>144166343
Hmm, I see what you're saying.
>>
>>144166639
It's funny more than anything.
>>
>>144166651
but steam and irc are fucking ghost chat's for regulars only

im talking about a place where you can send messeges directly to someone's email or if you actually want something you'd have a section on where to write it
>>
>>144166764
The OP is too fuckin' long and terribly formatted with tons of whitespace for no reason, that's why. Half the links are shit no one actually uses and could be axed, and once the OP doesn't look like a complete mess of obsolete garbage, maybe people will read it.
>>
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>>144166764
>their OCDtism
This might be right

Don't worry though, I'll fix it all in the next thread
- t. op activist
>>
>>144167038
If it's a ghost chat maybe you should go liven it up with your presence instead of complaining :^)

>im talking about a place where you can send messeges directly to someone's email or if you actually want something you'd have a section on where to write it
You mean like Steam, which has a messaging system and a BBS system and a live chat that supports audio, even?

>bbbut wwah wah wah googem posts there ;_____;
You will never be happy.
>>
>>144167237
you obviously can't tell the difference between a place that's reserved only for regulars and a place that's made especially for everyone.
you sir have social autism
>>
we need our own website for agdg. a sequel to agdg. agdg2, if you will
>>
>>144167504
>a public irc channel
>REGULARS ONLY
>a public steam group
>REGULARS ONLY

sounds to me like you just want your own REGULARS ONLY place away from your boogeymen
>>
>100 posts in
>5 progress posts
>~80 bickering posts about the quality of the OP
>>
>>144167795
Please don't forget about feedback posts like >>144162801
It's nice to know someone played your shitty game.
>>
AGDG2 when

yukizini save us ;_;
>>
How should I store maps aggy daggy? Does it even matter?
>>
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Are there easy ways to rip all assets from a 2D game? Pic slightly related, there's a GBA game I'd like to rip all backgrounds of but I sure do not want to have to manually screencap and paste everything into paint or something.
>>
>>144167742
no im just tired of waiting 30 minutes for someone telling me to fuck off.
what im suggesting is a place where you can leave out any important subjects or questions
>>
ykizini

yuki

yuki pls

i need agdg2

we need it to be saved from nodev

pls

;_;
>>
>>144168019
>what im suggesting is a place where you can leave out any important subjects or questions
>>>/b/
>>
Today's progress:
-Fixed input getting reset in Unity by loading everything Additive.
This required a pretty large overhaul of how I approach things, with manually destroying game objects in my own level manager.
The end result is that my skybox now doesn't reset on reloading the level, or loading a new level, and the user can hold down their input and immediately use it rather than having to let go and repress the button. Really important for quality of life.
-Refactored how scripts are executed to ensure things are populated before other scripts touch them.
Each level has information on it that is populated when it's loaded, so now everything can just tap those static singletons for general information.

To do today:
UI work. First I need to get my HUD for the levels up and running. That includes a health bar, an indicator for what weapon you're using and it's ammo/reload state, and what ability the player has right now and relevant things related to the ability like usages. Also I need to display level time, best time, and total deaths per level.

Since I'm working with Unity, I may need to prerender my text and numbers since I don't know a way to have good text in Unity without rendering images individually.

Though game play wise, nothing has changed since yesterday, a lot of backend stuff has been updated. Still a few more backend things to update, such as generalizing how my entities attack each other. Right now the plan is that each entity has a team for it's health and a team for it's damage. You can't damage the same team and you're not supposed to attack the same team, but you are supposed to attack other team and damage them.
>>
>>144167129
Please don't, I tried and it just got a thread of whining.
>>144167096
I fully agree which is why I tried removing everything the site/old agdg has already.
>fuck off everything should be in the OP no one reads
It just can't be helped.
>>
what happened to agdg2

it was gonna be so good

yukizini was gonna save agdg

what happened
>>
>>144168197
you are obviously from steamchat and is obviously afraid of replacement so you want everyone to be Dependant on these old shitty solutions.
>>
>>144168239
Shut the fuck up. No one cares about your Full Sail homework, birdmath. Put your trip back on and fuck off..........
>>
>>144168309
>what happened
He pretends to be a schizo and spams us with source pictures because he is a nodev who couldn't give rotate actual gameplay.
>>
>"Hotel Blind is powered by Unreal Engine 4."
>>
>>144168442
Sorry
You*
>>
>>144167626
>>144167945
>>144168064
>>144168309
>No one mentions this for months, then danny comes back and it starts up again for seemingly no reason
Just one of those strange coincidences
>>
>>144168239
That progress is good, it's those little bits of polish that lead to a good game experience, even if no one ever notices. Glad you're thinking about those little things
>>
>>144168338
>weird conspiracy theories about an anonymous imageboard
>>>/x/
>>
yuki

yuki pls

we need you

we need to be saved from the nodevs

we need agdg2

yuki pls
>>
>>144168631
>conspiracy theories
Ironically enough, people used to freak out when an OP would forget or leave out the chat to the point where we'd have two separate /agdg/s going for full threads.

And chatlogs of shitters doing stupid shit like "spamming worms".
>>
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>>144168504
>>
>>144168771
Rotate himself is a nodev, you dumb shit.
>>
>>144168786
That happened with waifujam like a week ago

someone left it and a couple things out and someone else made a new thread and shitposted both into oblivion immediately
>>
>>144168994
4chanx plugn
>>
>>144168504
Well, that's good for a laugh.
>>
>>144169232
>ROTATE CONSPIRACY CORPS RUINED THE OP TO DESTROY AGDG
>>>/x/
>>
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https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform

get yer votes in
>>
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>>144168994
>no one can use the s***e engine in here ever again because d***y couldnt stop shitposting about it

l-looks like he won
>>
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>>144169309
Hello rotate.
>>
>>144169489
i wish i could filter the word "Rotate" too, but because it's a necessary word for gamedevving, like rotating objects, I can't or I might miss out on progress
>>
>>144168786
>spamming worms
That had to have been false flagging forced meme garbage

I wonder if other generals have these problems
>>
Ask yourselves.

What if big labels don't want small developers to succeed?
What if the trolling is made intentionally to demoralize small developers?
What if all the shilling about Unity is made by telemarketers spamming this thread?
Why this "troll" never shows any progress of his game?

He IS here to develop a game, right?
>>
>>144169621
>false flagging forced meme garbage
Hello steamchat.
>>
>pic-related
what the heck is going on

More importantly, any other non-musician gamedevs making music for your own games and not knowing wtf how into music but by some miracle you accidentally make something you can listen to and not feel too ashamed about it? Like I had some generic melody that I was trying to improve by copypasting that same melody to the same spot but maybe 6 or 7 notes lower to fake some kind of harmony I think it's called, but I accidentally pasted the selection like a half-beat after the original melody. I panicked and tried to Ctrl-Z but hit the spacebar instead and then it played. Like wtf nigga, how da fug I royally mess up and now it sounds 250% better? Like wtf I could become a poker champion with that kind of luck. I don't even know how it worked, but it just worked, and I saved that asap and then just rolled with it. Now I can't stop listening to it. It came out soooo good by sheer dumb luck. It's probably not even shit compared to a real musician but I'm keeping it.

I'm such a fraud. Thanks for reading.
>>
>>144165732
What's Ecco and Echo Jam supposed to be?
>>
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>>144169758
forgot the pic
>>
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>>144169504
>>
>>144169853
can you not read text inside parenthesis
>>
>>144169630
whats funny is that agdg prides itself in no sugar coating but it firmly believes that you can succeed as 1ma in todays market
>>
>>144169886
either those threads taking revenge for getting raided by agdg recently, or a resurgence of the tactic of including every general's name in your op to appear in search results, as a sort of primitive SEO
>>
>>144169918
Why can't you succeed as a 1MA? You just need to put more time/effort in since you're doing it yourself.
>>
>>144169918
>that you can succeed as 1ma in todays market
But you can.
If Dreaming Sarah can move 50k+, so can you.
>>
>>144169758
>>144169886
That is really weird. I can't even find "agdg" in any of those OPs.
>>
>>144169918
>>144170084
succeeding as 1ma is possible, you just have to have actual skills, which most of /agdg/ does not because they spent their 10,000 Hours Of Practice on shitposting
>>
>>144170197
Of course you have to have skills, you momentous faggot. What, are you the ideas guy who gets other people to make his game for a revenue share?
>>
>>144170084
well you can succeed as 1ma but the odds are stacked against you.
i know that if i had a reliable someone to work with i would do way better but since that's not an opinion im forced into 1ma which is a shitty position to be in
>>
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>>144169132
>>144169489
holy shit, now THIS is nice.

I recommend every true AGDG YesDev does what I just did.
>>
>>144169917
That would make sense in case of Echo, but why should the world Ecco remind me of water? Because of the game, Ecco the Dolphin?
>>
>>144170351
turn stubs off and itll be even better.
Have some md5s and filename filters as well
http://pastebin.com/HCLE4Fi5
http://pastebin.com/bpCDtGSF
>>
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>>144170351
>even the unfiltered posts are all shit
you brought this on yourselves
>>
>>144170465
HINT: It's like Zelda Jam
>>
>>144169758
anon post clypit
>>
>>144170465
that, and just because i wanted to make this pun
https://www.youtube.com/watch?v=X8fM-CGQVCY
>>
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Are you ready to build a WALL.
>>
>>144170978
i dont know what you've done... but i love it
>>
>>144170978
You beauty.
>>
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>>144170962
>>
>>144170978
genius
>>
>>144170978
Excellent post, Neetdev.
Posting progress and BTFO'ing Googum.
>>
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>>144170978
>that orange glow to the hand
>that angry head shake when they still get through
>>
>>144170978
Well, it looks like your path finding algorithm works fine.
>>
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>>144170978
I'm gonna go sleep now but tomorrow I'll add a CNN-Airtime-Powered Jetpack and if it starts to look good I might post it on pol and reddit.

I'd also like to have different layers of the wall to connect together but I didn't too much thought into it. Atm it just connects parallel bricks.

Maybe I could just have each layer snap to an offset grid and then the wall would connect through that.

Anyway goodnight everybody.
>>
>>144171827
>I might post it on pol and reddit.
please don't.
We don't need any more shitters.
>>
>>144170815
https://clyp.it/ilijx0dk

At 0:30 is where the original melody starts (it's actually a copy of the tune that comes before it but at a much higher pitch) and 0:43 is where the mistake happened. It sounded so good to me that I just started adding copies of the same notes randomly across that section of the music, then I copy pasted that section on top of itself like a stanza (or whatever it's called) or two right before that section ends, and then I just repeated these copypastas about 5 or 6 times until it ends. Then at around 1:26 I just adjusted the notes to make them sound like they 'finished up'. I don't know, maybe it really sucks, but I'm so proud of it, especially with it being an accident. In fact, most of the song sounded nothing like when I first started it, but I just sort of kept throwing stuff at it and somehow it just seemed to hold together.

Even the beat itself was only the slow part at the beginning until I just wanted to hear what it sounded like if I sped it up, then I just kept adding stuff on.
>>
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>>144170962
jesus
>>
Lets say i have a Country class, that has an inner City class. A country has an array of cities stored.

How do i retrieve the array of cities to pass as an argument to another method (in JAVA) ?
>>
>>144172293
Are you asking how to do a getter method?
>>
>>144172293

Assuming you stored the cities of each country in an array..

City[] newArray;

Country countryName = new Country();
newArray = countryName.CityArray;

FunctionNeedsCities(newArray);
>>
>>144172293
Well, it really depends on how you store your data. Basically just search for "how to do nested arrays in Java" and you should find your answer.
>>
Why has my agdg bookmark started to show other threads like the kerbal general all the sudden?
>>
>>144172293
The fuck? It's just the field.
>>
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What the fuck happened. I was here for Demo day 4, after which I lost motivation. Came back recently and I'm scrolling trough the last 3 generals now... can safely say that there's at least a 50% increase in the shitpost to progress post ratio.

