>How to enter the collab jam
http://pastebin.com/NEPv0pPC
> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016
> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9
> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early, you can work with by yourself or with a team.
>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/
> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev
> Previous Demo Days
http://pastebin.com/Qi63yBxd
> Previous Jams
http://pastebin.com/QwcSPdnx
> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
> 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/
If I set room speed in GameMaker: Studio to 60FPS, all my sounds play twice as fast as well. How do Is low down the sounds to the normal speed?
The only thing I can find is a function that doesn't work because it's deprecated.
>>144573720
do you guys still bother with the weekly roundup where it's like a chart filled with agdg projects?
>>144573976
http://tools.aggydaggy.com
go to recap
>>144573976
recap monday is tomorrow, someone will post the format then. there's also the recap monthly which is on the agdg site here:>>144574270 but that won't happening until the end of the month
Later guys, me and my game are going to watch a movie
>tfw my loading is instant and feels cheap
Should I make a fake loading screen that stays on for 3-6 seconds?
Cleaning pixel animations is boring
reminder that you should devstream making art and animation with comfy music
>>144574624
that was it! recap monday
thnx
>>144574781
it's been known to happen before
>>144574934
seconding this
>>144573934
was your room originally 30fps or something? I set mine to 60 fps in the beginning, sounds play at normal speed. I use both WAVs and MP3s. Are setting a new room speed through code or are you doing it in the window?
>>144574247
Fucking Nakoruru Why is her AI 10 times faster than everyone else's
>>144574247
I don't understand the point of this webm
>>144574781
6 seconds is way too long.
Hit trigger -> 1 second transition -> 1 second black -> 1 second transition -> ready
Sorry about the boreal.aggydaggy.com dry spell. I'm thinking about what I can write on coroutines and continuation passing in general.
>>144574934
thinking about it
any good programs to screencast?
>>144574781
Don't make it 3-6 seconds. Even 1 second and a really fast loading bar will be enough.
You could also try making your loading screen a minigame, since Namco's patent on that is kill.
>>144574780
? i;m curious
>>144575243
aseprite
blender
unity
ue4
gm:s
IDE
krita
photoshop
anything
>>144575243
I just realised you meant the actual broadcast software
use OBS.
>>144575112
I'm doing it in the window settings. I did it at near the beginning, after I'd added a few objects, but before I even imported my sounds.
What do you think of this song for an AC-like game?
https://soundcloud.com/dr-doomsday/2-am
>try to get program
>says I have to use something called "Cmake"
>give up
>>144574781
You should add a nice transition like a simple fade or wipe, but that's not the same as a fake loading screen.
Don't actually try to pretend it's loading something, that's retarded.
>>144575729
For while you're walking around? No. For beginning or ending credits or a special event, absolutely.
>>144571440
>>144572629
Way ahead of you guys. Already plan on adding a short stun effect to it as well, but I've also toyed with the idea of giving Mantishrimpgirl her own Pistolshrimpgirl rival. Basically rushdown vs zoner. But if that doesn't happen then the mantis is getting the pistol move.
>>144575951
I used cmake for a project last semester. It's actually really easy.
>>144575421
You can come too,she's open source ;)
HARD WORK AND GUTS
>>144575951
CMake is piss easy when you're not writing the scripts yourself.
>>144576316
o
what movie?
>>144575667
That's strange, what kind of files are you using for your sounds?
Do you have any code in the step event that the sound(s) play that would speed anything up?
>>144576335
Is this an adult game? Patreon link please?
>>144576456Super Mario Bros
>>144576873
Try Ideaki Hanno on Patreon
Working on the space suit.
1, Space suit on the left got a corrupted Substance Painter file, one of the reasions I made a new one and I dont want to continue working on it and made a new one
2, Space suit on the left got very much detail to the point the mesh detail is too much and has about 4 different materials while the one on the right only got 2 materials and the mesh is quite simple and should work on a toaster
3, Space suit on the left is more detailed and got deeper folds and such
>inb4 that guy again
>>144577890
Why did the astronaut get shot in the face?
>>144577890
as always,nice work virtuadev
>>144578159
It got a parasite inside and its kinda like the slenderman.
>>144576873
Man i wish
What do you think this is a model of at first glance.
>>144578614
Car battery
>>144578614
2x1x3 lego piece
>>144578660
Was trying for a 9 volt but as long as you guess battery i suppose it's all good.
How to i improve the juice of this thruster animation?
>>144579035
Add a few big particles to the startup sequence
>>144579035
the whole thing looks kind of blurry
>>144579035
more light on the ship
moving parts on the ship
slight motion blur
more color than just blue
longer trailing effect
>>144578217
Thank you very much!
Sadly the file of the space suit on the right got corrupted for some reason and doesnt work anymore.
>>144579248
Yeah something went very wrong in the making of this gif. Hold on let me get some better footage.
Does extruding a shape into itself fuck anything up if i'm using blender to create models for unity?
>>144579509
I meant the left one in this picture sorry.
>>144579461
>Scratching her leg
stop posting this
>>144579613
Do you really need such a detailed battery?
>>144580365
I wanted to make a chracter made of batteries because i thought it'd be easier than creating a person.
Also i used to play with batteries as a kid and make little action figures out of them with blue tac
>>144580365
Do you not?
>>144578614
skyscraper that your ship is targeting in its crosshairs.
or a 9volt battery
>>144575235
Reworking my game engine to use your suggested structure. Not sure how I feel about it yet, it seems a lot more constrained than a pure ECS implementation and I haven't worked out how best to do things like collision detection with it, but it's interesting so far.
>>144580937
Well, really, the way you'd structure things is the same as you would with a regular "pure ECS". It's just as expressive, but comes from the perspective of adding flexibility rather than starting with too much and having to taking it away.
That said, for something like a turn-based roguelike, where being able to do anything to or with anything else is important and performance is not, it may not really give you much.
>>144581560It's not a roguelike anymore
I heard the free version of SketchUp 8 (back when it was made by Google) is free for commercial use. Anyone know if that's true?
I'm trying to put together a work pipeline that is free as possible. If I ever finish my game and put it for sale I don't want to get sued for using pirated software (does that every happen?)
>Photoshop CC for textures and general art (already own for school)
>Blender for models
>SketchUp 8 for level architecture modeling
Total noob here, any other recommended programs for an UE4 survival horror game?
In GM, is there any way to make a camera not turn into a jittery fucking mess when following a thing moving at a speed with decimal values in it
1.5 speed is the perfect value for something.
>>144582081
http://forums.sketchup.com/t/google-sketchup-8-still-free-for-commercial-use/5544
>>144576709
I figured it out. Turns out it was just one sound that was playing faster, which happened to be the first one I added, and I fixed it.
Thank you.
im tired of beign a procrastinator
i will make a game
I WILL
>>144582508
Is that fence and the stuff behind it one image or two?
If two, PARALLAX THAT SHIT.
it's been 20 minute so far
I just want to see what it looks like and to see if I can steal anything
>>144582641
random placeholder from the internet
just wanted to see how much speed is needed to match with the animation
>>144582081
you can make the same modeling if not better in blender, it has measurements too and are easier to read.
maybe the viewport shading in blender isn't good so you can do stuff like adding hemi lights and matcaps
Stupid question maybe, but how come I can't open the marketplace in game maker? The Marketplace Beta tab only opens up to "Help" and "Preferences"
>>144582828
If you want you can model with matcaps in blender absolutelly no problem. Hemi lights might be more of a problem depending how many verts you are modeling, but if you dont do something super detail it should not be a problem.
It might be hard to arrange your viewport in Blender if you have no idea how blender works though.
Guys, I forgot to set my room speed to 60. Is 30 fps that bad in a 2d pixel plat?
Related questions, should I have all the values that are called each frame (animation speed, movement speed) be calculated based on the room speed in case someone's system isn't able to run the game at full fps? Is this even possible?
>>144582705
>24GB RAM
>>144583664
>Guys, I forgot to set my room speed to 60. Is 30 fps that bad in a 2d pixel plat?
No, but that's a stupid reason to keep your game at 30 fps.
>>144583345
it depends, sometimes you need to see topology more clearly and if you want to paint on models hemi lights are good. problem with matcap is that it hides shading artifacts that the default shader is showing, but its fun to model with
>tfw friend keeps asking if your game is done
>tfw you aren't even close
>>144583664
>Is 30 fps that bad in a 2d pixel plat?
Pretty inexcusable in 2016
I couldn't imagine someone having a toaster enough toaster to not be able to run a simple GMS game(unless you do something retarded), but even then you would use Delta Time, not the room speed.
I don't think using delta time is a good idea for a pixel platformer.
>>144583714
Is not all that expensive.
>>144584094
don't tell anyone about your game until you're ready for feedback
the simple act of telling people about your game gives you the mental satisfaction of having worked on it and you're less likely to complete it
>>144573720
Please stop forcing your "collab jam" in the OP. The next jam is space themed not collab themed. People can collab all the want on the space game.
>>144584436
>People can collab all the want on the space game.
This is true, and it's helpful that someone's going to match teams, so I'm glad the info is in the OP.
Is your game frustrating you or something?
Do they have a chance?
>>144582081
wings3d for modeling for when you don't feel like dealing with blender. Do note that it doesn't have plane tools.
>>144584571
Neat, but it doesn't need to be forced in the OP. Especially not at the very top and it should not be labeled as "collab jam" because that is not what the jam is.
ok so how do I make something like this on my own
>>144584965
heightmap + textures
>>144584965
just be yourself
>>144585035
>that
>heightmap
That's volumetric.
>>144584965
Perlin or simplex noise for the heightmap.
Or diamond-square displacement if you can't into some simple 4D math.
The textures can be generated from the talus (difference in height) and height. So large talus equals rocky. And deeper green the lower it is.
>>144585197
There's CLEARLY signs of erosion and artist intervention. Also it's not a fucking heightmap terrain. It's not that simple.
>>144585350
I would presume nearly all of it is handmade in Unreal's landscape editor, which I have no idea how to use (also I have no aesthetic sense).
>>144585475
It's not exactly very aesthetic, it's just showing off that it can do volumetric terrain, convincing erosion, bodies of water, vegetation, etc.
>>144585350
Heightmap generation + erosion simulation + artist touch up.
Nobody would do that by hand from scratch
>>144585583
>cliffs with overhangs and other vertical detail
>heightmap
>>144585583
https://youtu.be/nwuFd5uK_xQ?t=35
>>144584776
The hivemind has already decided the jam is collab based. If you submit a non-collab game people are going to call you a faggot. Enjoy.
If I wanted to get into Unity/Unreal, would it be best to start with GM if I didn't know coding?
>>144585969
that's stupid. It sucks, I hate it
and I don't like it
>>144586105
That's ok, you don't have to like it, but that's the nature of anonymous groupthink. We already argued about this over and over and space collab is now go.
>>144585969
>le hivemind!! xD
This isn't reddit you faggot. It's just some retard forcing a meme. People spamming
>collab!!
has been happening for months now. It's just a stupid meme.
>>144586007
yes, you won't really be able to make anything interesting without at least being competent in coding
>>144586228
>It's just some retard forcing a meme.
It was literally tied with Space for votes, and you're a fucking faggot who is clearly permanew status. Go ahead and submit a solo game for the jam, and watch people mock you for it and say it's shit and you have no friends and for no one to care about it.
>>144585758
Does unreal ship with this terrain creator though? I doubt it.
It's probably some third party program/plugin
>>144586348
collab is not a theme. I'm not here for friends, I'm here to make games and play other peoples games.
>>144586641
You can tell that to me all you want anon, I don't give a shit. I'm just telling you how your "I don't have friends" game submission is gonna be received if you submit it for the jam. Accept it or don't.
>>144584965
I think this is all you see of that mountain lmao
>>144586105
Whoa whoa wait a minute guys, this anon isn't happy with the theme of a two week jam.
I think we should do a couple more revotes.
>>144586838
thank you
>>144586396
it does I just don't know how to go from this to that
>>144586838
Good revote guys, looks like it's still Space Jam with heavy encouragement to Collab.
>>144586887
Sorry bro the vote was private.
>>144586743
worth it
>>144587028
Nice mountain tiddies.
Try some noise. Perlin or simplex, maybe
Hey guys I know the jam theme but I don't like it I'm just gonna go ahead and make a stealth game for the jam instead thanks
>>144587309
the absolute madman
>>144585718
It looks to me like it most likely is a heightmap just with rocks and shit added on top.
does this resemble a collection of batteries?
>>144587543
Batteries or toilet paper rolls stuck to a box, yeah.
Texturing should sell it
is HeartBeast's GM tutorials any good?
>>144587543
With textures it will.
Also it's way too high poly for something so simple.
>>144587745
Cool, quick question though, i connected the two twiddly bits at the top to the main cuboid shape, is that gonna fuck me over in texturing? And if so, can i remove them from the cuboid?
>>144587898
Yes and yes (left as an exercise to the reader).
It will also fuck you in rigging\animating. I guess you go with floating limbs since I can't imagine how else your battery-bot could move.
>>144587309
As long as you work with someone else then that's totally fine! ;^)
Please remember to email me so I can group you up with some other yesdevs!
Anyone know why this is getting stuck in an infinite loop? It just keeps going back and forth forever.
I'm trying to floodfill through the 2D vector and set all the 0s equal to 3. My game is randomly generated, and this will help me find unconnected areas.
>>144588402
you need to keep track of coordinates you've visited already
>>144588402
You keep repeating indexes.
Example, take these three tiles:
1 2 3
If you call floodfill for 2, it will call floodfill for 3, which is calling floodfill for 2.
You need to keep track of already visited indexes.
Pro Tip:
Is your (real time) game boring? Try increasing the speed of everything by 1.5x, sometimes that extra speed is enough to make a game more exciting.
>>144588213
How would you go about removing those twiddly bits? i used the join thing to connect them if that's something i've fucked up.
>>144589052
Is the mesh connected or the object? If it's the object that's fine.
Otherwise duplicate the whole thing, delete the bits from one duplicate, everything except the bits from the other, combine the meshes into one object.
>>144589509
I think i fucked up the object by extruding it into itself, i think i'll just redo it and make it right this time.
Doom-like dungeon crawler. Enemies will be 2D sprites. Game will have only 2 colors, the colors can be changed whenever,although if I end up not liking it I'll change it. It's just a crazy idea.The thing on the right is a sword, it's easier to tell in motion.
>>144590597
>Game will have only 2 colors
No it won't
>>144590597
looks like it won't make it past this image.
>>144588721
>>144588556
Thanks, I think I've got it working now. After the if statement, I just added an "else { return;"
there seems to be a lot of resistance against my forced meme of collab jamming.
for those saying the jam is space theme, you are right, but collab is also a shared theme. You guys voted for it and next thread op should probably say "info for the collab/space theme jam". Collabs are not mandatory but I am matching people with teammates who are better suited to their availability, ambition, ability, and aexperience (the 4 a's).
hit me up if you want to be placed in a group
http://pastebin.com/NEPv0pPC
>>144591517
no, no. The theme is only space. The fact that you are helping people get into collab groups is only a secondary part of it. The jam is not "collab/space jam" it's "space jam, and a guy is helping people collab"
Newdevs already get confused by our super relaxed jams. There is no reason we need to confuse them even more by pretending like the jam's theme is collabing.
>>144582440
write your own camera and use floor() to keep the x/y values as integers
>>144591517
Don't worry about shitters friendski. It's not your forced meme, people have wanted to for a long time but without some kind of structure it's impossible to get anything going, and you saw the votes yourself.
I think it's good to keep the pastebin in the OP, but we should just call it Space Jam. Something like:
Space Jam, July 14-31
If you want to collab, an anon has volunteered to put together teams.
Collab info: pastebin
>>144591994
but-but
you all voted for it as a "theme" and it was tied with space in every poll
i guess you could call collab the format and space the theme but whatever..
>>144592221
That seems like a good solution to me.
someone needs to remind the next thread to include that closer to the time
>>144592368
Assuming no one makes an early thread I'll make an OP with proper information. I'm going to sleep soon, so hopefully this thread stays alive and under bump limit til morning.
>>144592230
Well, people will mess with the OP just because there's been contention, and for the kekaroos, that's almost guaranteed. But I think a majority of /agdg/ is on board for Space Jam with encouragement to collab, so no worries.
>>144592230
"we" also voted for lewd jam. Just because people vote for it doesn't mean we shouldn't use some common sense to choose a good theme.
Let's assume for a moment that "collab" is the only theme. What would that imply? If it means that developers have to work together to make a game, then that isn't a theme. That's just people working together to make a game, there is no jam there.
If the THEME were "collab" then that would mean the game would need to focus on collaboration. Which would basically force the dev to make a multiplayer game because collaboration requires multiple people.
Both of those are terrible ideas. Forcing people to work together to make any old game is not a jam, and even if it were it would exclude way too many people. If the theme were collab it would be too limiting and have no real direction.
Space as a theme is the best option because it's not overly limiting, it can be interpreted multiple ways. And more importantly it doesn't exclude people who enjoy working alone.
>>144591517
Don't even worry about it oniifam. Just keep pushing. Everyone gets shat on here, everyone, no matter what it is they do or don't do. Just do it, ignore the naysayers. I don't even understand why they have a problem with it.
Hey assholes, where the FUCK are the games????
Yeah you heard me right.
>>144593693
Theme is space collab. Deal with it.
Even though 2d platformers are still coming out, and the "metroidvania" exploration-based route is pretty common, all the rest of them seem to go "you play the levels, in order" mode, possibly with a level select screen.
Why have node-based maps with hidden side paths and other secrets fallen out of favor? Is there something wrong with them? Because I'd love to have such a thing in my game.
Did some lazy "Optimization" with the UE4 converter. Now instead of 20FPS with a 100 AI scenario I get around 50 FPS average. Though Intel CPU's with better single threaded performance usually cap out at 62fps.
>>144593878
Theme is space. Period. With a guy willing to help anyone who wants to collab.
>>144593914
didn't Axiom verge do it?I didn't play it
>>144594046
Revisionist history won't make your solo jam entry and less invalid anon.
>>144594198
don't worry about him, anon. next thread I will make it clear that the jam is collab only theme
>>144593693
There were what, maybe 5 games last jam, and around the same before that? There's already 47 posters in this thread alone so I don't get why so many people have a problem with these jams when they weren't even going to participate in them anyway. There's no one stopping you guys from making a Donkey Kong Country clone for this jam, so does it really matter what the title of the jam is going to be called? No it doesn't. I'd worry about actually making the game first before I'd start complaining about anything.
>>144593845
>I don't even understand why they have a problem with it.
We have legendary funposters, most likely there is much less resistance than appears.
See:
>>144593878
>>144594339
>>144592230
When it comes to multiple themes its usually or/and. People can pick between one or the other or even both.
>>144593958
I wish I could run your game at max settings, bet it would look gorgeous. Maybe this November, if the gtx 950 goes on sale.
>Unity is an entity component system
this meme needs to die
>>144594471
Check out Halloween and Winter jams. There were a ton of games, because those were fun, simple themes.
Space is a fun simple theme
collab/space is not a fun simple theme
But agdg is dying, so I guess you're right, it really doesn't matter, jams wont have participants like they used to.
>>144594784
https://youtu.be/68IFfpJNLUs
>>144594874
>But agdg is dying
agdg is a fluctuating community. It goes through periods of being shitted up, then people leave but it always makes a comeback with quality devs.
My sources are I've been here way too fucking long
>33 Days until DemoDay #9
Reminder you're all getting fucking KILLED IRL if you don't post a demo
>POST YOUR DEMO
>THROW TOGETHER A DEMO AT THE LAST MINUTE
>POST A BARELY CHANGED OLD DEMO
>MAKE A GAME SPECIFICALLY TO PROVE YOU AREN'T A NODEV
ANY LESS THAN ==80== SUBMISSIONS MEANS YOU'RE ALL FUCKING FAGS WHO DESERVE EVERYTHING BAD THAT'S EVER HAPPENED AND WILL EVER HAPPEN TO YOU
>>144595135
>working at a sleepaway summer camp
>leave in 10 days
>have to get my game to a point where it can have a demo
>have to pray the shitty wifi in buttfuck Pennsylvania will allow me to upload
>mfw
>>144595048
>>144595135
>>144594874
It comes and goes, but it seems like it peaked a long time ago.
Honeys call me bigga, the condom filler
>>144594539
don't get me wrong anon, I want this jam to be ruined by all this collab drama
the more people force it to be collab only the more drama there will be
>>144594874
>Space is a fun simple theme
>collab/space is not a fun simple theme
I agree. Neither is boat/mecha. Part of the problem is thinking of this medium as a democracy, where we want to make sure everyone's satisfied. Everyone will never be satisfied, and sometimes it's just contrariness for fun or out of personality defect.
It's also nice to have shorter jams, that way it's not this dramatic life-or-death ordeal if your favored theme doesn't happen.
>agdg is dying
I disagree, but it's undeniable that when we have rampant shitposters, the kind who derail the general for entire threads, every day, it drives people away and /vg/ has slow moderation, so this really is kind of a problem. It's been mostly absent lately, and the tone of the general is like a completely different place. Memories are short, but I'm sure that'll happen again someday and we'll be reminded. I don't know what I'm rambling about.
>>144595319
>excuses
>excuses
>excuses
>excuses
Make it happen.
>>144595337
There are a multitude of reasons for someone to post their first demo then skip on the next time
>>144595412
That seems like a good use of your time.
it's not as bad as i thought my first texture would be, i fucked up a few lines but other than that it's all good.
>>144595641
actually Im just really lonely and any spark of conflict brings life to my miserable existence
What's wrong with Unity?