The fuck did you fucks do while I was gone? Whats wtih all the """work""" ?

...I was honestly just trying to see some progress and get inspired to start my project up again.

Jesus christ man. Post some fucking progress someone.
>>
>>144158817
I agree. Only like one autist out of thousand would even look at details like this.
>>
>>144172360
>>144172474
>>144172485

Thanks for these answers, i realized how stupid the question was 10 seconds later.

I had the array stored in a variable and i just had to create a getter.
>>
>>144172620
>Post some fucking progress someone
Alright, making an intro
>>
I actually figured out my scene loading issues.

I also added support for doing additively or single, which is what I'll do for switching between the main menu and between levels since I only need input preserved between levels which is why I created an level manager.

Code here for anyone working with Unity and wants a reference
>http://pastebin.com/wjcyj76e
>>
>>144172818
>that "influenced by" section

lmao

(not at the games, just even having an "influenced by" section full game logos)
>>
>>144171827
>spicfusor
>>
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>>144147063
Sorry, not much to show at the moment. Game's currently undergoing a transition to the UI I've shown there. I can show you the title screen though. That's up and running now.

If you'd like to play the game with the old, thrown together in less than a week, UI feel free to check the game out on GameJolt. It's called Verge.
>>
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I meant to post this yesterday. I added a little more detail and depth to the map.

I am going to add small animations later as well as more things to put on it to make it feel alive.
>>
>>144172064
The mistake is cool

But way more than that I'm in love with that driving beat. It's SO funky. It's SO driving. It's SO cool.

Nicely done
>>
>>144162801
Vampiredev here, thanks for your review, I'll fix the getting stuck shit soon.
>>144164343
Difficulty is ok. I couldn't finish it yet
>>
>>144173179
Are you thinking I'll get sued? Maybe I should look for some way to limit my liability. Its just for the Concepts part of Greenlight, not even a real campaign yet.

Would "inspired by" be less pleb? Its true though, those were all games that had a big impact on what I think of gameplay and tone.
>>
>>144172818
Dunno if you'll get sued. Probably not. But id rather mention stuff like that in a blog post than flat out use the logos of the games, acting like you have the right to use them.
>>
>>144173621
For Greenlight I would probably put that kind of stuff in the description if it's allowed
>>
>>144173621
You can't have anything that might suggest that those products endorse yours in any way. It's a gray area. The logo itself would be copyrighted and you can't use it without permission most likely.
>>
>>144167981
Emulators have sprite ripping tools built in usually. I know visual boy advance has something because I made sweet forum sigs from megaman battle network when I was 11
>>
>>144173779
>But id rather mention stuff like that in a blog post than flat out use the logos of the games, acting like you have the right to use them
This. You always see "I was inspired by my favourite games x and y" at game's webpages descriptions or dev's comments but never see it on the game itself, specially using the logos that are usually copyrighted material.
>>
>>144173779
>>144173867
>>144173982
It'll just be a signal boost for a struggling bedroom indie being bullied by the corporate juggernauts :^)

You're right of course, its copyright infringement. It looks cool though, probably because of all the work their artists put into making the logos.
>>
I have tried all day to get audio working, it just wont work. Screw it, my game will just have fucked up audio.

I'm moving on.
>>
>>144175484
>I have tried all day to get audio working
Engine/framework?
You checked your volume mixer right?
>>
>>144171827
You should get rid of the Mexico on the gun
>>
>>144175568
allegro5 + mac osx

Yeah its not that the sound doesnt come out, its that it is all warbely and of a little bit lower frequency than it should be.

The same code works fine in windows. Also, the allegro audio examples work fine in mac, but when I build mine it is messed up again, even when I do the same thing as what the example does.

Its like its cursed but only when I do it
>>
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progress
>>
>>144175928
> tfw working on prototypes but have nothing to call a game
>>
>>144175928
>it is all warbely and of a little bit lower frequency than it should be.
Sounds like what happens when I turn on my monitors before my computer and have to go into my DAC's properties to change the sample rate to get it normal.

Barring no outstanding shit with OSX builds, doesn't sound like a library issue to me.
>>
>>144173446
Lovin' the art.

Is there diagonal movement though? I didn't see any. It might feel better to move around.
>>
Progress is lookin good agdg!!!!!
>>
>>144176042
>didn't censor his sack
Daring

Also, is that ceiling made of lamps? That's a bit much for a bathroom, isn't it?
>>
>>144176395
I am just trying to keep it simple since this is only the world map to select levels, diagonal would be too much
>>
>>144167981
Are you certain what you want isn't already uploaded to spriters resource? And if it's not try asking on their forums as I imagine they can easily help.
>>
>>144160486

doesn't show responses. can't be trusted.
>>
>>144170113
The issue is catalogue search, searches the ENTIRE thread. If you ctrl-f you'll find a troll post containing all the acronyms. This is why it normally happens occasionally, thanks to the random characters in MEGA links and such.
>>
>>144176042
why is the title screen made of simple shapes?

isn't this hs?
>>
>>144177582
something something furry and man-children joke
>>
any girl developers here? :D
>>
>>144178176

girls with penises preferably XD ? please respond
>>
>>144178176
>>144178245
hi :)
>>
>>144178176
>>144178245
I see what you're doing.
Cut it out please.
>>
Free fonts, where do you get yours from?
>>
>>144178413
Freefonts.cum
>>
>>144173521
thanks senpai
>>
>>144157967
object_set_parent();
>>
>>144162801
>Commander tried to hack my computer
W-What happened? Did it crash?
>>
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only good part of working the night shift is I get to make game with all of the free time.
>>
>>144179004
security guard?
>>
>>144179004
nice digging boy
>>
>>144162801
Would you let Commander-chan hack your computer?
>>
I'm hesitant to call this "done" but I kind of want to move on. I had to do a huge hack to get inter-level saving working. I couldn't find any sort of "level is ready" callback function, so what I resorted to doing was adding some nodes to each level blueprint (since I'm not sure it's possible to write base C++ code that each level inherits). The nodes trigger on Level::BeginPlay, and calls a Delay node for .01s then loads the level from memory. This basically forces it to reload on the first tick after it's fully loaded, ensuring that nothing breaks. I dunno. Maybe with a loading screen it would be better.

I forgot I have to do one last thing which is store the player's current level when saving and switch them to it when the game loads.
>>
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>>144179860
whoa, forgot my video
>>
>>144178962
If it was a dll not found problem it might be fixed by re downloading now.
>>
don't respond me or my progress ever again
>>
>>144180301
what's that supposed to mean, huh?
>>
>>144178413
https://fontlibrary.org/en
https://www.google.com/fonts
>>
Okay guys, I'm off to make a game...
>>
>>144180806
Good luck, don't forget to post the progress
>>
>>144170197
>skills
>Toby Fox
>>
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I have a mesh with an irregular surface.

I want to obtain informations about the surface, think of it as DEM data.

Is the best/easiest approach to make send down raycasts from a grid and use Raycasthit.distance?

I don't really care about performance.

Awful picture related, Unity.
>>
>>144181542
you have real time coordinates depending where you are in 3d space

far as if you are stepping on snow or stone that's not something i know how to do
>>
>>144181542
If it's a terrain object, you can access all kinds of data from the TerrainData, I use it to create an invisible side-cover around the edges, or to play the correct footstep sound based on texture.

For a regular mesh object you are pretty much stuck with raycasting, use the one on the collider itself, it's faster.
>>
I played Momiji Quest.

I thought the last level was fun. I died like 5 times.
>>
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Is there any sort of way to manipulate a large number of vertices in Unity quickly? I'm currently just using .Set but it's extremely slow. I'm just trying to move a couple hundred vertices per frame, I have no idea why it would be costly.
>>
>>144183628
Vertex Shader
>>
>>144183692
Explain
How would I pass the shader the index to be manipulated and the new position?
>>
>>144184282
Not him but
http://www.alanzucconi.com/2016/01/27/arrays-shaders-heatmaps-in-unity3d/#more-2003

depends on your use case though.
For waves you can just compute the displacements.
>>
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Inter-level loading is good to go. All known bugs fixed.

Time to move on to new things. Next up... probably randomized loot generator. Current leading ideas are:
1. a commonality/danger level for every item (implemented this when I was doing a roguelike a while ago). I don't think this is a good idea for a more wrpg-style game, as randomly getting a super rare drop could break the early/mid game pretty bad
2. make all items equal chance and separate them into "tiers", so a monster that drops tier 3 items grabs any random item that falls into the tier 3 category
>>
Any idea how to make sprite appear pixel by pixel randomly to get this pseudo animation?
>>
>>144184473
Thanks anon, but that doesn't go over actual manipulation of an existing mesh
>>
>>144184965
best idea that comes to my mind is making a black and white animation of a white square appearing pixel by pixel on a black square and then apply that as an alpha mask for the sprite.
>>
>>144185034
No but it shows you how to get the data to the shader which is undocumented and little known.
Setting the vertex position in the vert function should be trivial.
>>
>>144185197
Good point anon, I'll just learn the other stuff elsewhere
danka
>>
>>
Is having a monster girl MC overdone/tacky?

It's not gonna be sexual or anything just a girl that is a monster.
>>
>he uses a white theme in his code editor

What the fuck is wrong with you?
>>
>>144185743
I like destroying my eyes
>>
>>144176042
Why are you posting my junk here, weird creepy guy.
>>
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>>144185461
>>
>>144185461
>>144185972
weebs go
>>
>>144185461
>>144185972
fuck off googum
>>
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>>144185197
Actually, I do have one question
While modifying vertices is fairly easy, is there any way to get the index of the vertex that the shader is being executed on? Like the position in the vertex buffer which it occupies.

I'm sorry if these are remedial questions but my google-fu is failing the fuck out of me
>>
>>144185741
I can not name any game like that right now in the moment, so I don't think it's overdone.
>>
>>144176757
It was made for my twitter, so I didn't bother censoring the Japanese-cartoon level of nudity. Also why I didn't post it here.
>>144177582
Just a test thing for image maps.
>>
>>144186083
https://www.opengl.org/wiki/Built-in_Variable_%28GLSL%29

I'm sure Unity's shader language has an analogue.
>>
>tfw halfway through your game you realize your main villain's reason for going evil could easily be prevented with modern science

How successful are heart transplants anyway? Is the rate 100% assuming you have enough money?
>>
>>144186478

Of course it's not 100%. Surgery fuckups, medication you have to take to have your body not reject the organ fails, etc.
>>
>>144186478
http://www.heart-transplant.co.uk/faqs.html
>>
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>>144186074
>>
>>144186746
>Between 85% and 90% of transplant patients live for at least a year after the transplant; 75% are alive after five years; and between 50% and 60% are alive after ten years

It's okay I guess
>>
>>144186657
So it's believable for a villain to magically steal a heart from someone else instead of resorting to a hospital ? Assuming the success chance for the former is 100%.
>>
>>144186083
Hmm, looks like that's tricky as well..
http://forum.unity3d.com/threads/vertex-index-in-vertex-program.400530/

Back to your original question, you weren't setting each position individually were you?
It's fairly expensive to update mesh data but can work with batching if done in moderation.
>>
>doesnt like anime
>comes to 4chan

can you explain this
>>
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>>144186021
>>144186074
>>
>>144187009
anime are shit
>>
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>>144187009
Fuck off, weeb trash.
>>
>>144179004
>only good part
are you shitting me? i would kill for a job where i get to do nothing but sit on my ass all night, because i can bring my laptop and dev or watch movies
>>
>>144186956
I was setting each position individually- Only for updated points, however.
Thanks for the link, but it looks like it doesn't work on the platforms I'm targeting (mobile) which fucking sucks, why on earth aren't shaders standardized if literally everything else in unity is? Bizarre.