New guy here, it seems like a good engine for beginners and veterans alike.
Anyone want to collab on a spess game in UE4?
*fucks you softly until i cum*
>>144596210
What do you bring to the table?
>>144596267
it.
meant to do like 10 more of these; probably good that I didn't because of the time taken, how much I had to edit it to make it postable, and becuase people would get tired of it
pictured: what I've been working on
also pictured: walking in circlesnot pictured: progress
life is pain
>>144595794
Could anybody help me out? I can't for the life of me figure out what's causing this grey line.
>>144596267
I can't code or draw but I got a lot of good ideas : ^)
>>144596267
Visual Scripting
I've made this among other things on my channel:
https://www.youtube.com/watch?v=A1SpQypI4Yk
>>144596101
It's bloated and the pricing is ridiculous when other engines offer the same thing for a better price.
Not to say the engine is terrible. And of course if you're comfortable using it then that's the most important thing. Just like make game.
>>144596378
Forgot pic.
>>144596378
Can you post a picture of the UVs and texture?
>>144596448
Looks cool. I can do 3D art. Mebe I should look into Spess Jam.
>>144596536
Show us how the UV is actually laid out.
>>144596741
Oh shit, sorry here it is, i bloated it up to 1024X1024 to make it in paint.net and i'm not sure if that's causing the fuck up.
>>144596626
holy fuckin shit look at all that medical shit
Still learning my way around unity. Not nearly intending to make something professional, but putting together a couple of simple FPS levels of a WW2 shooter. Pictures of a WIP level where you have to infiltrate or shoot your way through and set an explosive charge on a building.
Have enemy soldiers, but they are ugly placeholders until I can unfuck their AI for now, so I'm not showing them.
>>144596876
You should export the UV layout and then draw over it in paint.net. That should give you a better idea on where each UV island is.
>>144596626
oh damn nigga I remember this hallway.
>>144596876
Definately edit your textures outside of blender.
>>144593958
Hot damn that's a purdy game. Brings back great memories of Ace Combat 4/5
>>144597028
I clicked on the actual problem face in edit mode and it showed me where it was on the uv map, there was a two pixel line that i hadn't filled, i can see that coming in handy in the future.
Cheers for the help.
/kspg/ here. Can you make a better space game than Kerbal Space Program?
Please, add space telescopes too.
>>144596536
you need texture bleed. I forget what it's actually called, but draw past the lines of the UVs and don't put UVs be the edge of the texture. Also you're going to want to learn how to optimize the space used in your texture. Ideally, there should be no empty space in your texture so you can utilize all the space you can.
>>144597791
what is with /kspg/s obsession with agdg lately? It has been in kspg's OP for several threads. Is this a forced meme?
>>144597471
>flat shaded texture
If you aren't going to have detail in your texture there are so many better ways to optimize this.
>>144597917
I think people were posting progress in their thread for awhile.
https://youtu.be/rjlSiASsUIs
>>144597791
Be patient. Someone's probably been working on a KSP clone for years now.
>tfw I'm the best
Been looking at these two engines too long. Any opinions on which is better?
>>144597972
How so?
>>144598405
They both look fine desu.
>>144598405
yes
they both look good
>>144598405
Top is more interesting and makes more intuitive sense to me.
>>144598105
I don't know. Games like KSP don't really work on Unity.
Or do this
>>144597791
>>144598405
I kind of like the top more
space collab jam and demo day 9 are too far away
how am i supposed to get anything done if i dont have something soon to work towards?
>>144597791
you'd need a carmack-level assembly wizard to do some sweet spherical coordinates magic to make a better game, simulation-wise
>>144599412
I want to see your progress on Wednesday. Make it good anon. You can do it.
>>144599412
Procrastinate until they're close
any XNA/Monogame devs want to collab?
>>144599412
Set weekly goals, and show us your progress
Honestly, it's an improvement
Does this resemble a collection of batteries.
>>144600146
it looks like the cutest robot I've ever seen. I wouldn't guess batteries though.
>>144600146
Yes, but I suggest scrapping it and working on a more appealing battery character.
>>144600103
Just report every post. They get hid as you report them
Question:
I wanna make a 2D game that involves seemlessly transitioning between areas.
Unity handles it like shit (and 2d like shit)
I don't know how Game Maker handles it
What engines would you recommend?
I've used Slick2D in the past and had success with that, but that feels like reinventing the wheel.
>>144598405
Got any plans for the inevitable C&D?
But really, you could have designed your own scifi racing vehicles but no you just had to go ahead and copy Star Wars.
So proud of you agdg!
>>144600354
t. Disney lawyer
>>144600297
Personally, I recommend Love2d. I love it. I'm a little tired to say why, but basically FOSS+ultra portability.
I'm actually transitioning out of it for my game to program in C, but it's because I also love programming.
>>144599912
report & hide it
>>144600354
http://frontwirestudios.com/official-announcement-steam-distribution-deal/
lol
>>144600250
Any suggestions? I modeled it off a toy i made when i was but a wee lad in jolly ol' england
>>144600557
I have this urge occasionally too. And also a reason to learn a bit about asm, because I don't imagine it would be grueling, I imagine it could be pretty fun actually, but I have never had an excuse to look into it much. I actually enjoy some of the "boring" stuff like memory management, though I haven't done too much of it.
Though also x86 seems like too much so I waffle.
What the actual fuck is going on?
>>144600649
>one developer
>no chance
>>144600874
/kspg/ is sad that their general is garbage, so they put /agdg/ in their subject and are now giving us their memes in hopes for a response.
>>144600397
I don't think it's /kspg/
/kspg/ was merely looking for an alternative to their dead game.
>>144601050
Anyhow, I feel bad for them a bit, but it's still not good to give them attention for acting out.
>>144598405
If /kspg/ or lewd spammer could weigh in on my engines I'd appreciate it.
>>144600708
Give it some more features to flesh the design out. Either make it anthropomorphic to make it cutesy or give it more robotic features to make it cooler. There are more ways of going about it of course, but "cool" or "cute" are generally more striking and appealing.
hella hentai on todays blue board
i feel violated
>>144601142
I really can't decide. I think they both look great.
>>144601142
Bottom tbqh
I'm glad to see we're all making progress
>>144601374
>>144601501
Okay well I had only intended 3 sets but I guess 4 it is!
I wish aseprite played nicely with i3.
>>144590597
Using only two colors is an interesting idea. However I suggest you to try to have at least 4, so it would have a Game Boyish-feel, and you would have more chance to add detail to the environment later (like different kind of walls, a little shading etc.). However if you really want to push the two color idea, I say you should take a look at the Zelda Jam entry, The Legend of Progress. The dev created a good looking and appealing game with only black and white, so you can learn a lot from that.
Keep it up! I wonder how you'll progress and how it'll turn out to be.
>>144588402
A recursive flood-fill will likely overflow your Stack.
Check for other fill algorithms like scanline-fill algorithm.
>>144602417
This is wonderful
>>144602417
https://www.youtube.com/watch?v=KF32DRg9opA
>>144602417
It's amazing what a simple shadow can do for perspective
Without it he would simply be a crazy man spinning as he walked upwards
>>144602417
What are your plans for this game? I want to play it immediately.
>>144603007
I love your tactical tomfoolery. I can't remember but for some reason I have it in my head you saying this is commissioned work? Or is it a game you're working on?
>>144603224
Yeah any animations with the set of hands in that WebM are for a client of mine. We paused dev on our FPS to release our marble game (Marble Void) on Steam.
We're resuming dev of our FPS soon though, so hopefully in a bit I'll have animations from our game to post instead of just client work.
How would you switch control between objects on GameMaker?
>>144603794
have a variable that toggles control on or off that changes when you do the thing to switch control
>>144603794
instance_change or alternately just have one object and change the sprite and variables by checking what object its suppose to be
>>144603949
Anyone know why this is happening?
>>144604024
shit didn't mean to reply, sorry.
>>144603627
Just looked up Marble Void on steam, it looks great! Never really got into marble games, but I'll probably pick this up on sale. Way to make game my man.
>>144603123
well, it's a jam game, so you can play it in 2 days. I'm going to be working on it post jam tho. theres not going to be much shit in the jam version, pretty much just grow and sell crops to buy better shit.
>>144593958
Wow it made that much of a difference!? Is that the thing where it just converts your Blueprints to C++?
>>144604024
Why what's happening? I don't understand your problem.
>>144604159
Well it looks really great, glad you'll keep working on it
>>144604173
Yup. Though its only if your game is CPU heavy I believe.
I sort of want to learn about GIS and shapefiles and shit, but I'm not sure how useful it would be.
where's frog dev when i need him?
https://clyp.it/2ylbemef
>>144604830
Damn man that's awesome. Especially because I'm making an enemy spam game so I think this will help me allot with allowing those enemies to all have basic ai.
I'm sure that fella who wanted you to spam heaps of jets will be happy about this.
>>144605690
Oh god I love this so much. You made it? It's really great, and ridiculous.
>>144605825
yeah loli synthesized the bass but the guitar is ripped from battletoads, pls no sue
>>144605690
are you 8th note?
>>144606192
no
my only public music is edm and more recently ambient-centric progressive electronic
why is this so hard
how the fuck do I paint and not look like ass
Are there any libraries or engines that have good User Interface tools and support? My game will have lots of menus and stuff (think Tactical RPG) and I want them to be really nice.
I've done Android dev before and I guess I want something like the ListView, RecyclerView, GridView stuff they have. All with nice animations and everything.
>>144606756
Unity's new UI tools are pretty great
>>144574247
This is like:
>iwanttosuckonyourweiner-smugface.webm
Thanks anon
yeah fixed the problem that I couldn't use dialogs in d3d / ogl.
The problem was thread local storage causing the target bitmap to be NULL when vsync is called from the timer thread, which you're not really supposed to do.
But the d3d / ogl layer wont flip page unless an explicit call to vsync() is made because of how i wrote it, I decided to hook the vsync() calls rather than run a separate thread, and the dialog function is just a one line function that doesn't return until the user presses ok (like win32 MessageBox() kind of thing).
So there was nowhere to call vsync() in a loop so that the screen would update, so the user would have to blindly click on the screen, the program looks like it was frozen, they couldn't read the message etc. So my workaround was to detect d3d/ogl mode, and if so then install a timer that calls vsync() every 13ms just before calling the dialog function, and to remove the timer right after.
Now it works and doesn't even crash I set the target bitmap explicitly to the backbuffer off the display every vsync() call. So everything is working perfectly between dx7 / d3d9 / ogl backends
>>144606890
Man new Unity pricing and features look fucking lame
>>144607195
watchu working on anon
>>144526678
solji...
>>144590597
game maker?
>>144607447
this thing here
I want to test it on windows again, but I only have virtual machines which i wasted too much time with, and are really slow on my mac pro 1.1
I got a free windows pc given, its right next to me, but I haven't been able to use it productively today
>>144605097
Not sure what GIS is but if that image is descriptive just write a coordinate conversion system that takes some sort of coordinates and translates it to coordinates of another type of map.