>>144186465
Thanks anon, this lead me to something that might work multiplatform.
>>
>>144187203
Then you should try getting the entire vertex array, make your changes on it and set it all back in one go. It will still take a sizable chunk out of your CPU time, but should work well enough if it's just one update per frame.
>>
if you havent seen at least 50 animes
you need to leave this thread
>>
>>144187009
there is nothing to explain
weebs are psychotic pedophiles using 4chan as political shelter
>>
>>144187563
if you have seen so much as one anime
you need to leave this thread
>>
>>144187472
Why would doing my changes in "one go" make it preform any faster than updating them individually? It'd end up looping through all the vertices that are changed and it would change the values one by one just the same.
>>
>>144187563

These are the only animes I've seen

>DBZ
>Outlaw Star
>Excel Saga
>K-On

And a few movies like

>SF2 anime
>Ghost in the Shell
>Akira

There's a few more but I really don't watch much.

I like anime gurls tho
>>
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I got the aiming to work reasonably well. It's not exactly AAA quality, but fuck it, the character has fucking bricks for hands, what do you expect?
I will also make him look up a bit when he aims up etc, since it makes more sense that way.
Now it's to time to dev some fun gunplay.
>>
>>144187709

Oh I've seen evangelion and attack on titan as well.
>>
>>144187634
Because every time you touch the vertex data it makes a full copy of it and uploads the entire thing when you set it. I don't know if the underlying API allows for partial data updates or not, but Unity doesn't do that for sure.
>>
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I got the grappling hook work pretty much exactly how I want it to work. Now it needs to be added as either spell or weapon. I don't really want it as spell, so the only option is to add it as weapon. Now, this is problematic, because this means I need to add on fly weapon switching.

If I add it, would you prefer if you could do 2 presets (one spell and one weapon for each preset) and have them as styles you can switch between any time or have separate weapon switch button (this would result in having two switching buttons).

Opinions?
>>
>>144187789
Fucking ew, I didn't know it was doing that, thanks anon
>>
>>144167981
>give credit where due
>uses it in game
Okay. I'd like to thank miyamoto, yamauchi, aonuma, and all the other lovely japanese gentlemen listed in the credits of ALTTP who created the game.
>>
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>>144187808
that looks damn good

couldn't you just add it on like some extra ability?
>>
>>144187808
One option would be having 2 attack buttons, one for each weapon. This would allow having "normal attack" and "heavy attack" if one heavy and one normal sword is equipped. Buttens could be square and triangle on gamepad, not sure how I'd handle this with keyboard.
>>
>>144187937
>give credit where due

Think you meant to say that to >>144187808
>>
>>144187808
Make it like the weapon switching mechanic on Contra 3. Two weapons you switch between them with one button. If you have more differenmt weapons in mind It could lead to an amazing number of weird combinations and a lot of replay value.
>>
>>144187808
If you have enough free buttons then two weapon switches are fine.
>>
>>144187745
How'd accomplish that sick ass wall walking?
>>
>>144187009

What does this have to do with gamedev? Go complain on /qa/
>>
>>144187808
I'm not familiar enough with your game's control scheme to know the difference between a "spell" and a "weapon".

If the hookshot is particularly integral to gameplay, why not a dedicated button? Would a player really be using other weapons as much as the sword and hook?

In that webm do you have to press "switch -> attack (grapple) -> switch -> attack (sword)"?
>>
Is there a way to work in Unity/UE4 in a similar manner to an old game engine like Quake or Source where you draw brushes in engine rather than just import models?

I want to try and prototype a sort of Doom/Half-Life clone, but working with models instead of brushes would make the experience a bit painful I think.

I know UE4 has some simple BSD tools but they are pretty shit and basic.
>>
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Workin on dat UI
making a death counter, but I might need to mix it up since I need to include a timer and health bar.

I'm thinking health bar on the left, timer in the middle, death counter on the right

Gotta deal with all that scaling nonsense though for different aspect ratios
>>
>>144188119
this at the anime haters
>>
>>144188067
Basically i just redirected that object's local gravity push by using the rigidbody addforce function on him
>>
>>144188002
I have 15 weapons planned and some of them has unique attacks. There's also spell switching and there will be around 6 or 7 spells.

>>144188041
This is not problem with keyboard, but gamepad is pretty much running out of space.

>>144188121
Yes, that would result in that and it's not good idea imo. I think what I suggested in >>144187993 would be the best idea.
>>
>>144188185

Who gives a shit? Post gamedev and stop shitposting
>>
>>144187745
Looks good man
>>
>>144188343
i do and you do too else you wouldn't be replying
>>
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>>144188504

I give a shit about /a/ posting, /b/ posting, /v/ posting, /soc/ posting, /mu/ posting being here and not belonging here.

Post your game, get feedback, give feedback, help others. Shut the fuck up about everything else and shove it on /b/.

This is my last response to you.
>>
>>144188202
That's pretty cool you got a tumblr or something?
>>
>>144188696
So what music you listening to while coding? I'm currently listening to Joanna Newsom, she's pretty cool.
>>
>>144188929

joanna newsom sucks ass
>>
In C++:
Tabs or spaces?

If tabs, how long (4, 8)?
>>
>>144189018
That's just not true.
>>
>>144188702
Not currently, if i stick with the project long enough to matter i will probably start a dev blog for fun, since this project is also solely for fun
>>
>>144189152

enjoy your first year listening to music
>>
ok i figured out how to draw polygons that you can move around them based on their distance from camera too

but how do i sort which ones to draw if they overlap? surely i cant just draw all of them starting with the furthest first?
>>
>>144189198
That's just not true.
>>
tfw 2 space wide tabs
>>
>>144189134
Use tabs, a length of 4 is usually the standard.
>>
>>144189134
4 spaces per indent, all languages.

>>144189392
You fucking heretic

>>144189241
If you want things closer drawn on top that's fine. Chances are good you'll need a more complicated system than that though. Z-indices are usually what's done.
>>
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>>144189134
set your tab key to 4 spaces
>>
>>144188696
i didn't /a/ post /b/ post or /v/ post. i'm just /qa/ posting with you because you started it. because apparently according to you /qa/posting belongs here
>>
>>144189134
>Tabs or spaces?
What if I don't?
>>
>>144189134
Tabs, 4 spaces.
>>144189625
All is good. The most fun part of programming is being able to do this kind of stuff however you want.
>>
>>144189463
i don't get the prayer part
>>
>>144190027
He panics and turned on the melee protect instead of ranged protect so he took damage.
>>
>>144190086
Which game it refferences tho?
>>
>>144190142
Runescape.
>>
>>144189462
what the fuck
i checked what is z-buffering and holy fuck how is that possible
how can a computer calculate so much shit for every pixel on screen every split second or so

tfw dev isnt for me because i never know how much math is too much math
>>
>>144189134
Which would you rather do while coding?
Press tab once, or press space 4 times? Which do you think is faster and makes for easier coding?
>>
>>144190512
Computers do math that's hard for us with incredible ease and do math that's easy for us with extreme difficulty

Also, if you think that's bad, check this out
https://en.wikipedia.org/wiki/Fast_inverse_square_root
>>
>>144189134

Why does this keep getting asked? Who gives a shit honestly?
>>
>>144190795
Because of the latest episode of Silicon Valley.
>>
>>144190840
the worst part is that there's only one dev here who's obsessed with shitty HBO shows
>>
>>144190795
While every shitposter is a nodev, not every nodev wants to be a shitposter, so they post vaguely relevant but ultimately pointless discussions that they can take part in while having no game.
>>
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Someone from here told me to start with simple games so i can learn.

So i did.
>>
>>144163148
As long as you are actually posting progress leading up to what you present on DD9 and not just dropping in with one on the appointed day then it is never too late to start!

The demo can be as fleshed out as an intro stage or as bare bones as an inventory UI or walking around a room jumping. Whatever you can manage, anon. Happy devving!
>>
>>144190942
Good job man, you should add something so the players knows it hit a brick even if it didn't break, a slight change in color should do.
>>
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>>144190942
Good job
>>
>>144190942
And you did very well. Great work!
>>
>>144190942
>>144191076
this

hit green, it turns blue

hit yellow, it turns green

hit red, it turns yellow

easy
>>
>>144190942
Great job man. Keep going!
>>
>>144191180
Oh, yeah, that's actually much better than a slight color change.
>>
>2 projects in mind
>platformer I kinda want to make
>3d adventure i really want to make

this is my first non tutorial game though so I guess I should make the platformer right?
>>
>>144191272
Yeah
>>
>>144191272
depends on your skill level
now you won't finish the 3D adventure, but attempting one will likely teach you a lot about dev and how to structure things. Especially if you know how to finish a platformer.
>>
I'm going to start an open source Dark Souls clone, anyone recommend a good engine that I can use as a base? Something that doesn't need a very modern graphics card ideally, as I only own a 2010 laptop that I would use to develop it on. Something cross platform too.
>>
>>144191437
love2d
>>
>>144191436

My skill level is a month of unity/c# tutorials and about a week of gamemaker before that.

I've started the 3d adventure already, but got to the "hard part" and having a lot of difficulty (melee combat right now)

I think I could probably finish a platformer given a few months.
>>
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The recent Doom hype made me want to fuck around with raycasting. Here's the first result. Even though I've read several tutorials, for some reason I can not get rid of the fisheye effect (that's why every wall has a little arc).
>>
>>144190942
>blue layer is under green layer and takes less hits
just just lost any autistic playerbase you could have had
>>
>>144191564
Is doom using raycasting for something else than bullets? because if you are referring to bullets then raycasting is outdated and bad practice that only dumb or lazy devs use
>>
>>144191564
multiply every vertical line by cos(angle)
>>
>>144163865
Too unpredictable. If the shot angles change AND the spawner keeps moving, it's going to be a pain in the ass to move past without getting hit.

And forcing your players to take hits is almost always bad.

>>144187808
>>144188205
>Weapon switching buttons
Prev/next weapon and prev/next special is a stupid idea that takes up way too much keyboard/gamepad space.

I like the way Vagante does it: Just a single "swap" button. Hold Swap, then press Attack to cycle weapons, or press Magic to cycle spells. Even if you want the cycling to work in both directions, that's just two buttons, which is better than four.

(Speaking of Vagante, didn't the dev post here at some point? They've gone such a long way. I'm proud of them.)
>>
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>>144191564
Looks good, i'm currently working on a ray caster engine too. Didnt have to deal with fisheye though because how i calculated distance.
This gives a good explanation on fisheye:
http://permadi.com/1996/05/ray-casting-tutorial-8/
>>
Anon who is working on the alloyed replacement here. I see a lot of feedback on it mainly grouped into two complaints:

>it needs a feedback / syggestions section
Originally i thought that people asking for things in the thread was the best way to suggest things and give feedback because its a lot easier to just make a post, but if people want some sort of suggestions form or an open repo you can make pull requests to I'll do that instead. Just let me know what you want.

>it doesnt so anything we don't already have
The original intention was to make an updated replacement to the alloyed site, because its been linked to for a long time now but a lot of the links in it are old and out of date / 404d. It grew a little bigger than that as anons requested and continue to suggest features (mainly the recap). I'll keep adding more to it if people keep wanting more things. My only fear is making something "too useful" or essential to participating in agdg, since i want it to be more of a background service / info repository and not ever take focus away from the threads themselves.

Tl;dr: do you guys want a suggestions form on the site and im trying my best not to make it "take over" and stay in the background.

Also, gamedev progress: I rewrote my state system to be easier to use and load levels / menus cleanly. Baby steps.
>>
>>144190942
Congrats newdev! Now that you have some basic knowledge you should go for something more ambicious and also start thinking on an idea for a game where you can apply what you know now.
>>
>>144190942
Awesome job, anon. Though, maybe you should try and fix the weird way the paddle bounces against walls.
What did you make this in?

>>144184646
Nice work! I hope the inventory management won't be a pain in the ass kind of puzzle, though.
2 looks like a better implementation. Though you could always add a chance for a monster to drop something from the next tier, or extra (somewhat useful) items from the previous tier.

>>144186949
Maybe your villain doesn't trust hospitals. Maybe they want somebody's heart, specifically, not just any average heart.

>>144191272
2D platformer, definitely. It's harder than you think, which is still easier than a 3D adventure game.
>>
>>144190942
Noice. Try to juice it up now
>>
>>144192012

I thought so. I think I am coming around to the idea of it.

I'm using Unity, but was thinking of going for 3d models in 3d environment to get me used to the whole 3d game thing. Good idea/bad idea?
>>
>>144191545
I get that you're memeing but I meant a 3D engine
>>
>>144192026
don't do this. only plebs bother with juice
>>
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Remember that if your game isn't made with Osmo it's probably shit.
https://playosmo.com/en/
>>
>>144192328
is this the new PICO8
>>
>>144192217

3d models in 2d environment*
>>
>>144192221
If you are asking that question you can't make a Dark Souls clone. It's too much for a 1ma let alone a newbie like you.
>>
>>144191950
then its a replacement for a dead site
and that site died because it had no use
if you want people to browse your site it needs to have an attraction just like any other web page, that's just my personal opinion most people seem to like it
>>
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hello friends.

two years ago I decided to make an android game that used beat detection stuff etc. I just recently got the desire to maybe continue it. Do you guys think its worth it?

I will probably need to refactor everything, there are a few naive design decisions that i made when i was less knowledgeable.

Heres a video demo

https://youtu.be/6KvdXjCWL7U
>>
>>144191893
>>144191761
Thanks! I'm actually using that tutorial and trying to implement the

actual distance * cos(angle)

equation, yet it just fucks up everything for some reason. I'll keep on reading then to see where I went wrong.

Your game is pure win, by the way, yet I would go for something like Heretic in terms of theme. Are you the anon, by the way, from yesterday evening? There was a guy who also posted about his progress about his raycasting game, but he had no graphics yet.

>>144191720
Doom still uses raycasting as far as I know, but a more advanced version than we can see in Wolfenstein. I don't consider it a bad practice, but hey, I'm a guy from /vr/, and I think that explains my motives.
>>
>>144192328
is this the new UE blueprints?
>>
>>144192391
What do you think would you personally would find useful, anon? As a side note, I really don't like thinking about it as "my" site, I'm making this for you guys and I want it to be your site too.

Tonight I'll be redesigning the engines page to be less mobile oriented and add more engines, then start doing more gamedev. I was going to work on the tutorials section next but if people want something else first I'll work on that instead.
>>
>>144192538

You should continue it yes.
>>
>>144192569
Thanks, wasnt me yesterday though. The art is just placeholder stuff for testing and i'm unsure if i want to do either a shooter or a dungeon crawler at the moment. I'm going to get the engine fully completed before i start any game stuff.
>>
>>144192387
I haven't had a good look at the engines out there precisely because I've never thought it was worth making a game until now, so if you or anyone else knows about the choice more than I do, why not share your knowledge?
>>
>>144192852
Do a dungeon crawler
>>
>>144192657
its your site. how do i know that? because you saved the most important feature for last
>>
>>144192893
I dont understand anon. What's the most important feature? I thought the most important feature would be the updated links, honestly.
>>
>designing my characters for my game
>even though it's not intended to be that way it's going to be lewdbait as fuck

kinda feels bad desu
>>
>>144191272
2D first unless you have some previous knowledge on 3D wich I assume you don't have.

>>144191437
For 3D you could try older versions of Game Maker with an external renderer like Ultimate 3D. It's what I'm using on a 2009 laptop and works amazing, won't look graphycally impressive, but won't look that bad either. You'll loose the cross platform aspect though.

>>144191564
I kinda like the eyefish effect, it makes it look different from most doom/wolfestein clones.
>>
>>144192387
Well since you can't help, I'll go with the only decent oss engine I know, idtech4, should be good enough for a decent level of graphics while not killing my machine too much, why are people on /VG/ such fucking /a/-tier dips, I don't get it
>>
How are you assholes doing today? What did I miss?
>>
>>144191950
I think the feedback section would make it easier to communicate with you, since a lot of people don't want to use mail to contact someone from 4chan and some people are afraid their feedback never reach you because you weren't lurking at the moment they posted.

Other than that I don't think the site will replace the general, because the general provides real time interaction, and feedback on the projects, while the site will work mostly as an archive and bookmark.

As a silly suggestion for it, I would like a fanart section for the drawfags here that have made fanart of other people games. Would be specially usefull for the guy that is doing rule34 of the waifu jam girls but is afraid of posting them here because christian imageboard.
>>
>>144192852
That means there are at least three of us then.

By dungeon crawler you wold go for something like the Elder Scrolls Arena or Daggerfall?

>>144193006
Thanks, man! Your opinion is very interesting on this matter, since every game and tutorial tries to avoid this as plague.
>>
>>144174119
I'll look into that then. Only tut I found last night was some guy copy pasting stuff into paint and it just seemed like too much work.

>>144177123
Nah it's not I checked. As for asking on their forum you must be an already existing and acting member, so I'll have to post random stuff before I'm able to request anything from them.
>>
>>144167981
>>144193548
By the way I don't wish to rip assets so I can use them on my own, it's just for pixel art inspiration and study.
>>
So I'm making a platformer in unity, what are the pitfalls I should be looking out for? I've heard this engine sucks for it but so far so good.
>>
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I made a new enemy.

You kinda need sound to get the full experience, so here's a link to a sound webm showing it off: http://j-factor.com/game/42a.webm

(WebMCam went wonky near the end too)
>>
>>144193360
Yea those are the kind of games i was thinking about. I think there is a lot more i can do with a dungeon crawler, so i will probably go with that idea.
>>
>>144192657
You're doing a wonderful job, anon.

I was thinking about the recap. On the website, wouldn't it be better to just skip this weekly/monthly format? Just have a list of games, or list of devs in order of the time of their latest update. Maybe some filter would be cool. So if the user would want to see all the progress from a given dev or a given project, he could do that. I don't know what others think about this. Other than that, you're basically collected any info necessary regarding this general.
>>
>>144172521
he uses globals (>.>)
>>
>>144194005
Just one more question: will the world be randomly generated and endless?
>>
>>144176042
R O C K H A R D
>>
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What could cause a bug like this?
>>
Is it a waste of time for me to make a game in game maker if I plan on switching to a different engine later?
>>
>>144194193
I doubt if it would be an endless world, but i want to make randomly generated dungeons. If i make an overworld like in Daggerfall then i will probably do what they did and randomly generate terrain outside of towns and cities.
>>
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Why you still use linux?
>>
>>144194325
shader wizards miscasting
>>
>>144194562
Because I'm not using Windows 10/8 and Microsoft doesn't want to sell me Windows 7. Also because Apple guys are Nazis.
>>
>>144194486
As long as you learn something or you finish something is never a waste of time.
>>
>>144194325
Likely something to do with LoD.
>>
>>144194024
Unfortunately i just cant keep up with all latest progress in real time, especially because I'm trying to keep up with my own gamedev. Filters could be cool, i could implement a basic search filter for dev and game names.

The only other way to keep real time up to date information on projects would be to allow users to create their own accounts and subpages for their games and then pull from that information for the recap page... but i think user accounts would be cancerous.
>>
>>144194805

My situation is basically that I'd like to move to a 3d engine and learn a "proper" language, but right now I just want to make a 2d platformer. I figure if I do this in unity it will be bloated and cumbersome.

Was considering Monogame, but I am not sure if that's just going to be hugely difficult compared to gamemaker, for example.

I suppose I could just do unity tutorials on the side whilst I work on my game so it's not too much of a big change when 3d time comes.
>>
>>144191564
Anon from yesterday here. multiply the distance by cos(castArc-PlayerArc).
If you're following the permadi tutorial closely you may have to convert castArc and PlayerArc to radians
>>
>>144194975
Seems like a god approach to me, make something you are familiar with on the engine you are familiar with while you learn something new.
It gives yhou more chances of focusing better on the new stuff you are learning and actually finishing the 2D platformer at the same time.
>>
Is it okay to just use my hitbox AS my character until I get real art?
>>
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>>144195185
what?

of course not
>>
a game about bad looking assets trying to become AAA quality
>>
>>144194975
I think you should start with gamemaker while also learning C#, so that when you move to Unity you dont have to learn a new language at the same time.
>>
>>144195185
Yes, why wouldn't it be?
>>
>>144193874
haha,nice.
>>
>>144195268

Getting a little meta here, aren't we?
>>
>>144194975
Anon, use Monogame. Theres tons of documentation and support and you'll really learn how a game is actually constructed.
>>
https://youtu.be/hcCOCxOCrcA?t=594
>>
>>144195185
You can use anything as placeholders, even pictures of dicks you found on google.
>>
>>144195268
I made that. Well not AAA quality, but the game was about an ugly sprite trying to become beautiful so that he could save the princess.

Too bad I wasn't a very good artist so he never really became beautiful.
>>
I've made Pong. I've made Tetris. I've made a platformer with animation and everything. And I've made a D&D character generator.

How far am I from being able to make a top-down turn-based strategy game like Final Fantasy Tactics or Advance Wars?
>>
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>>144195394
You clearly don't belong here. Leave.
>>
>>144194948
They would be, yes. However what I meant is to keep the weekly recaps, and simply update a game's or a dev's state based on the fact if he has reported anything on the last Monday or not. However I think I might be overthinking it. A simple search feature would be more than enough.

Or one more thought: there should be a list of all the finished games. I'm not talking about games on Steam, but rather if the dev feels like he is done with the given project, he can just send you a link to the Github or the Itch page, and then anyone could check it out without digging old DemoDays and Jams and Recaps.
>>
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>>144195268
>>
>>144195608 here.

Oh, and if that's still a ways off complexity wise, what's in between what I've done so far, and that?
>>
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What kind of weapons/implements should i add to a VR shooter beyond the standard revolver/shotgun? Currently thinking of a Shield and some sort of boomerang weapon, any other ideas? The odder the better.
>>
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>>144195635

Nah, I think I'll stay.
>>
>>144195394
lol
>>
>>144195520
To be honest I find dicks as swords and space ships placeholders as something really believeable.
>>
>>144195635
butthurt or what his comment was great
>>
>>144172621
>>144158817
Yeah but in racing games and some shooters with customization there is going to be more noticeable carbon fiber parts than just headlights. Ex. if your bumper or spoiler is carbon fiber in a racing game it is pretty noticeable if it looks bad. Same with shooters with custom gun parts. If the gun is right up in your face you are probably gonna notice the difference between that and real carbon fiber.
>>
>>144196005

good reply too

>>144195847
>>
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>>144195523
>>144195268
Not my best game
>>
>>144195635
>>
>>144195608
Should have just started off making your top-down turn-based strategy game
>>
give me the most meta game ideas
>>
>>144196487
Undertale
>>
>>144195679
I think a shilling section could be cool. Ill put it in the backlog anon.
>>
>>144196487
It's a game about mocking broken early access titles, but it never gets finished.
>>
Is there any way I can easily convert a drawing of mine into a sprite?
>>
>>144196487
its a game where you scream reactions into a microphone while watching footage of lets players
>>
>>144196487

Make a 1MA game where you can find inspiration to alter the outcome of your game and build connections with industry insiders and shills to make it a hit.
>>
>>144196487
beat em up featuring the characters from yesdevs games punching the fuck out of nodevs/shitposters from agdg

>>144195679
>Or one more thought: there should be a list of all the finished games
>anyone could check it out without digging old DemoDays and Jams and Recaps.
This is a great idea.
>>
>>144195918
I docked my spaceship on your mother ship last nite
>>
>>144196197
>>144195523
>>144193110

I enjoy these Windows xp games quite a bit.