For instance gameworld->addresses. You keep a 2D array of addresses, translate the gameworld coordinates to the 2D array (perhaps it maps 1:2, 1:6 whatever, perhaps it's a more complex topology mapping).
Something like this:
https://hero.handmade.network/episode/game-architecture/day032
(he replaced it with another system later, could start there 3:00 explains the old system:)
https://hero.handmade.network/episode/game-architecture/day055
Not sure I'm finding the right stuff though. I remember there being a very good explanation of the mapping between positions in the immediately local world and the worldchunks somewhere.
>>144607843
GIS is geo information systems
its basically modern cartography and surveying
if you did geology in highschool you would know all that stuff that they do GIS with.
Its just maps with data layers, and also extensions to databases to do spatial queries
so instead of select * form table where number between 1 and 10
its like select * from table where location within 10 miles radius of this
or select * from table where point within this polygon
I think its weird to bring it up in agdg tho
>>144607843
Thanks those look like pretty much what I'm looking for, because I'm wondering what's a better approach, doing it by hand or leveraging existing GIS stuff.
>>144608092
No reason you couldn't do GIS stuff on fictional geography, right? I'm assuming. So basically because legwork is already done with GIS, maybe it could be useful for geographical simulation. I should just learn the basics to see if it would be worth getting into for gamedev though.
>>144608021
this can be the work of none other than dan ashley himself.
>>144608092
>Its just maps with data layers, and also extensions to databases to do spatial queries
So i was pretty close I guess.
What is there even to learn though? All of this stuff seems like very basic gamemaking stuff. Modifying positions in different ways is what we do like all the time. For the
>its like select * from table where location within 10 miles radius of this
It's just normal collision detection.
>because I'm wondering what's a better approach, doing it by hand or leveraging existing GIS stuff.
Well I'm bias as you might understand given the series. But I genuinely do believe that any GIS system would be overly encumbering (to work with) and I doubt the performance is going to be 60hz viable given how most applications like this today live on a very high level where convenience of use is valued far more than performance. Like, even google wouldn't do more than one of these per second right? And they're probably the ones that care the most.
>No reason you couldn't do GIS stuff on fictional geography, right? I'm assuming.
I don't see any reason not to really. It's done all the time just not explicitly as GIS. We have height-maps for geometry, navmeshes and some sort of AI-context layer (triggers maybe) for instance.
>>144608569
>>144608309
Forgot to reply.
>even google wouldn't do more than one of these per second right?
Per user. And on average it'd be way less.
>>144608309
yeah you could have a geo spatial database query be part of your main game loop I suppose
but wasnt it that you didnt want to generate fictional terrain, and you instead wanting to use real world data, so you needed to import the GIS formats because those are the files you got?
Or is it more like there was a nice frame work / toolkit that is doing it on GIS data formats like some kind of map loader / viewer / coordinate transformer so to re-use those tools / code you will generate your level data in those formats? If so you should pick a real location on earth and use the correct coordinates for that grid so that the coordinate transformations work properly you can probably find some free stuff on government website, like usa geological survey?
I've been a bit lazy today so no boss demo, maybe later in the week
But here's a script I just made to do the following
>http://pastebin.com/pMcFPPTd
Basically it's a fake jump that disables the collider of an object when it's in the air and keeps track of positions of things to fake jumping in 2D.
What will happen is when he jumps, I can move the shadow towards the player and it'll look like it's jumping towards the player.
>>144608569
>>144608309
Hi I've done some GIS stuff. Its generally not suitable for real-time stuff like games.
Spatial databases take up a lot of space and there's a lot going on in terms of accuracy and math for geodesics that will slow things down.
Collision detection for games and real time applications is done with a very strong emphasis on speed.
>>144608535
I know I'm a shitposter, but I'm not THAT bad
>>144608569
I see. So you're saying any GIS libraries or tools would have too much overhead to be useful most likely?
>>144608716
I'm thinking like, if I had a fictional geography in mind, would it make any sense to learn and use existing GIS tools, or is it going to be in almost all cases better to write my own stuff because the GIS tools will most likely carry too much overhead to be useful.
I'm not sure, I'm tired and just came across something GIS-related and thought "that's kind of neat, I wonder if I should bother learning more for use in a fictional geography"
>>144608716
>If so you should pick a real location on earth
That's a really cool idea. HawX did something like that. Although it's obviously very limited. GeoEye I think it's called. It was obviously just a gimmick. Didn't have any gameplay impact and just made it look like you were flying over sortof high resolution google maps (polygon count was low as fuck though, Ace Combat Balkan war had them beat).How the fuck do I remember all this stuff.
>Spatial databases take up a lot of space
Hopefully I'm not missing something. But it sounds more like that's an issue with the amount of data you're dealing with, because the world is huge. Anon's gameworld will be much more limited.
>>144608789
Ahh thanks. So basically, overkill? Is that going to be true with GIS across the board or is there a range of lean-bloated?
>>144608971
>So you're saying any GIS libraries or tools would have too much overhead to be useful most likely?
Yeah. They simply don't have the same constraints you do. It's fine if they have a query that takes a second. That'd be awful for you unless you're basically just doing it on load. Even then it'd be pretty bad.
I also suspect (just pure speculation) that they're using databases like mySQL or whatever. That'd also be far too slow for a game.
I think it's worth noting that (at least with HMH as a resource) implementing your own system for this will not be difficult. Doesn't seem worth it to encumber yourself with some library that's not intended for your use.
>>144609120
I see, thanks for the input. It might still be worth it for me to look at to see what and how it's done anyhow, to give ideas on how to build something similar at leastreally stretching for a reason to learn it honestly
>>144579035
I'm going to repost what I said in the other thread
>The end of the particles charge stops in a perfect line, that looks weird.
>Also, there seems to be a small white flame appearing for a split-second before the blue flame, it looks odd and too square-y.
>Finally, the thruster flame needs more dynamism. Right now it looks extremely static and not much like a flame.
>>144600297
GM can do transitions pretty seamlessly depending on the size of your areas. What kind of game are you making?
>>144608719
That jump is pretty nice and kind of hilarious to watch, good job.
R8 my game
https://youtu.be/psJlg9vz2f0
>>144608971
Don't bother using GIS libraries. Just download a cracked version of ArcMap and fiddle around with it to see if you can find anything worth adding to the game.
GIS is mostly used for planning (overlapping terrain usage areas, geology, slope inclination,etc.. for landslides, floods, etc..) and interpolating limited data sets (krieging,etc..). Since you're the one creating the world yourself, it's more likely than not useless and it'd be easier to create pretend-tools than real tools, unless you want to jerk off finding informations about something procedurally generated.
>>144609463
Game/10
Well done anon.
>>144609463
>so much blood
barely any blood
What's the Zeemaps password?
>>144609463
Why would I play this over nuclear throne?
>>144609454
>That jump is pretty nice and kind of hilarious to watch, good job.
Thanks,
For that boss, what I'll do is have the body do some stretching before it jumps to make it look like it's actually jumping.
Later on I plan on having things like Fireballs or Debris rain from the sky, so this will be nice for that too. I can trigger events with my updated version when the entity takes off or lands.
I can do something like "Fireball falls from the sky, and when it hits the ground causes fire to erupt everywhere.
Or I could do (in this case) when the slime lands, it sends out a shockwave doing damage and knocking back.
This boss fight is basically going to be the slime randomly trying to jump at you until it decides to do a BIG JUMP. When it lands, it stuns itself and you can shoot it, but if you get hit by it or the shockwave, you're dunzo.
>>144596474
>Please note that support of Unity 5.x Pro perpetual licenses with new features, improvements, fixes and services will stop on March 3, 2017.
Why is this shit allowed?
>just pay us $75 a month for forever or else no more developing
>>144609573
>unless you want to jerk off finding informations about something procedurally generated
I get very inspired by procedural generation and related things, so this actually sounds pretty cool.
>kriging
just looked this up, seems really interesting. So I think I'll just have to learn about GIS a little because I keep finding it very interesting, and pick and choose what if anything is relevant to gamedev.
>>144609987
They release a new version every so often, usually a 2 year cycle which makes the full license the better choice.
You can keep developing and releasing games with your forever license. Nothing says you need to upgrade, and a lot of people don't so they can be sure their stuff still works.
There really aren't massive bugs that require you to upgrade versions.
Can a fellow GM:S user tell me a good way to check for collisions when with something like a laser moving about erattically? This right here is first draft of said laser, and say that I want to make it twitchy and spastic like lightning, how will I consistently be able to check for collisions? Is there a easy way to check for collisions for a line/basic shapes drawn along a path?
>>144609463
This isn't your game anon
If you get hit while jumping to the other side of the field you get stuck
whoops
>>144603794
Player controls two different objects, or two different objects control the same object?
Either way, I would use a state system.
>>144610096
just remember that most procgen works by using perlin noise to create a landscape and that'd be retarded if you want to do something more with your terrain.
You first need to work on a procgen that generates the geology of the area (and the geology must make sense) then creates faults and folds, then erode the area based on the litologies and preferential water paths and adds landslides based on material cohesion, groundwater and slope inclination.
tldr. having a gis extract infos from procgen requires a lot of work on that procgen beforehand.
doing a 'fall at the first hurdle'
Progress!
Added nifty placeholder sprites for the protagonist.
Hearts look better as well. Picking them up displays a Zelda-style heart piece counter, and getting enough for a full HP upgrade triggers an animation.
To do: Fix collision issues with the new player sprite, and write which hearts have been collected to the save file.
>>144596626
Haha, hallwaydev! I've missed you!
>>144610430
That's very interesting stuff. More googling/bookmarking geology. I've gotten as far as getting a perlin noise map generator working, and then I very briefly began to look into the next more complicated models, such as creating where a river would go. So am I getting it right that what your saying is, a gis would only be useful with a complicated geological model? I really should just learn the basics of gis, I think I'll just do it because otherwise I can't understand if or when it's useful or not.
I see things about machine learning and understand the basic ideas (mostly just fancy regression), and I wonder if generating terrain that way (using real data to generate, instead of perlin-based generation) might end up being a bit easier than simulating the creation of a planet/weather/geology/etc. And result in something more complex than a simple perlin heightmap.
>>144610569
if this is a dumb question then just ignore me
is the resolution of your game 4x smaller and you just magnify everything onscreen?
My collab is with a friend I already know from outside AGDG.
Also, we're starting now.
>>144610180
http://www.gamedev.net/page/resources/_/technical/game-programming/swept-aabb-collision-detection-and-response-r3084
>collab jam
>no friends
Crap.
>>144610940good luck!
>>144611062
it's Space Jam with encouragement to collab, and if you follow the directions in the pastebin in OP, you can get matched up with a team by a helpful anon who's volunteered to do that.
>>144611074
Thanks!