>>144195815
Sniper that fires a bullet that has it's trajectory controlled by the motion of your VR set. So one of those first-person bullet thingoes.

>>144194562
I don't think I will ever be able to use any other operating system for the rest of my life, I've become too autistic about having absolute control over every minute aspect of my computer if I want to
>>
>>144196487
make a game about how bad trolls are, then take criticism as poorly as possible on purpose
>>
>>144196720
no
>>
>>144196720
the amount of cleanup you will have to do will take more time than making a sprite
>>
>>144195847
10/10 response
Though I suspect samefag

>>144196487
It's a game about meta video games
>>
>tfw you get the urge to abandon your current game and start a new one

the nodev calls to me
>>
>>144197012
neetdev?
>>
>>144197012
I feel the urge to dev two games at once
Please convince me it's a bad idea
>>
>>144195020
Thanks for the tip! Maybe I do something different, but simply the castArc seems to be enough. Yet, for some reason, with this method, only those walls are visible which are on the right and on the bottom side of the input map. I think I might have mistyped something in my code. Thank you again for the help!
>>
>>144197119
It's not. I'm sure you'll gradually start to dev one of them more frequently than the other
>>
>>144197012
Every now and then I get the urge to make a porn game instead, but then I remember why I didn't try making one and continue working on the main project.
>>
>>144197012
Tell me about it. I drop my games every time I get to the content producing stages, only to pick them back up over and over. It's awful.
>>
>>144197254
>why I didn't try making one

because you have no art?
>>
>>144197119
Depends. You could end up learning things while working on one that could apply to the other one that you wouldn't have thought about in normal circumstances, etc.
>>
>>144197119
stop trying to be productive, just act, don't get trapped in your productivity ego. if it's a bad idea you'll find it out by yourself while doing it.
>>
>>144197275
Nah art wouldn't stop me. It's because:
1) I can't write erotically and 2) I would masturbate way more often while working on it and nothing ever got done
>>
>>144197178
You sound like my gf trying to argue against an open relationship

My capacity for dev, like my capacity for love, is limitless. Just because I dev another game doesn't mean I don't love you, bby
>>
>>144197363
Tell her to stfu and accept being a cuck
>>
>>144187145
exactly, thats it. if I forgot my laptop I would be bored to tears
>>
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>>144195020
>>144197159
Aw, shit. Yeah, so I've not only used the wrong variable in the cos function, but there was also a typo in my code. Now it seems to be fine. Thanks again!
>>
>>144197610
There's still a curve, homebody. Right on the edge, last 1/10 of the screen

Glad you're having fun. Maybe when you're done learning techniques mastered twenty years ago you can make a game.
>>
>>144197610
Looking good. glad I could help
>>
>>144192026
Juicing is for nodevs who like to post gifs of "games" they are "working" on but never finish any of the projects
>>
I want a GTX 1070 in my new dev computer. Is it true that it will be released on the tenth of this month? Should I build my computer myself or just buy one with that card in it?
>>
>>144198242
You should dev on a toaster to maximise your audience.
>>
In Game Maker, should I use a ds_list for RPG character stats and a ds_grid (plus a ds_list indicating what each number represents) for inventory?

Is this the most elegant way to do this?
>>
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>>144198191
>>
>>144198371
You're overthinking things, my dude!
Use an array for stats
just a ds_list for items unless you're doing diablo inventory, in which case you use a ds_grid
>>
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>>144198350
I want to VR dev so I can't on a toaster.

When will prebuilt / customize-your-own desktops be available for the GTX 1070?
>>
Is using a raycast for a melee attack OK in unity? or should I just use a collider?
>>
>>144198191
Post your game
>>
>>144198760
If anything raycasts are better
>>
>>144198620
Thanks, anon.
>>
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>>144198708
Build your own comp and wait until after summer and the prices will have gone down 20%. Currently devving with some 2 year old Radeon cards and thy work fine for VR
>>
>>144198857
i'll show it after i'm done juicing it
>>
>>144190942
Cool, what did you use to make this?
>>
>>144198620
fuck me, this is the second time I've made an inventory and forgot all about ds_list and ended up working some magic with arrays
>>
>>144197826
Thanks for noticing, anon. I've lowered the angle of the field of view from 90 degrees to 60 and it's fine now.
>>
>>144199061

Sorry I promised I'd never tell.
>>
>>144199480
Selling your soul to the devil is against agdg rules, anon
>>
>>144199776
Tell that to Hopoo.
>>
Managed to remove iframes. I am surprised it actually worked. Also sped up the upward ice attack because while messing around with the training dummy I thought of something that would be cool but it would only work if it was a bit faster. Now I have to readjust the hitboxes so they do the amount of hits I want properly.
>>
>want to make a "grimdark" game
>won't work with toon characters

should I just make low poly characters with normal proportions or is that going to make everything difficult
>>
plz post ideas
>>
Is there a way to get around unreal detecting infinite loops or something.

as part of a turn based thing I want the game to put you into a battle then it's like pokemon you alternate turns till one of you is dead. right it can't go on more than 10 turns because by that point one player will be dead given the current numbers, but unreal detects it as an infinte loop and wont play at all.
>>
>>144200292
A roguelike where instead of collecting items you collect game mechanics.
>>
>>144200292
3d luftrausers
>>
>>144200242
Grimdark originated as a parody, just give your toon characters edgy dialogue. Of course the grimdark fanbase nowadays takes it seriously so just do whatever you can to appeal to manchildren, I guess.

If you go low-poly exaggerated proportions are a must, otherwise it'll looks cheap, lazy and crappy instead of capitalising on the limitations of the artform.

If you seriously want to be serious you need to be a good artist, sorry fampire.

>>144200317
Have you tried being a less shit programmer?
>>
>>144187745
When you aim up or down in real life you bend at the waist and don't move your arms at all.

If you did that you would keep the gun from changing size as you aimed up and down.
>>
>>144187709
>>144187781
Literally no one gives a fuck
>>
>>144200589

I'm gonna go with toon characters. Final Fantasy did it and they had some grimdark characters.

I don't really care that much about if people like the game desu, I just want it to work with my "vision".

I'm gonna go 4 heads tall and toon it up.
>>
>>144200059
you're doing great m8 keep us posted
>>
>>144200371

this was done, in the last 7DRL. quite fun actually

https://github.com/thatdarnedbob/mind-eater
>>
>>144200371
That's basically what you do when you collect items...
>>
>>144200242
I think toon style could work, lots of grimdark books have a comical tone with characters.
I think it's a pretty crap genre label anyway. It's far too broad and everyone seems to have their own definition of it.
>>
I've just been offered a job to teach a class on game design at the local community college.
The engine we're using is probably going to be game maker it's something I'm familiar with but not an expert on.
Should I do it?
>>
>>144200242
how low poly are we talking about?
Because you can get pretty good looking characters with 7000 polys and well done texturing and bumpmaping, specially if you don't show hair. Add the right shaders and lighting effects and you can get it to look pretty decent.
>>
>>144201280
One of the best ways to find out if you really understand something is to explain it to someone else.
>>
>>144201280
Of course you should do it. They won't notice you suck.
MyAS3 teacher had to Google everything he taught us. He was shit but it worked.
>>
>>144201280
Sounds like an easy job. If it doesn't start until the next school year then you have ages to learn more.
>>
>>144192328
>>144192342
>>144192643
reminds me of turtle graphics
>>
>>144201280
>i got a job offer to be a GM teacher in this current economy

of course go for it dude
>>
>>144201280
Sounds like an easy and fun job. Everyone will probably think that you know what you're talking about even if you don't, so you can feel like a cool guy.
>>
>>144201280
Will you have to mark student work? I was a TA for a semester at mu uni for a compsci course and the pay was good but I was up till 2AM marking student's shitty programs all the time.

Presenting material is easy if you're not an autist. Dealing with students through email and whatnot is fairly painful.
>>
>>144201903
how many students did you have?
>>
>>144201280
Go for it! However you might consider one or two classes to fuck around with Scratch, since that's considered to be the entry level game making tool if you are new to even algorithmic thinking. However if they have some prior knowledge in CS, then you can go straight for GM or Unity. Back at my University, we had Unity on all the machines, yet I'm not aware of any class where they actually used it.
>>
>>144202041
Too many. Around 60 at the start of the semester but the other TA was a piece of shit so I had to do his work for him near the end, so around 90 then (you get high ratios of drop-outs at tertiary level education)

The course was fairly mismanaged by the lecturer though. So my experience is not representative and should be taken for the anecdote it is.

Bonus anecdote: one of the weekly assignments was to implement a filebrowser with image thumbnails and one guy thought showing me his ecchi directory was the perfect demo. Thanks guy,

>>144202171
Something else to be aware of is you'll probably have some student who know more than you. Cool. Try to get them on-side to help the rest of the students if you can. They're going to ace the course anyway, they may as well get some brownie points with the lecturer and help you out at the same time.
>>
In GameMaker, I've made a DS_grid which I intend to represent the whole map. Therefore, I've done:

screenGrid = ds_grid_create((room_width/32),(room_height/32));

This is to be used to place objects, move objects, and for grid-based player movements later on, as well as as an easy way to neatly organize information on-screen on the inventory and stats screens.

Anyway, what's the best way to actually USE the grid? Is there a way to essentially have it as an invisible overlay over the room, so that I can move an object (or text, or whatever) four cells to the right instead of 128 pixels, or so that I can say "display this text starting at 2,3 and the next row of text starting at 2,4" instead of "display this text starting at 64,96 and the next row starting at "64,128?"
>>
>>144201280
what college? I hope you're my teacher anon
>>
>>144200635
aiming the body up and down is pretty hard to get working correctly when the player is moving around since the animation blending is tricky and i don't have all hand made animation crafted specifically to blend like this, i am planning on trying some more stuff later, but it is not a priority right now
>>
>>144194975
Art is the hardest part of 3d tho
>>
>>144201360
>>144201430
>>144201521
>>144201694
>>144201703
>>144201903
>>144202171
>>144202690
Holy crap, I'm gonna do it.
>>144201903
I don't know but from what it sounds I won't have to to. But I don't mind if I do stay up late.
>>144202690
SLCC
>>
>>144202883
I wonder how shitty your life must be if you literally kill yourself with no hesitation. Pretty sick webm anon.
>>
>>144200059
Looking great! I've been seeing your gifs for a while, what kind of game are you making?
Action platformer? Fighting game thingy?

>>144201280
Damn, that's pretty cool. GM is easy to learn, if you're already familiar enough with coding then a month or two is all it'll take you.

I'd say "being good at teaching things" is more important than "being knowledgeable with GM" here.

Do what >>144202483 says, having the smartass student who already uses GM help out the others (and you) will will make your life easier.