Which is cooler... beam sword, laser pistol, or laser rifle?
>>144609083
a single GIS .tga of a valley can be like 2gb
>>144610569
(Also, I need to fix that extra heart -> HP bar "collision", and work on an animation for hearts actually getting picked up - maybe display a "HEART GET" message.)
>>144610928
Yep, the base resolution is actually 320x240.But I haven't actually implemented scaling up yet, so for now I just bump up the size of my gifs and screenshots with Paint or whatever. Sorry to disappoint.
>>144610180
Couldn't you just use collision_line between a few randomized points linked together, and then draw laser graphics on top of those lines?
>>144611325
holy smokes, okay. Well, I'll just learn about GIS to satisfy my curiosity and inform decisions on something I build myself I think.
>>144611000
Thanks anon that's really useful.
>>144611361
That's not a dumb idea, i'll give that a shot first.
>>144610919
the main issue with machine learning and geology is that we lack the data to train a deep network well enough.
Survey data is kept secret and is sold individually to companies for civil engineering drilling, etc..
Making a procgen based on perlin noise + rules for the starting geology and regional stress, then rules for the evolution would probably achieve quicker results, unless you already have a database and know a lot about machine learning.
>>144611443
http://pastebin.com/qYYsN4SK
play with this
So here's a question: Anyone else ever go on a spree and find a ton of music that'd just fit with the game they're making?
Like... find tracks that would legit fit in their game/level, make a huge playlist and listen to it all on repeat while maek gaem?
I've been listening to the same playlist for months, occasionally adding a track or two. I feel it keeps me hype as shit and gives me motivation.
For instance - If i was making a side-scroller beat em up akin to Double Dragon, but with a fantasy medival setting - I'd definitly have this in my playlist.
https://youtu.be/D0myEIvdaeM
It's megaman, but my brain just pictures pic related for some reason.
>>144611710
Anthropology grad student here, taking a GIS class in the fall to help with my thesis. Any advice?
>>144611792
technically any song would fit with my game, only that some of them would be ironic or aesthetic, but they would fit
Is Plokdev still around? I played Plok as a kid and really want to follow that guy's progress.
>>144603873
I got the variable to work and switch control, but is there a more tidy way of writing the code than just wrapping the controls around a bracket / making a script of the bare mechanics? And is there a way to make the camera switch focus to the second, possessed object?
tiltShiftTactics
hy hands started hurting alot
what do
I wanted a windows computer to run visual studio natively and test windows builds. Now I have been given a free PC, it had winXP with all sorts of malware so today i installed win 7 32 ult
but I had to disable everything and it still has only 100mb free ram after booting. Its been installing updates on the shutdown screen for 8 hours so far. and it is only at 102 out of 230...
is a 2x 512mb DDR1 2ghz P4 IBM netvista, using integrated graphics that steals 256mb of the RAM. it only has 2 ram slots It has like 100meg RAM free and 10 hard faults / sec when idling at the desktop. I'm actually impressed though that the fans turn completely off I open the case and the cpu fan + case fan are not even spinning, but if I extract rar archive they spin.
on ebay I can buy 2x 1gb DDR1 for $9 Aus including shipping or maybe I reformat reinstall windows xp on it and run older visual studio or maybe I try to sell it as is on ebay for $50
It has a floppy drive and 9pin com port so could work as a dos pc too
If I had a job I'd just sell it for anything and buy a proper pc but no job I send resume dont get any reply
>>144612182
take a break. carpal tunnel dev here. this shit never goes away. trust me. you dont want to be me. take a break.
Why are english tenses so fucking retarded? Why do those autists have 12 fucking of them? Every normal language is fine with just 3 (past, present future).
>tfw can't dev because i have to learn this shit
fuck
>>144612128
is it actually tilt shift, or are you just making the top and bottom blurry?
>>144612182
google search rsi?
>>144612258
>>144612279
No, I mean my upper hands to elbow. It hurts like hell if I try to straighten them.
>dog wakes me up at 4 am
>can't seem to get back to sleep
>too tired to dev
>people asleep in the other room
>friends all asleep
>/agdg/ slow as shit
Fuck.
Tell me about your final vision for your game. What you want it to be like down the line. I don't care if it's ambitious or you don't expect to finish it. Just tell me, please.
>>144612376
mmorpg which will kill the wow
>>144612362
Dude just stop. That is definitely a form of RSI. Take a long break now, take more breaks frequently. Don't overwork yourself, no matter where it hurts.
>>144611850
depends greatly on what the class is about.
the bachelor GIS course i had was all about planning so we played with a small portion of spatial analysis tools (surface, zonal, reclass).
the master degree GIS course was all about interpolation and spatial statistics.
I guess for anthropoloy what you'll need the most is georeferencing. What is the main topic of the course?
>>144612580
It's just an overview of the software and how it works. My thesis will be about housing discrimination and segregation in my city.
>>144612261
dno its TiltShift camera effect from standard assets
i think it uses a shader that samples from a texture that is black on the top and bottom and gradually becomes white at the middle, and uses RGB value for blur intensity at that point on the screen
>>144609967
bampu. someone's gotta have it.
>>144611163
Nice. I'l look into that.blind dates are scary though
>>144612362
I have slight elbow pain in addition to my carpal tunnel.
Its to do with your posture. Pic related helps mitigate the pain if it gets really bad, but mostly you should just take a break. Take frequent breaks.
>>144612645
>how it works
it works like shit. x32 only software, there's no way to import a series of instructions so you have to manually input batch operations, it's prone to crashing, if it loses connection to the licence server it will throw an error and close, even if you're running an operation, old add-ons don't work on newer releases.
I guess it's good for free credits since it's pretty easy to use, but i highly doubt the course will be any useful, so if you're following it to learn something i'd just read the software manual.
>>144596626
I like it, but you should turn down the specular maps, also use PB shaders.
>>144612376
For my current game I'm basically making 2D recettear with more town/store development added and a fighting the bad guy plot added instead of just paying off debt.
My dream game I'll make someday is essentially just Suikoden 2 but with more focus on recruitment and the building up the castle. My favorite thing in games is having a base that improves as you play and do shit, I'll buy a game just because it has that feature.
>>144612906
where'd Spain run off to?
>>144598405
oban star racer dev, you r awesome dude
hey
>>144613846
It's at the bottom in the 'arabian nights' circle, they just flipped it 90 degrees and slammed it into france.
>>144610569
lol dude you r improving a lot
>You will never 1MA an amazing game
https://www.youtube.com/embed/Xm9-WuaXTA4
Jesus Christ. So much progress.
Why are some people so good at gamedev and I'm not?
>>144614306
learn to link, retard
https://www.youtube.com/watch?v=Xm9-WuaXTA4
Hello, I have a semi-related question.
Why people use mock libraries? Wouldn't it be enough to simply create a class inheriting after mocked class and do the whole mock stuff using overriding? Why do we need a whole another class involved (for example google mock)?
>>144613960
Thanks!
>>144614564
But it work fine for me. And it's how I prefer to watch em.
>>144614306
Looks far too slow to be any fun or difficult.
>>144612376
merchant sim with pleasing 2D graphics and relaxing music.
>>144614306
Is this dev posting here?
>>144614792
I think the speed looks comparable to Tribes.
>>144614949
Not that I know of sorry. I just got the newsletter and felt like sharing because I feel disappointed in myself.
Let's say that I want to make a simple game, a platformer or top-down view with only 1 melee and 1 range attack for your character, and a bonus of 2 or 3 spells max.
How would you make it fun? Keep in mind that it needs to be a simple game.
>>144615039
FAST
if you can't have depth, add FAST and flow
Where the boatdevs at?
>>144615039
Add screenshake
>>144615039
Make it something unique and dynamic. For example instead of having one shitty animation of you swinging your shitty sword as a default attack, design your main attack as a physics based whip. Now every time you swing your weapon its a different outcome every time. Then you also open up opportunities for one button to have multiple functions. Like say if your whip hits a grapple point you can quickly swing in that direction or something.
Then again that's just my gamedev fetish. Lots of people prefer a canned reliable non-gimmicky attacks
>>144615039
Have the melee/range change according to environmental factors. Have it be PVP and have a level editor that has a really lightweight map format. Sortof like:
https://www.youtube.com/watch?v=k6teaZNqRKA
It failed terribly. Not entirely sure why I liked it. Quake players were really opposed the game though.
But you can have the attacks just do different elemental types instead. That's pretty neat.
You can also have it be a game that isn't really that spectacular but have the effects make the game.
You can also have areas affect the enemies. So the core of the game isn't really about damaging the enemies it's more about directing the AI to your advantage.
so i downloaded some gamedev pdfs
I opened "Gamedev essentials 3rd ed" and scrolled to a random page
WTF IS THIS SHIT?
Is this shit used as text books in those gamedev courses? This is what they think is "essential to gamedev" omg
>>144615010
>I think the speed looks comparable to Tribes.
Shit, i was being a retard and didnt listen to it with audio so i thought that race thing was the whole game. Does seem fast enough during gameplay.
>>144615039
Add an online ladder board, so players can compete.
>>144613989
>they just flipped it 90 degrees and slammed it into france.
Spain in a nutshell.
>>144615375
weeeeeew
>>144615375
>writing a textbook
>start a section with "I think"
This is honestly the worst part for me.
>>144615202
Please no we need to stop the bloom and screenshake everywhere meme.
>>144615248
Are you Egoraptor? Your idea reminds me of what he's suggested in his super castlevania 4 video. Seems like a good idea though.
>>144615304
Sounds fun but adding pvp and environmental factors is not something we can call simple.
>>144615393
Yeah that'd be pretty lame.
>>144615375
i warned you about books, doggo.
>>144615375
To be honest, it's kinda true. But that's because basically anything that can be done in games short of puzzle and rhythm games can be taken in a political context.
>>144615567
yeah but even if it is kinda true if you think this or that way, it is also kinda true that there are faggots sucking each other off in the gay bar right now.
Is that essential to fucking gamedev though? Maybe if you got a job with tumblr interactive
012///of powerlines///
345writing
678eroge
9reading
>>144615651
A lot of games do thrive on the concept of doing good and thwarting evil, which is definitely political in nature. So my answer to that is "depends on the game". Being political doesn't mean you're parading around trannies as gods, anon. Even Mario has a political side to it.
>>144615509
>environmental factors is not something we can call simple.
Really? Can we have more specific constraints?
Because implementation-wise it's very simple. And the idea of GTAoE/persistent map AOE effects aren't that complicated to understand.
I find it problematic that you have both ranged and melee though. It's hard to make a simple mechanic that encompasses both of them. That's why I went with ground based effects because they can act differently depending on what you use, but still be unified. So for instance Green can be a melee dash attack if yo stand in it and it can be a toxic bomb if you use ranged in it.
>>144615567
The issue is clearly that they're applying their own view on reality to make the game political.
If you have a carnivorous creature in your game you're political with regards to vegans.