If I were you, I would ignore >>144202171 though. Scratch isn't object-oriented, which is a BIG flaw if you want your students to be able to make anything other than Pong. Even simple games like Space Invaders become headache-inducing for novices.
It's only barely simpler than Game Maker's drag and drop, and it requires an account (whereas any pre-Studio version of GM does not; I suggest distributing 8.1 to your students if possible).

Good luck!
>>
>>144203597
The biggest thing you have to decide is how you want to do it. Pick one game idea what you'll finish with your class by the end of the semester and learn everything along the way, or try to learn every 'gimmick' trough multiple smaller games? Don't forget to set up some sort of site for your class (even a shared Google Docs or DropBox folder will do) where you share your notes, hand outs and project files with the students. I say it as a teacher: it helps a lot to follow the course.
>>
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Finished the parry mechanic.
I hope with that visual feedback is more clear what is happening.
>>
>>144203737
I think what happened is the Dad took out the mag and told him it was unloaded, but didn't realize there was still a round in the chamber.

Still completely fucking retarded on both their parts.
>>
>>144203904
Metroidvania, but I won't have leveling in it. The weapons you get are set (get them from bosses and such) but you can switch between them at any time. They also have moves that are multi purpose, like the ice block can be used as a stepping stone or can be used to block most projectiles.
>>
>>144204236
How are you floating around in space if you're a dog?
>>
>>144173446
Comfy art, looks great.
>>
>>144204236
Lasts too long, a "stolen moment of time" shouldn't go on for so long.

Visual feedback is ok, but you could probably do with a multiplier counter or something in a corner that tells you how many shots you've fired. The inverted-background darkening is good juice but not really accurate GUI.

Blocking isn't really parrying.

>>144204521
Yeah I'm surprised to see him still going, I thought it was a meme game
>>
>>144204487
What does the daijoubu meter do
>>
>>144204521
Because VIDEOGAMES logic.
Is a Cyborg Corgi, think about something like the main character from My Life As A Teenage Robot
https://www.youtube.com/watch?v=TwQHTRIjWHo
>>
>>144204830
It represents your current status. The bar around it is for a thing I haven't implemented yet though.
>>
it feels so dead in here these days. where did all the devs go?
>>
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>>144157698
Reminder that PC gaming is dead. Mobile and console is what you should be developing for.
>>
>>144205308
They're working on their games. Can you say the same?
>>
>>144205308
i'm still here anon
https://www.youtube.com/watch?v=SoiyTuDDISY
>>
>>144204236
I just wanna let you know I always love your progress. the pupper is so cute.
>>
>>144205358
>game played mostly by children is being played mostly on consoles popular among children and normies
Wow, who would have thought?
>>
>>144205308
Shitposters and anti-devs such as G*g*m have driven out the yesdevs.
>>
>mfw reddit's feminist gamers board has more common sense about vidyadev than AGDG
https://www.reddit.com/r/GamerGhazi/comments/38w0cx/ranty_well_why_dont_you_make_your_own_then/
also plokdev made a comment on this post, I'm not quite sure what to make of that though
>>
How do we revitalize agdg?

How do we return to the good old days?
>>
>>144205731
a certain lunatic which i will not name (lets say his name starts with D) has scared everyone off
>>
>>144205885
I can sort of understand that. Imagine being a hopeful nodev and coming into AGDG during one of "his" episodes. You would nope the fuck out of here.
>>
>>144205731
The old days are over
All the old devs have finished their games or just died off. All the shitposting is driving off new devs.
Even demo day is declining.
>>
>>144205731
idk i just want to collab
i don't want to make a game for profit, i just want to have some fun project with communication - for me its not right to make a game alone
>>
>>144178962
Oh, it brought up a console window then it just started running stuff while I was playing. Like I could see all the game's code do stuff while the game was going on. I don't think it was actually hacking, just that usually that code is hidden.
>>
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Does this hurt your eyes?

I know people are touchy when it comes to DoF and such
>>
>>144158428
why do you insist on being such a cunt?
>>
>>144206203

What are your skills and what kinda games are you interested in making?

I'm a new unity user but I have some experience with music. I'd be happy to collab on something with someone.

I even made an email for this purpose

[email protected]
>>
>>144205685
>first four lines are superfluous bs about the poster and not the topic
Yep, its reddit
>>
>>144206261
Not really, it actually gives a good impression of vapour/gases which would make sense in that kind of environment.
>>
>>144206261
it makes sense since fog and dust causes effect that looks exactly like dof
>>
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>>144205731
with refreshing shoujo anime
>>
>>144206329
i don't know, anything that's cute and simple really.
i can make models and animations, is this email working?
>>
>>144205685
This isn't very coherent. There's a general point of gamers turning on anything that's both indie and "too popular" that's agreeable, but it'd surrounded by a bunch of angry flailing about strawmen.
>>
>>144206261
No, it actually works and makes sense in this environment
>>
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>>144205685
Half of this shit is just conjectured nonsense and strawman-building, and the rest is just arbitrary opinions.

Like really
>gamers turn their noses up at feminist issues in the gaming community, tear up when they see feminism in games, and are fond of telling feminists 'Go make your own then!' when we are doing exactly that and they have nothing to show for themselves save for quite a number of scams
How can someone be this delusional? And how can anyone take this person seriously?
>>
What's the best first step into 3D modeling and animation?

Blender makes me feel like a 80 year old trying to use a computer for the first time.
>>
>>144206837
learn blender
>>
>>144206837
I've been modelling for years and Blender made me feel the same
>>
>>144206837
first week with blender is pretty much anger and frustration for any user
but after a while you learn that everything can be approach by the search bar and you mostly work with keyboard
>>
>>144206441
That girl is qt af
>>
>>144206907
Literally no.

There has to be a better first step.
>>
>>144207040
dont do 3d
>>
>>144207040
Get a student version of Maya/Max
>>
>>144205685
>feminists mad their indie clique bullshit has been exposed and people dont instantly fall in love with whatever walking simulator polygon hypes for them anymore

Oh nooooo :(
>>
>>144207373
According to their strawman, everyone loves the SJW games
>>
>>144204236
The parry is nice, though I wouldn't have the corgi blinking, as it's associated with mercy invincibility (i.e. taking a hit).
Digging the ZA WARUDOG, too.

>>144205358
These are sale stats, not players stats. Pretty sure there are more people playing Minecraft on PC than on console/mobile; it's just that kids have a harder time cracking mobile/console games.

>>144206261
Looking great, actually. Nice job.
>>
Does anyone need help with their projects. like does anyone want an extra hand on their project. I don't want to collab in that we have equal share and input. I just want to follow orders and build experience. I'm a programmer, but don't mind trying my hand at art or music.
>>
>>144205685
I love how the person lumps in those AGDG projects with feminist indieshit
I bet it's leto or sugardev or someone who's super irrelevant.
>>
>>144205685
>feminist
>common sense
Thanks for the laugh

>>144205731
>How do we return to the good old days?
By not wasting time crying about it and actually making a game and posting progress instead.
>>
>>144205308
Busy making my game anon, sorry. Doing UI stuff takes all my focus.
>>
>>144206837
>watched a few tutorials
>read a few documentations when stuck
>never had a problem with Blender ever again
I honestly can't understand how people claim Blender is complete shit or impossible to learn. You must be actually retarded. It's not hard at all if you're willing to actually sit down for an hour and learn how it works.
>>
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would a pixel artist please lend a hand, or a tutorial. I can't into log cabin wall tiles.
>>
In Game Maker, how can I take an object's sprite (like a monster) and draw a blood splatter over it? Only over his sprite though, not so that it hangs off it.

I'd use this to randomly draw blood splatters and wounds, making enemies look hurt or poisoned etc.

pic unrelated
>>
>>144205358
Thats surprising and upsetting
>>
>>144207991
pixelijoint forums have excellent pixel art tutorial, i think they should be linked in the OP
>>
>>144207797
How do you feel about QA :^)
>>
>>144208629

I would say why not. but that face makes me think you aren't serious
>>
>>144207991
Dont think too much on the tile, because that makes you do a tile with stripes like you just did ther. Thing about the logs. What makes a log look like a log?
They are browm, they are made of wood, they aren't smooth, they arent perfectly straight.
Draw that. then cut a part that looks good, and clean it to make it tileable.
>>
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>>144208887
And I dropped the pic like a retard.
This is far from perfect or good looking, but it could give you an idea.
>>
I'm making a game in unity with 3d models, but constrained to 2 dimensions (X and Y of course). Should I still be using standard colliders? Or should I use 2d colliders/rigidbodies despite the 3d models?
>>
>>144207785
Well the blinking is because effectively I was dead at the start of the recording. You could parry on the invincibility frames after respawn.
>>144205509
Thanks
>>
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WE WILL BUILD A GREAT WALL - WORK IN PROGRESS
---------------------------------------------------
It's happening

-CNN-Airtime powered Jetpack works with the fuel mechanic too
-Bricks now stack per layers. One layer will be perpendicular to the map (THE WALL), the other will be parallel to let you kind of stretch it out into other layers.
-Mexicans now have a sombrero and a poncho
-Made some changes to the lightning, added mountains, fog and a second light to simulate more colorful shadows.
-Added automatic firing mode.

At this point I think I need a way to destroy or at least repel mexicans.

Basically, waves of mexicans will start throwing rocks and tacos at your wall which will remove bricks so you have to keep building even once the wall is done. Naturally, there's a separation between you and the mexicans so you can't really shoot them unless you get on the other side.Maybe the DON could just be on the mexican side and build behind him while throwing out fake citizenship papers to bait mexicans away.
>>
>>144209241
make mexicans more bean shaped
>>
>>144207532
Except not really, because they also say things like Gone Home are unsuccessful because of their social justiceyness.
The whole thing is incoherent. It seems to be saying you have to cater to MRAs to be successful in the indie games world, but then mocks MRA games for not being successful. Then they say that mainstream games often contain SJW elements and holds that up as a final victory, but isn't there a whole huge conversation about games being too sexist in their depictions of women and such? Doesn't that mean MRAs win?

It seems like someone got super frustrated at a someone telling them to go make their own game if they want feminism in it, and so they're grasping for some kind of rebuttal that they can't articulate because they're too mad.
>>
>>144209241
>Navmesh
>>
>>144209575
So, it's just a typical SWJ reaction. They have an idea or point of view and no way to explain or prove it so they rant about everything and them being the victim and contradict themselves a lot while doing it.
>>
>>144204487
When you're making those hitboxes, what are you actually making? Is it just a collision rectangle? Is it a new object with it's own collision detection?
>>
>>144209575
>cater to MRAs
there's games about custody battles? i'd play it
>>
>>144205358
That is very strange, it is torture to play game like minecraft on mobile
>>
>>144205358
>Pocket Edition/Windows 10
>classed as just mobile
>>
Is there a way to name items in an array in GML?