It makes more sense to have it be about intent (or if something is explicitly political).
would you guys play a sickass pinball sim
>>144612376
Ideally, it'd be a clone of An Untitled Story: pure exploration platforming across a large 2D world, with tons of secrets and a few cool boss fights.
My plans are for it to be a little more linear, but I'm no longer sure it's such a good idea. Do I have enough areas and enough paths to equal the sense of freedom you can find in An Untitled Story? Not sure.
>>144615039
IMO fun in a traditional game (a generic platformer, for example) is about learning a skill, and overcoming challenges with that skill. Skills can be anything from movement, to using abilities, to noticing important details, etc.
You've got to make sure the skills is fun to use: responsive movement, mechanics that feel satisfying. In practice, your attacks and spells must feel good to use even with placeholder rectangles.
You've got to reward your players for using the skill well (XP/money, items, but also simple visual gratification). And you've got to make sure the challenges are not too tough, but just enough for the player to be proud of beating them. See flow theory.
Fun isn't a mechanic or an idea, it's something you build with gameplay. Most of the time ,at least. The simplest game doesn't need additions to be fun, it needs that underlying structure.
>>144612068
I'm here. Have 2 contradictory ideas for the limbs and how they interact with walls.
>Have the limbs always converge with the crosshair before returning. If they hit a wall, they'll immediately return to the player
>The limbs will always go their maximum distance, even if they have to bounce off walls to do so. Looks cool, but now the crosshair doesn't necessarily indicate where the limbs are going to go
I have a tumblr over at thekingofakrillic.tumblr.com, but I wouldn't bother with it since it's basically become a Plok fansite at this point.
>>144615842
Bouncing allows for a lot more interesting high-level play, which may not be what you're looking for in a singleplayer platformer game. If you're willing to spend the time making sure that the bouncing doesn't lead to anything gamebreaking, I think having fun stuff like that is worth it but I would fully understand not having the time to spend on such a small, unintended mechanic.
>>144615773
Tons of people do really love pinball sims.
But standards are very high. It's a tough crowd. But they're elderly gents so you can charge quite a bit.
Make it VR maybe?
>>144615842
Oh, and here's a vid of the other method. This method makes it a lot easier to hit nearby objects. The bouncing method makes it fly past them because it always wants to go a set distance before converging at the crosshair.
>>144615842
It does look a bit confusing in the webm. I think it's the kind of thing that people who play the game a lot might really appreciate, while someone more casually playing it (like a reviewer) might dislike it.
>>144616004
I'd say return should be normal, and bounce should be a powerup form.
>>144615526
>doggo
Well, I threw something kind of together. I'm learning, I guess. I need to make a little town with some buildings and NPCs, and I still have to code up entering buildings/shops.
I also found a bug in my code using OverlapActorByObjectType - it wouldn't work with a radius over 15000. I think it was finding too many objects with all the foliage and stuff. I changed it to OverlapActorByChannel and added a custom trace channel and it seems to work fine now, though.
>>144615842
>>144616004
https://www.reddit.com/r/GamerGhazi/comments/38w0cx/ranty_well_why_dont_you_make_your_own_then/
Can you confirm or deny that this is you in the comments section of the feminist gamergate subreddit?
>>144615770
Maybe. I'll have a look at that kind of game.
>>144615783
>The simplest game doesn't need additions to be fun, it needs that underlying structure.
Yeah, that's why I've decided to scratch all of my complex unfinished shit to go back with a simple one again.
Trying to think of something both simple and fun is harder than I thought. It's good to go with the bases once in a while.
>>144616161
I mean it looks cool but wew that framerate
>>144616165
Yeah, it's me. Someone linked the thread here because it was about AGDG. I gave a few examples of successful AGDG games and left. That is my only post on /r/GamerGhazi and I haven't been on Reddit in months.
>>144616218
I get a constant 60 when running normally but 25fps webm + editor mode + recording video + streaming 1080p on other monitor takes its toll apparently
>>144616165
>reddit has a lot of /agdg/ knowledge
Well shit.
I guess I can't hang around here anymore.. It'd be detrimental to my game.
>>144616468
this place is where redditor devs come when they're tired of /r/gamedev
why do you think googum's such a cuckold when it comes to politics?
>>144616468
>The problem isnt that people are not making games that cater to certain views and ideas. The real problem is those games are not fun.
If they can say that it's safe to assume that they won't waste their time in this thread. They already have the gamedev subreddit.
>>144616531
>cuckold when it comes to politics
what does that even mean? and why would utter my name in the same breath as reddit? thats not ok.
>>144616641
maybe because your attitude, level of entitlement and political leanings are identical to those of reddit
>>144616641
> Googum isn't a redditor
Now that's surprising
>>144616803
>political leanings are identical to those of reddit
i dont think thats true, reddit by it's system of control is inherently capitalist shilling and isn't reddit the homebase of stormfront?
>>144616165
>I hate when they say "why don't you make your own game?"
>What the fuck do they think "Gone Home", "Depression Quest" and "I Get This Call Every Day" are? And they absolutely shat all over those games...
>I think what they really mean is "make your own games using one of our pre-approved le STEM master race programming languages."
Do they really not understand that it's more about letting devs have artistic freedom and people shouldn't meddle so intrusively? Especially in AAA they do market research and I certainly don't want a vocal minority to kidnap games I could like for their political gain.
The point is that if you force devs into your framework for political reasons it's not becuase you want to further their games. A gamer who sees flaws they want fixed for their enjoyment are clearly invested in the game as they want it to be good. If they're a small vocal minority they're doing it for more nobel causes than the political vocal minority. Devs decide in the end anyhow.
>>144616930
Not that guy, but
> it's against the rules (bannable offence) to point out that admins censor the politics sub
> the politics sub is full of anti-trump and anti-clinton posts & articles
> admins advocate raiding any of the right wing subs when it's blatantly against the rules
It is a capitalist shill grounds but it's the SJW homebase.
>>144611209
Use all three
>>144616981
>"Gone Home", "Depression Quest" and "I Get This Call Every Day"
He has a point but seriously, those games are not that fun. I can understand why some would want to support them but frankly they have failed simply because they are boring, no need to try to find some nonsense explanation for it.
>the decaying corpse of gamer gate is rising from the dead just to ruin another /agdg/ thread
>>144616981
>thinks those games being shit has to do with the language they were written in
Most nodev post I ever read desu
>>144617182
>home of shilling
>home of stormfront
>home of SJWs
wow, so appealing. time to join reddit!
>>144616981
p.s. I'm sure you all know the assault on (induvidual) videogames goes beyond just publicity within the media and its
>>144617182
I didn't really think reddit was that anarchic. I had the view that they were more like a company trying to maximize exposure for profits. Which I'm sure they do.
>>144617239
>he has a point
No it's not a point. It's simply a recount of facts and an inaccurate portrayal of the opinions had by the "why don't you make your own game?" crowd. Really now:
>"make your own games using one of our pre-approved le STEM master race programming languages."
Isn't really at all relevant. Did anyone really hate those games because they used the wrong engines or whatever? No clearly not. The engines are irrelevant for those games.
>>144617374
Precisely. I wouldn't even presume this person plays videogames.
>>144617239
>those games are not that fun
stop using that word, that's literally the vidya version of calling someone racist.
Is it easy to put a time rewinding mechanic in my game?
Saving the position, velocity, and movement of literally every single movable object at every single frame would be too inefficient right?
>>144617625
It would be a bit easier to sample the position every 5 frames or something and interpolate between them. You wouldn't have to store velocity and movement, in either case.
>>144617625
Well depends on what you are making it in I guess. But seeing as I saw someone have such a mechanic in GMS. it can't be that hard.
>>144617458
>I didn't really think reddit was that anarchic.
It's not, they keep the biases and corruption swept under the rug. Their #1 priority is to get advertisers, however a lot of their management is immature and SJW enough that they risk their business in order to Feel The Bern™
>>144617565
> doesn't have fun games
> triggered that people use fun as a metric of quality
lol...
>>144617625
Unless you want a sophisticated solution, I'd just do that. Except I'd keep track of those variables every 10 frames or something since you can interpolate between those snapshots, I mean you don't need frame-perfect rewinding. (Even if you did it every frame, 6 variables for each object per frame isn't much computing)
>>144616165
I hate the devs who go
>None of the games on the market resonate with me, my desires and/or my experiences. I'd like one that does.
>>You can always make your own.
>OK, I did that. But why isn't my game successful??
These shitters. Do you want to share your life story and create, no matter the mainstream reception, knowing that not everyone will relate to your game, or are you doing it for the fame and money? Make up your fucking mind.
>>144616061
Sounds good to me. I could go a bit crazier with the effect if it's a powerup. Thanks.
>>144617625
>too inefficient right?
it's certainly lazy, whether or not it's technically inefficient depends on the scale and use.
>>144617724
>>144617810
>keep track of those variables every 10 frames or something since you can interpolate between those
if you're going to interpolate anyways why wouldnt you just save the last action/time of each object and simulate where they would be at current time?
>>144614605
That nigga stole his egg, that poor fucker was just trying to get his bby back ;_;
Is there some way to create a git command shortcut something like git -cc "blah blah" which basically does this
git add --all
git commit -m "blah blah"
so i don't have to type it every time? (git commit -am is useless to me)
>>144618492
simple. write a bash script for that.
whats more time consuming mo cap or manual
>>144618894
manual if you look for something realistic
>>144618618
Thanks for nothing.
>>144619214
it's literally 3 lines
>>144619280
I has to work directly within the git editor, i'm not using some shitty .bat fiels.
>>144619370
you are too retarded to use a computer. you should quit now
>>144619214
>#!/bin/bash
>git add -all
>git commit -m "$1"
My bash is very rusty, but like >>144619280 said, it's a three line script.
>>144619370
>I has to work directly within the git editor, i'm not using some shitty .bat fiels.
And people still keep shitting on linux devs ...
>>144618492
If you don't mind having to write the commit in your editor it would be as simple as making an alias for both commands.
>>144613025
dont be scared. lots of people are doing it and if you prefer, i can place you in a group of 3 so its not 1 on 1 (just include that in your submission)
email me, it should be a good time
>>144619370
Git is open source bro you can literally modify the source code so it runs the bash script within the git editor
>>144618492
git add -A && git commit -m "I did the thing"
>>144607705
Nope, Godot.
>>144618492
You could write a little C program that invokes git commands by calling the system() function.
Is it possible to have 8-way movement and include a jump in GM:S? I realise that requires a 3rd dimension, but any possible workarounds?
> not doing collab jam because the guy I get put with will either be absolute garbage or too far beyond my level, also we'll have extremely differing coding conventions and probably trip over each others' code
>>144619794
Yeah, it's easy, you just have to give each object a z position and alter collision checks to check for z axis collisions. Sorcerobe did it, the only hard part is graphically representing it on the screen.
>>144577890
Fuck i was asleep so I couldn't shitpost about you stealing those textures.Looks way way way better now though so i'll stop. Good work
>>144619691
Also you can alias/macro that shit if you need to.
But unless you build git and modify the source to accept some different argument (not that hard honestly, just preprocess the args and modify the args into being both those flags, have it run both commit and add) you're not gonna make it do them both with one execution of the program.
>>144594070
Axiom Verge was a Metroid clone with a new aesthetic and story. It's a great game, but I think anon meant a map like Super Mario World or Donkey Kong Country.
[Unity] how do I use rigidibody2D.movePosition so it moves forwards based on rotation
>>144619982
the map feels so small looking at it like that...
>>144620017
use transform.forward and use another line of code to determine the facing position of the object.
>>144590683
I will try, but like I said if it doesn't work out I'll change it.
>>144591325
Thank you for the encouragement, I will post at least one more image!
>>144602385
The game is for a jam, the "two colors" is a secondary theme. So I could just not use two colors, but I want to try for a bit. I was thinking if this didn't work I could try 2 colors per texture with an overall of maybe 16 colors.
>>144596626
Is that the carpet from the shining but with different colors?
Can somebody give me a list of all the *real* jams? None of those fake user-made itch.io "jams" please.
All I know is:
> Ludum Dare
> Global Game Jam
> gm48 (gamemaker only)
>>144620329
Yea, good eye. I was just goofing off, I needed a design that tiled to test pieces with.
>>144620382
(You)
>>144620119
can you elaborate?
>>144593914
https://www.youtube.com/watch?v=084BUNlI7Gk This explains a lot about metroidvania's.
>>144620382
I got an email inviting me to join something called Game Development World Championship 2016. I don't know for sure, but I imagine that it's a jam.
Which scope type looks better in your opinion?
Anyone know of any good way to generated random rambling sounds (for like NPC "dialogue", etc.) ?
>>144620382
There's a Godot jam, It's Godot only of course.
>>144620609
The second one. Tone down the effect a little bit if you can.
>>144620609
Depends on the game. What is it?
>>144620217
If it's really that important to the overall experience, then go for it. However I think having 16 colors in total is kinda cheating on the whole idea, so I say stick with 2 for the whole game. Personally I love minimalism.
>>144620627
Have a sound for every letter, play that sound as each letter appears in the dialogue box.
>>144620609
second
>>144610302
nice
I loved MM Battle network when I was a kid. Looking good.
>>144620382
>waifu jam
>basically only people that will want this are weebs
>STOP COMPLAINING JUST WAIT UNTIL THE NEXT JAM
this is covert tyranny, fuck anyone who stands behind this
>>144620627
>>144620882
I can't imagine that you'd want to do and individual sound for every letter. Wouldn't that sound too noisy? Once per syllable seems more logical.
>>144620681
>>144620887
I like the second one as well, i will change it to bend only around the edges>>144620781
>>144620781
A sandbox shooter basically
>>144621089
Animal Crossing does it, and it's not too noisy, even when fast forwarding a speech bubble.
>>144618492
git commit -a commits all your modified files, so you would do git commit -am "blah blah"
I assume that's what you want. If you use that you only need to use git add when you want to make multiple commits from one set of changes or when adding a new file to the project.
So I'm using GM:S right now, but I think I am going to gradually move over to Godot. It seems promising and I think that as development continues it will be a great open source alternative to the big 3d engines of today. Any thoughts on this? Anyone using the engine and can comment on the workflow?
>>144620382
you are a colossal faggot
all of those jams are organized by various communities. The ones that you know depends on what communites you are in
this is also a community we also organized jams
they are no better than ours except been going longer and more popular
Like for example, gm48, gamemaker only? So you are a game maker dweeb? Otherwise how would you even know about gm48?
So anyway, i checked what others i knew about but like they're old dead by now
this one is still active since 1999 to 2015 i think http://www.speedhack.allegro.cc/
I thought there was one where they had to remake old / classic video games, and the site had a purple background and a rainbow and all these sprites in the banner, but I can't even find it to check
I dont think there is anything else like ludum tho?
>>144582764
>>144582508
i dont know if this will motivate you but that, adding juice, i would play for sure
>tfw missed wj
>will have to wait a whole year to get another chance of participating
>>144621143
Most of us enjoy anime in some form, but that doesnt mean we want to make anime games.
>>144620458
Not him, but as long as your object is pointing the right way, adding transform.forward * speed to your position is sufficient. There's also transform.right and transform.forward, just experiment with those until your object moves in the correct direction.
>>144582705
holy potato! what are you making?!
>>144621143
>be unfriendly to newcomers
>enforce stupid jams
>here comes the progress police
>why there is no progress said the weeb
>oh we only have 20 unique posters and their are all weebs
how design main hero?
>>144621396
https://www.youtube.com/watch?v=nwuFd5uK_xQ
>>144621368
So don't?
>>144621396
>holy potato
What was so impressive?
>>144621424
I'm always friendly!
>>144620529
Just googled it. Seems like less of a jam and more of a competition. Thanks for the help though.
>>144620659
Thanks
>>144621013
I think AGDG jams are pretty poorly excecuted because there's a lot of resistance to jams, yet a handful of people don't care and just keep forcing the jam until it "happens", leading to disasters like wj. If AGDG advertised their jams and had a little bit of preparation time to let everyone know about them, perhaps even rustled up a panel of judges or a few small prizes to make them seem a little bit more legitimate, the jams would be much more successful than the current wrecks they are today.
>>144621275
Yes, the only reason I know about GM48 is because I am a gamemaker dweeb (no bully please). That's irrelevant to my question though.
Ludum Dare and Global Game Jam aren't community-centric. Though there are communities that revolve around LD and GGJ, the jams themselves are meant to be open and for everyone to join in.
>>144621732
desu most of the devs that actually post here are "gamemaker dweebs", and the only reason that guy is making fun of the engine is because he doesn't have a game himself.
>>144621732
>wanting the return of rewarded jams
>>144621846
Oh yeah cunt? no game huh? I'll fucking make some pong bullshit tonight and show you up then. fucking rekt
I'm completely clueless as to where to start but I want to make a crappy game
I've used Ren'py in the past but don't mind starting from scratch with something else.
My game isn't fancy, but I just want to have it where you unlock things like a field, and it produces crops, you then use the crops to unlock a forest that produces wood, then use the wood to upgrade the field and so on until you have a town of stone, metal, gold, each new product will allow the previous buildings to produce more as you'll need more for each unlock
kind of like cookie clicker but things are generated over time not mashing a mouse
it could be purely text based until I draw backgrounds, people etc
What is the best way to do such a thing?
a
>>144621970
Whatever you're most comfy with
b
c
d
>>144621732
have like a choice of 10 different jams, make an automated system of collabs jam with rules so people won't have to spend time chasing people and organize groups
>>144621968
Nice one.
>>144622053
i meant take a vote for every jam with 10 different options and not just discuss it publicly
btw this can be put in the op too so people won't miss the discussion
>>144621884
The rewards are a just a suggestion to drum up more attention. Adding prizes alone would do nothing to the jams, I was just thinking if you added prizes alongside maybe an official looking site, maybe added a site for entries (rather than another amateur-looking itch site) and advertised it onthe 8ch AGDG community, steamchat and /v/'s AGDG threads, the jams could actually become a popular community event. Because right now they're literally a meme.
>>144622053
>>144622130
jam's already decided fuck off
>>144621732
why don't you organize a jam yourself? you seem to know a lot about how to do it
>>144621970
>What is the best way to do such a thing?
It's a very low requirement game in every way.
Assuming you're familiar with python (and ren'py was something python) it seems rather ideal.
>>144622137
>amateur game development general
>amateur-looking
????
>>144622178
I don't want to put effort to put into a community that bullies me regularly.
>>144622273
that was sarcasm you just got bullied again
>>144612217
you can install linux, like lubuntu (ultra lightweight) then build a small game using a lightweight engine...
>>144622161
i don't want to change the jams, i just want to avoid monopoly when it comes to jam
also plenty have people have come forward and said they want to make a special site for everyone to vote and leave contact info/questions.
the official agdg site is supposedly doing this but he delayed this feature to the point of someone else needing to do it
>>144622273
Why are you staying with that community then?
>>144622273
Go away foureyes.
Make your own community where you can be the benevolent/tyrannical dictator.
>>144622363
steamchat has too many memes and banter
IRC is unironically run by googum
reddit is marketing and mobiledev
IGDA is SJW territory
8ch is too slow
>>144615695
Post your eroge please
>>144622453
What about tigsource? gamejolts? indiedb? or the gamemaker community if you're a gamemaker dev?
>>144622360
Hey friendo, guy that's making the site here. I actually delayed the feature BECAUSE someone's already doing itand to work on my game.I actually plan to add collab to the beta site this weekendish. I'm just trying to work out some of the design kinks of anonymous site and non-anonymous requirements of collaboration / advertisement -- trying to figure out the best way to run the system (Feedback and ideas are helpful in this regard)
But I don't think I was going to do anything with Jams. Unless people wanted it, but it seems like there's no consensus on anything about Jams.
How do i make it so unity treats this model as a single model rather than a lot of models.
>>144576335
Please do a tutorial on how to model and render something like this.
Even if its just sped up footage please.
>>144622569
Never thought of those. Leaving to check them out now.
>>144622621
go to blender click A and ctrl+j
>>144622650
No it will just depress you, all they do is make a cube and then extrude it and scale it and 20 minutes later a hot as fuck naked teenage girls comes out of it, and then you make a cube and extrude and scale it and it looks like the fucking Steve from minecraft.
Don¨t go down that road, it will destroy you.
>>144622621
Group them to an empty gameobject...
Sent my collabjam application.
Hopefully I won't be grouped with a bunch of artists and be put in charge of everything else. That'd be awkward.
>>144622621
the not completely retarded approach would be to use blender to make the model and import it into unity.
alternatively you can just parent them all to an empty game object
>>144622578
Are you planning on collabing?
>>144622802
>bunch
????
>>1446227923D modeling is just tracing 2D artwork from two different perspectives
>>144622792
that's why you learn how to model instead of just mashing primitives together
>>144622693
>>144622820
Cheers.
>>144622881
sure let's ignore all the topology stuff
>>144622792
Not true. I could do it anon, I'm sure you can too.
>>144622861
I don't wanna do 1v1 dev. That's too homoerotic.
>>144622937
Elaborate.
I was just shitposting.
>>144622840
No, I have no skills to offer a group
>>144622961
>homoerotic
what iffemdev
>>144622961
Did you let me know all this? I will try to take this into account. I was planning on placing most people in groups of three and maybe a few of 2
>>144622948
This doesn't look anywhere near as good as the model he's referencing, and I think i read that you've been at this for more than a year.
>>144623060
http://wiki.polycount.com/wiki/Topology
>>144614175
SOURCE?! GODDAMNIT!
>>144623094
I'd probably be too awkward for that. Not from her end I think but I'd probably pass out rather quickly.