When I want to create a function I can apply to any stat I want, without having to make a copy for each stat, it's convenient to have an array, but when I want to refer specifically to a certain stat, it's annoying to have to go open that script up and look at my comments to see where strength is in the array, for example.
>>
>>144201360

This 1001%.
>>
>>144210605
Most of those sales are shitty parents buying the game for their tablets or phones to get their kids busy with something so they can forget about them while doing their shit. Neither those parents nor those kids care if playing there is a pain in the ass.
>>
>>144211098
Use an enum

>This bit lets you assign words to numbers, in this example it makes strength = 1, agility = 2, etc.
enum stat
{
strength,
agility,
intelligence
}

>You can now do things like this
stats[stat.strength] = 5;
>>
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Wrote up a bitwise mask for these movement tile textures but my artbro still needs to re-export the faces so that they merge seamlessly

Goal is for it to look a bit like Civilization 4, where there's a bold outline as a perimeter.
>>
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>>144160486
>>144160653
We should have a Quad City DJs vs. Jam
>go to youtube
>find Space Jam remix (preferably vidya related)
>make a game featuring it
>should be a mash up of basketball and whatever it's remixed with
>>
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https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform

update.
if anyone knows how to show responses on google forms, let me know
>>
>>144211471
IS THIS RED TACTICS
>>
>>144157871
nice work buddy, keep improving
>>
>>144213108
>replying to a 15 hour old post
>>
>>144212840
I don't see butterfingers
>>
>>144208102
-Create event of your "creature" object-
Initiate a bunch of array/lists that contain a wound's sprite/subimage, x/y, etc.
-Take damage event-
Add a wound to the list
-Draw event-
Use draw_self() to draw the creature, and then go through your arrays/lists.
For every wound, draw extra sprites over the creature using draw_sprite or draw_sprite_ext.
You'll need to set the possible x, y values of the wounds yourself and check if the wounds are drawing at acceptable coordinates.
>>
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>>144212840

Yes, it's called Vindis Saga now :^)

http://vindissaga.tumblr.com/
>>
>>144211321
>GM now has enums
Shit. Maybe I do need to upgrade to Studio.
And find a way to rework that terrible map code based on execute_string...
>>
>>144209241
Your sombrero looks like a witch cap hombre
>>
is learning lua and getting pico-8 a good intro to game design/programming?

i have a basic understanding of GML but my scope is always too big and i feel like forced limitations would help with that, as well as getting into a really easy language like lua
>>
What are some useful mutations? ATM I'm thinking tentacles but I don't want people to think my game is lewd.
>>
loomis or no
>>
>>144214107

You say that now, but how about when you want to implement something and can't?

Discipline yourself, rather than limit yourself.
>>
>>144214107
Forced limitations can be fun, and you'll probably learn something from it. That said, it might be worth checking out LÖVE instead. Depending on your skills, both will be a challenge for you.
>>
>>144166887
As long as you relay any thank (you)'s to me that's fine.
>>
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How do you guys implement hit boxes in GML?

Do you just run collision rectangles for several frames? Do you create objects with their own collisions? What's the standard?

pic related
>>
>>144215001
Depends on your game and your needs obviously.
>>
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added a short list of recently selected objects to the bottom bar to make accessing them quicker
if you click the lock icon that's in the bottom left corner it'll stop updating, making it function more as a quick-access favorites list
also you can change the background now
>>
>>144215124
Do people really like level editors? I never got the whole gimmick of building your own stages. It just seems like a watered down rom-hack to me.
But I guess you're trying to appeal to the Nintendo crowd.
>>
>>144209241
For whatever reason I thought for a moment the large pointed rock in the left picture was a large mexican boss enemy coming to fight.
>>
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which one looks more random to you
>>
>>144215448

blue
>>
>>144215448
The top one.
>>
>>144215448
red has less repeating numbers so that one
>>
>>144215448
Green one
>>
I tried stretching my loli idol to make her a little less chibi. Still needs some fixing but for now what do you think?
>>
>>144215357
even if other people don't use it, it's extremely helpful for me when building levels
having to wait for compile between each minor level adjustment wastes a lot of time and discourages experimenting
>>
>>144210289
New object with its own collision detection. The way I have them set up now is they check if they are colliding with an entity, and when they do they cause it to get hurt once (unless that hitbox is flagged to hit multiple times). It does a check if it already collided with the same object and if it is not meant to hit it multiple times in its lifetime it will ignore further collision with that object. It can however hit completely different objects while it is still active, so if the hitbox was rather large it could hit multiple enemies at once.
>>
>>144215448
Top one. But that's a terrible way to judge an algorithm. (I think the reason I think that is because the bottom one has a more coherent up down scheme).
And just how key is it for your game to have a good RNG engine? Just xorshift.
>>
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i'm learning how to paint.

how does this ground texture look? is the tiling noticeable?
>>
>>144215698
Tiling is noticable because the small narrow brick path going through each one horizontally perpetually, other than that looks goot
>>
>>144215606
a cute!

give her overknee socks, though

also, show pantsu
>>
>>144204487
>who wants to try it
Dunno anon. Got better things to do.
But don't be so sneaky about it and you might get people to test it. Lots of self-hate here.
>>
>>144215001
Collision events with parented enemy objects for on hit detection. (using player sprite mask)
Collision events with parented enemy attacks for on hit detection (using player sprite mask)
Spawn attack object/bullet and use it's sprite mask for attack collision event, etc.
Like >>144215070 said, depends on your needs.
>>
>>144215606
Chibi was cuter
>>
>>144215606
we need underskirts, stat
>>
>>144215909
It was mostly in jest. The state of the prototype right now isn't good enough for me to want to have people to test it. Still have a laundry list of things to do to make it user friendly.
>>
>>144215807
thanks senpai, i can split that one up
>>
>>144215606
I like it better stretched.
>>
>>144192538
What a cool idea. You ought finish it.
>>
How can I ensure financial success from my game?
>>
>>144216507
pander to your audience
>>
>>144215686
rpg stuff (crit, hit, etc..)

the top one is actual random, the bottom one is random filtered with conditions, so shit like the enemy critting three times in a row doesn't happen.
>>
>>144216681
Ok. Both look random enough then. Nobody will know the stuff is there unless they're measuring the conditions.
>>
Anyone have tutorials on how to make 2D shooter (Intrusion 2, A.R.E.S.: Extinction Agenda, Bleed, The Showdown Effect) art? I have trouble figuring out how I should pose characters (and i'm not good at drawing but I need something to put on screen). I'l be attempting pixel art.

If there's any good examples or tutorials that'd be great. Pixelart character modeling in general would also be nice I guess. Most i find is stuff that looks like fighting games. Not animated limbs and such.
>>
>>144215884
>>144216146
WARNING: SUPER LEWD CONTENT, ABSOLUTELY NOT SAFE FOR WORK
>>
>>144216919
pixelijoint
>>
>be me a few days ago
>starting to get the hang of more complicated scripts
>me today after having a break for a few days
>literally can't even make a player movement script from scratch

what the fuck man
>>
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>>144217024
hoo boy don't go overboard now
>>
>>144217024
DELET
>>
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>>144217024
>>
>>144200317

does unreal not have while loops?
>>
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Controls and feeling suck, but I am having fun.

Making a baribariball clone for me and my pals to play as we all loved it in uni.

Will be able to play it over bluetooth and GameCenter. Just got started today and making decent progress

How goes the dev guys?
>>
>>144215628
Thanks man, that's what I figured. Your game looks great!
>>
>>144217780
It does but this really ain't a good spot to use one.
>>
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Working on an auction house in the style of FFXI, but trying to make it more icon based (like Ni No Kuni). Do you think 48x48px is enough click space for a mouse-based control?

I'm trying to be generous, but other companies like Paradox go even smaller, like 24x24 px in Crusader Kings 2. I feel like user experience with mouse demands a little bit more space
>>
>>144217962
Why not?

>have a variable called Battling
>As long as all combatants have HP > 0, battling is true
>while (Battling) {...}
Seems easy enough
>>
Help? Working in GML, and I keep getting an error on line 66, as shown in this pastebin:

http://pastebin.com/MiXa869i
>>
>>144218130
I'd say its better to just have a branch somewhere, because that while loop will probably be the only thing that runs while its active. And Unreal's infinite loop catcher is on a fucking hair trigger which is a pain in the ass.
>>
>>144215606
Looks nice although I'd say her jaw looks too square now.
>>
>>144218660
But I didn't change her face...
>>
>>144218660
Back off of Rectangle-chan, bully. She's cute!
>>
>>144218750
I know, I'm saying the squareness of her face doesn't suit her new found height.


>>144218808
this made my day, thanks
>>
>>144217853
Why does that take 80% CPU and 153MB?
>>
>>144218902
I see. I'll see what I can do to make her face rounder.
>>
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>>144215698
1 - what the other anon pointed out
2 - this could just be the angle but that part looks like it could use a bit more spacing since it feels a little too connected.
3 - if youre trying to not have any real patterns to it, get rid of these straight lines.

3 comes down to what youre actually trying to do.

oh. just noticed there's a lot of cracks on the bricks, all headed bottom right. theyre relay noticeable since theyre all headed in the same direction. might wanna vary them up.
>>
>>144218927
Was fucking about with some shit water system, and the physics colliders are pants, its around 1% CPU and 12mb without that
>>
>>144215686
If it's "SO THAT NUMBER DOESN'T HAPPEN TWO TIMES IN A ROW" then it's not random
>>
what gamedev can i do drunk guys
>>
>>144219389
top-down and experimental
>>
In game maker how do you reference the current instance you're working in? i've been using 'id' but I've been getting some seriously strange results.
>>
>>144220446
self

other if it's in a "with" block.
>>
I want to make an RPG with microgames,
Not shit like memetale, more like Mario&Luigi and rape island, so these microgames would be only for special moves.

Should every character have only one type of microgame and each special attack uses a slightly different variation of it, or should every single special attack have its own microgame?
It's kind of hard to come up with microgames related to the specific attacks.
>>
>>144218409
>http://pastebin.com/MiXa869i
Have you tried removing that first brace and its closing one at the end?
>>
>>144221013
Knuckle Sandwich beat you to it.
>>
>>144219102
thanks anon, very helpful
>>
>>144221714
lol at how hard that game was getting shilled on /v/ the other week
>>
>>144221714
But I'm not making a tumblr-pandering game
>>
>got drunk today thinking it would make me relaxed and able to code
>can't do shit

well this sucks
>>
>>144222278
Haha, everyone laugh at this idiot!
>>
>>144222434

dont be mean man
>>
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>>144222530
Hahahahahahahaha!
>>
What does this mean in c#? 1 << 2
>>
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alright so my inventory is buggered.
as you can see by the video, it seems to only grab this one seed and ignores everything else.
heres my code, http://pastebin.com/zbSFsxGT
if someone could look through that and find any problems that would be beauty.
>>
>>144222934
Bit shifting.

https://msdn.microsoft.com/en-us/library/336xbhcz.aspx
>>
>>144222975
also when it appears that I'm grabbing different seeds in the video, it's actually just me double clicking to switch the spot of the original seed.
>>
>>144190142
don't pretend
>>
Idea guys: Working on a mechanic for an RTS where you've got a number of computer cores that apply buffs to the units. Weak general buffs in passive mode, but can be set to active mode for stronger ones until they overheat. I've got basic stuff now, like improved accuracy, vision range, a few mission specific ones that are just there to be a slightly more fun and interesting countdown timer. Throw anything at me, dont care how outlandish. Mechanics are working but still in the embryonic stage so its no big deal if you come up with something I dont have. Would like some actives with a downside, to spice things up a bit and move away from the straight upgrades I've got so far.
>>
>>144222934
Double-check if one is less than 2
It's very intensive so you should only use the single '<' unless you really need to be sure
>>
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>>
>>144215357
I've grew up in an era when level editors or simple mod support was a norm. The Blizzard level editors, HL, Doom, Quake mods, every puzzle game I know has some sort of built in editor and the list goes on. It's kinda sad that so few developers let the public use their tools for their own levels nowadays. Because of this, it's very good to see this dev building his own editor. Also, like he said, a level editor is also a must for the developer himself in the long run. As I have said, basically, when you see a level editor for a game, that's actually the tool the company made the game with.
>>
>>144223689
good level designs are black magic
what i look at when i play deus ex
>>
>>144217024
Reported.
>>
>>144223660
Cute

Mountains are too steep and shiny imo
>>
Fuck video tutorials.
>>
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>>144223660
>Those shitty mountains and stolen textures, posted without gameplay so the poster presumably is expecting praise from this
>Even the fucking mushrooms are off with no emissive color whilst also being 100% rough

Progress is apreciated, but damn give us something to work with.
>>
>>144224112
You're doing god's work son.
>>
>>144218130
Thats exactly how I had it but unreal considers it an infinite loop, even when in practice I had the HP/Damage set up so everyone one shot each other and at absolute maximum the battle could go on for 3 turns before it ended. But unreal doesn't run the whole thing properly it just scans over and sees that you have a "while X is true" without a "set X to false" directly inside it.

I worked around it but it's been kinda of irritating. The detector is there for a reason but there's literally no feasible way that shit could loop more than 3 times.
>>
>>144223660
Those mountains literally look like giant piles of shit.
>>
>>144157698
reminder that ue4 has shit performance and cryengine 5 is better
>>
>>144223548
Why would you possibly need to double check
>>
>>144224628
Quantum programming
>>
1-4: play vidya
5: dev
6-9: read a book
0: write
dubs: clean room
trips: an hero
>>
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Post your sexy placeholder art
>>
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>>144224916
>>
>>144224908
What will you read, anon?
>>
>>144225082
hot
>>
>>144224916
>>
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>>144223882
Thanks, I will fix that.

>>144224112
>>144224431
What can you shitpost for me with this scene btw? Oh and just because a texture is good doesn't mean its stolen Anon silly you.

>>144224916
Webm related
>>
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post music appropriate for dev
>>
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>>144224916
my main character
>>
>>144224628
Computers are only human and make mistakes.
>>
>>144225389
https://www.youtube.com/watch?v=nY2jv4GWUhQ

You should make this, would be fucking terrifying.
>>
>>144225163
Not sure, I'll have to pick something as I finished what I was reading earlier today. Might as well roll for it.
1-3: Blood Meridian
4-6: Book of the New Sun
7-9: Dirk Gently
0: Infinite Jest
>>
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>>144224916
Pretty much everything in here is placeholder art.
>>
how do i placeholder 3d models?
>>
>>144223660
What is with all these agagders jumping on the VR bandwagon lately? There VRs are garbage like the first cellphones. Wait couple of years until the improve them and VR sets become mainstream
>>
>>144225593
Pirate the unity cube/pill
>>
>>144225579
Can I have it once you replace it?
>>
>>144225593
use a level editor
>>
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https://youtu.be/-z53495LwC8

• Fixed fishing rod when held: it now has the proper orientation and the (broken!) jigglebone actually moves!

• The fishing bobber now gets launched from the rod. This will look much better when I get a player character and add animations!

• Made a few new particles. When the bobber hits the water there’s a little splash; when you break rocks with a shovel there’s a poof; when you water saplings they drip some water.

• Added some sound effects for selling an item and watering saplings

• Saplings now have a proper size and texture

• When you have the shop UI open controls are locked to the shop UI, no longer will clicking buttons randomly open more shop windows

• Equipping (holding) an item when you already have one in your hand will now simply swap them

• Music! Added the shop song, and also got some music from incompetech as placeholder for the overworld

• Probably more stuff that I forgot about!

Really wish I had a 3D artist right now. These placeholder models suck!
>>
>>144225593
Depends which engine
>>
>>144225702

Unity

>>144225657
>>144225692

huh
>>
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>>144225579
it doesn't look like placeholder at all

REEEEEEEEEEEEEE
>>
>>144225616
Or make a games for VR now, stable your name into the VR industry and have games and near future games already released for VR by and before the time VR is mainstream and spear head the market?
>>
Hey guys how do I make 3D for Unity? Are there free assets I can use or what program should I make them in?
>>
>>144225696
You should just have a sell button next to everything in the shop. There's not point in having a menu with one option.
>>
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tfw never
>>
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>>144225389
>People not thinking my stuff is amazing are shitposting!

Whew calm down shorty why do you take it so personal?

On that note the second scene has completely flat clouds which will look fucking terrible in VR. Not to mention that your odd flatness of bright kinda unsaturated colors will be nauseating. Seriously look up "Pale yellow seasickness" thats why planes are never that color of yellow on the inside.
>>
>>144225696
That's, indeed, one comfy game. Grats on the progress!

Is the music also placeholder, or is it done by you?
>>
>>144225950
Install Blender, find a tutorial, and prepare for weeks of pain.
>>
>>144225950
Use bender, hopefully you have 3D modeling experience
>>
>>144225696
It's more comfy every time you post, anon.
>>
>>144226108
>>144226121
what's so bad about 3D design?
>>
>>144226251
You mean Blender
>>
>>144226085
>what can you shitpost in this scene for me btw?

Clearly means I like shitposts to improve my scenes how am I taking it personally if I see it as good feedback even if shitposting is shitposting I still see it as good feedback clearly you would think with that statement?
>>
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>>144225684
Maybe. I'm still going back and forth on some of the bits and bobs. I'll probably keep the gravekeeper portrait though I'm doubtful about keeping the mob art. Doesn't really fit the tone of the rest of the game even though the style's about right.

>>144225790
Not all my placeholder art looks nice. I made that placeholder art look nice because I felt like putting in a little effort into the bits. Most of my placeholder art is pic-related tier, where I spend no more than 3 minutes on the assets.
>>
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>>144226015
I think I'll either do that or a drag-and-drop thing

>>144226106
Shop music was made by an aggydagger, actually: https://soundcloud.com/dr-doomsday/
Overworld songs are from incompetech right now, while he's making more.
Thanks for the compliment!


>>144226191
Thank you so much, your (You)s keep me going <3


Now I just need to get a new person to make me models so I can get rid of stolen borrowed assets. My previous modelbro had to give up because of work :(
>>
>>144226085
Oh by the way the clouds aren't flat, they are 3D and scale-able. I will change the colors a bit however but I don't want the scene to be another blue sky scene.
>>
>>144226303
How fucking dare you take my advice you're supposed to get mad and leave like that Space-dev did yesterday.

Is your game only scenes(fine if you're not expecting to make people pay for it) or what kind of gameplay will it be?
>>
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Still working on the basic movements.
Managed to add smoke trail and explosion, although the textures are work in progress.

At the moment i'm thinking how to do some enemies. My first enemy I want is a simple drone enemy that can only fly in lines, circle or alone a path and i'm thinking how to program the paths.
>>
>>144226361
Don't worry about the models too much. Most games have shit art assets during development.
>>
>>144226449
>Is your game only scenes(fine if you're not expecting

>>144225389
>>144223660
I am working on a 10 mini-game collection for the HTC vive, so the game-play vary, but the 1st scene is for using a sword and shield against waves of monsters in that grass field and the 2nd is a sci-fi scene were you survive against waves of robots with guns.

Most of the games for the vive are like 15 dollar single scene one mini-game type of thing like these:
http://store.steampowered.com/app/457960/
http://store.steampowered.com/app/418650/

So I rather make 10 Mini-games for the Vive and bundle them into one package like valves the lab for example and price it at 10 bucks unlike the rest of the vive devs (as linked).

(I'm also working on having each mini-game support 2 player co-op).
>>
>>144226361
I wish I was good enough at modeling to help you.
>>
>>144226925
The minigame thing feels dangerous, in most demos i found 1 or 2 i liked and they always felt too short.
>>
>>144227061
Right but is a collection of mini-games better than paying for a single mini-game 15 dollars like space pirate trainer or holopoint?
>>
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Listen up, fucks
Art doesn't make a game good
Music doesn't make a game good
Writing doesn't make a game good
Gameplay makes a game good

Stop stressing about how your models/sprites look, or what your story is going to be about. As long as the game is fun, that is all that matters.
>>
>>144227263
obviously you are right but a game with grey cubes isn't fun at all
>>
>>144227393
How do you know? How many grey cube games have you played? Didn't think so.
>>
>>144227393
What about Super Hot
>>
>>144227263
A game can be fun because of the art or music.
>>
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>>144227251
No thats why you make a full game. But yeah might be a personal thing seeing as most vive owners for reasons beyond me love things like spt.
>>
>>144227595
A game with good art is nice to look at, but that doesn't make it fun or a good game. A game with good music makes it pleasant to listen to, but unless music is an integral part of the gameplay it doesn't inherently make the game fun to play.
>>
>>144227263
>Writing doesn't make a game good
The Witcher series has sold 20 million copies and counting though
>>
>>144226054
Progress gets (You)'s
>>
>>144227714
So you never had fun playing a porn game with shitty gameplay? Well, the numbers say you are a minority.
>>
>>144227959
the best way to rack up (You)'s in these threads is just to shitpost though.
>>
>>144228080
Actually its anime girl progress > whodev post > shitpost > progress
>>
>>144228069
What games with shitty gameplay have you found fun, just out of curiosity? For me, if a game has shitty controls/mechanics/etc I can't have any fun with it. Not even ironically.
>>
>>144227626
Right, for some fucking strange reason Vive owners like paying 15 fucking dollaroo's for a mini-game thats why I'm working on a full game for the vive, AND a mini game collection.

I know you are working on a vive game too senpai but you gotta milk market trends while its hot, in another year or two mini games won't be bought with crazy praise like spt.

For a lot of devs making spt is EZ if you have a vive so jump on that shit even as a side game to your bigger VR game as you can.
>>
>>144228227
Haven't played much in a long time, so I can't remember the last time I played something with shitty gameplay. But there's been a lot of times where I've had fun with games that had extremely generic gameplay but got carried by the rest of it.
>>
>>144228227
Splatterhouse. I hated the gameplay it felt like you were walking over soap all the time but I love pixel art gore and I like the MC so I had fun smashing things with a pipe.
>>
>>144228557
that looks gud
>>
>>144228227
Morrowind maybe? Its been so long that I can't tell if thats got good gameplay or if I've just learned to love it.
>>
>>144226565
It's just that it feels like I'll never find an artist willing to team up during development (and I doubt I'll be able to get funded on Patreon or whatever later on if I don't have any art that isn't stolen or placeholder, but I'll need Patreon if I want to dev this full time)

But yeah, I'll just keep on trucking. It's pretty sucky though. I'll probably start real NPC work soon and having them be cylinders with fruit heads bums me out.
>>
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>>144228425
Some of us make games for fun though which is what i'm doing. Doing it for money is fine but I just can't bring myself to make something half-hearteadly just for ze moneys when its something i do for fun on my free time you know?

I rather make a weird gallery-shooter with tons of progression that 100 people buy and enjoy than a mini-game collection with mostly unoriginial ideas. (Not sure if yours are but mine sure as fuck would be, and which yours kinda sounds like aswell though) that a 1000 people buys.
>>
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>>144228904
>that fucking book
Every time
>>
>>144229089
Good cause i'm going to keep posting it until someone tells me to stop.
>>
>>144204087
That's a good idea, I'll make sure to do that. Although the course isn't a semester long(I just found its a week) someone will probably find it useful.
>>
>>144229167
stop
>>
>>144193874
I always look forward to your progress Rape Island senpai.
>>
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>>144228663
Here's my fav
>>
>>144229251
Anon is a nobody though so try harder
>>
>>144229251
A whodev isn't someone desu
>>
newthread
>>144229809
>>144229809
>>144229809
newt
>>
How do I get draw GUI draw shit pixel perfectly in game maker? I have resolution of 256x240 and I upscale it to 2x which is 512 x 480 and I also allow player to resize the window. The problem is that I cant scale the draw GUI elements correctly along with the game, no matter the screen size, it just stays same size and causes "mixels"
>>
>>144229461
>>144229843
That's the awesome thing about opinions, anyone can have them, regardless how shitty. There's a difference between opinion and reality.
>>
>>144225696
What kinda art quality do you need? How were you able to make the tile pathway like that?

Is this all blueprints?
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