>>144623102
Yeah I did.
>>144623113
Well yeah but I only started modeling humans like one month ago. I just watched Sebastian Lague's tutorials and practiced a bit.
With practice I'm sure you could make a model like the one you quoted. Everything needs time.
>>144623075
I'm sure that's not true and even if it is, you have till July 14th if you wanna practice art, learn a new language, get accustomed with an engine, there's lots you could contribute. There are other inexperienced entries as well as people who are willing to lead a group of newer devs. There are also those who only want to work with experienced users and I'm here to match everyone based on all that. I'd encourage you to join. It's gonna be a fun experience.
>>144623075
Anon that's probably not the case. Even just sitting in chat encouraging people would be nice.
Because we all know you can't get that here on /agdg/
>>144621557
the minimum requirements
>24gb
>3,3ghz
>gtforce 980
nigga are you rebuilding earth?
>>144623434
>>144623554
M-maybe.
>tfw I was about to crash after being up all night
>just ordered hot af fried gorditas from a local legit as fuck mexican place
>chicken and chorizo
Second wind boys
>>144623205
When did you submit? I don't think I got it. Perhaps resend it (could just be my phone tho) I'll check on a computer around noon
>>144624114
Sleep is important to devving anon
>>144620459
Dark Souls already did pretty much the same thing.
Other than having to unlock Sen's Fortress and the Lords' Souls you can do everything in the "wrong" order, it's just a lot harder.
>>144624137
Sent at 14:57
Sending again now.
Are lewd collabs a thing?
>>144623691
He's doing the developer equivalent of loading an entire MMO world map at once. (Except here it is just a really detailed, really large cinematic landscape.) Of course it will have absurd requirements. That is why it has sublevels.
>>144624240
Suppose. Dark souls is more openworld than metroidvania since there's no mechanics needed to overcome obstacles really. It's all combat.
>>144624265
yeah i think so?
>>144624265
How about a collab that is not for artists only for a change?
>>144624265
Only if it's delivered as an addon to the game. And the game is good without the lewd.
>>144624265
Im remembering now all the worst game development experiences I've ever had working with other people, and now I'm imagining their fetishes being thrown into the mix.
It isn't good. It is a nightmare in fact.
>>144624240
>tfw most of Dark Souls 2's progression is about bypassing a pile of rubble and can be farmed past
>tfw Dark Souls 3 is essentially a corridor with a few branches
At least DeS gave you freedom in the absence of direction.
>>144624265
Doing that with someone who isn't of your preferred sexual gender would be awkward as fuck.
>>144584774
>wings
>can't plane
lol
How do i submit to collab
Long time since posted last. I wonder if anyone remembers it.
Progress:
Thrusters rotate depending on if they are build at sides, up or down.
>>144624936
http://pastebin.com/NEPv0pPC
It's in the OP.
>>144624987
wait isn't this game extremely popular and showcased at a ton of indie things? Or is this a ripoff of it?
>>144624987
Ooooh, this is the custom-ship-building multiplayer arena game, right? Glad to see you again. That's some decent progress.
>finished basic mechanics for platformer
>brought working demo to artist to decide together on a theme
>she's asleep and there's nothing I can really do until we figure that stuff out, because theme and aesthetic will affect the details of gameplay
So now do I just, like... start on another game? Everything from here on out on this one will be design and fine-tuning.
>>144625156
If you are thinking about Captain Forever Remix then no. This is some sort of local multiplayer alternative to it.
>>144625210
Correct! Glad people remember it.
Thanks anon!
>>144624987
Not been posting here for too long so i havent seen your game before, but i instantly love your background.
>>144624374
My body is ready
Sorry for the retard-basic question, but I'm having trouble with this script in GM:S
//Enemy Collision
if (place_meeting(x,y,obj_player))
{
if (obj_player.y < y-16)
{
with(obj_player) vsp = -jumpspeed;
instance_destroy();
}
else
{
room_restart();
}
}
At the moment, the enemy destroys itself regardless of which angle the player comes from.
>>144624478
What if you shared the same fetish? I think it would be wonderful
>>144625309
Thank you anon! Here is the concept art for it.
>>144624265I wish
>>144625526
Ill collab with you anon what did you wanna make
>>144625504
Can I see a screenshot of the collision, with both objects' y values shown.
>>144625504
I usually put everything the player does inside the player object (or scripts called by the player object). See if doing it that way works better for you.
>>144624472
A lewd game can be good without the lewd but a lewd game that delivers lewd as an addon is not a good lewd game.
>>144625504
Change the second if statement to say this:
if (obj_player.y < y-16 && obj_player.y > obj_player.yprevious)
To make sure the player is falling.
>>144624608
True, it would hardly work out in that case.
>>144625656
How can I show the values during play? Sorry, new to this.
>>144625504
whenever you ask this sort of question ALWAYS tell us what you want the code to do, not just "it's doing this, please fix"
right now your code should cause the enemy to be destroyed when it collides with a player that is above it (in theory - it still depends on how big your sprites are and where your sprite origins are)
what do you want it to do?
I feel like I'm missing something here.any input is appreciated
>>144625775
This worked perfectly, thank you.
>>144625842
That is exactly what I wanted it to do, but the issue was that the enemy destroyed itself even if the player walked right in to it.
Progress!
Finally got this line break working in my dialog, now just working on getting code to happen in dialog without showing.
>>144625808
On the line after "if(place_meeting)" put
show_debug_message("My y: " + string(y));
show_debug_message("Player y: " + string(obj_player.y));
And it will print to the console.
>>144625851
What is your issue?
Basic dialogue system implemented
>>144625635
Right now I'm just entertaining the idea I don't know. Maybe a Castlevania thing (the old ones)
>>144626196
fabsf(-231,53...) returns 1.
It was a dependency issue, one of those 'post it and immediately get an idea' type situations.
Who knew fabsf was only introduced in C99 ...
keep up the good work my longboys
> remember to not eat all your candies at once
>>144626483
Kind of weird that a stub would return 1 instead of something like NaN, let alone that it would compile in the first place.
>>144626664
The stub was probably returning an int, so 1 is the default error value to return.
But yeah, not really intuitive.
>>144625293 here.
Anybody have any advice whatsoever?
>>144626923
>>1023809
>>144626923
You came to the wrong neighborhood
>>144626903
fabsf returns a float, though.
>>144627104
fuck, so much sameface
>>144627104
>tfw I will never own a pack of cuddly doggos
>>144627106
>>144627104
>>144626923
GETTTTT OUTTTTTTTTT
Does your video game contain an oinker?
>>144627119
Yes, but in my case the definition for fabsf wasn't found, so it just assumed a function returning an int in it's place.
>>144627389
In edible form, yes.
>>144627557
bit haram
If you press the controller up under your shin as if to shoot yourself you instead of teleporting to the end of a parabola you teleport to the position of your head. Its such a fun bug I might keep it.
Rocks kindly donated by anon
More GUI stuff. I tried to do this scrolling text in a way that worked between, but after fighting with viewports and scissor rectangles acting like damn fools, I gave up on that and implemented something simpler. What a pain.
>>144627389
already saw it on reddit
>>144621475
>those kite physics
UE4 confirmed shit.
>>144628131
*doffs trilby*
Do most of you guys' games start out as tutorials which you edit until they are your own? Or is that frowned upon?
>>144628396
>giving a fuck either way
just make sure you're editing good tutorials and not Unity's "let's put everything in Update" tutorials
>>144628396
There's nothing wrong with it if you put in enough effort to make something unrecognizable.
>>144628396
It's not frowned upon, it's a good way to start learning. Pretty much everyone starts like that.
After a few tutorial games I started to get used to how a game is made and I've been able to start games on my own now. I still look at examples or tutorials if I need help with a specific things though.
>>144628396
>Do most of you guys' games start out as tutorials which you edit until they are your own?
No because I know enough to do it myself.
>Or is that frowned upon?
Not at all. If that's where you get your base code, then go ahead.
>>144620609
that's still not how a scope works
>>144628396
>>144628569 This, just because someone's teaching something doesn't make it right. Take everything with a grain of salt, ESPECIALLY tutorials that have to do with programming. The Dunning-Kruger is strong in this field.
>>144628396
It all depends on your experience, I'm sure the devs who've been hammering away at this shit for a few years have their own stuff but a lot of the new people will have Frankenstein monster game of a bunch of different tutorials.
I just wish game maker studio had better tutorials, heart beast and the others have horrible mic's and leave in huge sections where they just go "uuuuuuuuuuuh" instead of talking. Wish their tutorials were written instead.
How do you make decent heightmaps for UE4 in a FPS scale? No matter how ridiculously big I make my heightmaps in World Machine it's still too polygonal when I import it into UE4 in a FPS scale.
I even tried using the landscape subdivider thing, to no success.
>>144628396
I've made a game based on Heartbeast's Udemy course (I got it for like $7.50 when it was on sale... it's like $200 right now so you might want to wait for another sale) and holy shit, this dude makes sure you understand EVERYTHING. He has a YouTube video series that basically teaches you to make a Secret of Evermore style ARPG too.
Just get good tutorials so you're actually learning and understand the game you've made well enough that you CAN edit it substantially.
>>144628793
>The Dunning-Kruger is strong in this field.
One conversation with Googum is all you need to know about Dunning-Kruger
>>144628396
No, they all start out with me experimenting. I only look for tutorials for specific things I'm stuck on.
If you're just copy pasting a whole game, what's even the point? If you don't even try find the solution yourself before getting someone else to solve it for you, what are you really doing?
I tried to make a game but idk the collision detection and the sprites are all fucked up so i still have to fix these bugs somehow
>>144629165
this was really cute and unique up until it got creepy af with pong
Would anybody happen to know where I could find Visual novel sprites so I could fool around on tyrano builder, without having to rip them from vn's myself?
>>144629165
So uh who is the girl after the pong game ends?
>>144628793
The dunning-kruger effect isn't even the main issue. The problem is that most tutorials are limited to what they teach.
i.e.
if Input.GetKey("up") transform.position += new Vector3(speed * Time.deltaTime, 0, 0);
is good enough to move a cube in a 2 mins tutorial, but you should use custom made character controllers for your game.
>>144629165
What font?
I find it aesthetic
>>144629063
>shouting "Dunning-Kruger" from atop mount stupid
beautiful post-irony, mate
>>144629498
its this bitmap font
https://djungxnpq2nug.cloudfront.net/image/cache/2/b/2b18edf383ebca99589c900f3968c605.png
>>144629565
talk about your success and level of skill please
>>144629407
not sure we'll have to investigate it
she was seen here:
http://info.b2q.com/html/23377.html
>>144629391
http://www.spriters-resource.com/playstation_3/disgaea3absenceofjustice/sheet/37261/
Here's some.
>>144629816
lol wtf do these runes say some lewd shit no doubt
>>144629391
http://www.spriters-resource.com/fullview/79370/
Have another, from an actual (tm) VN.
>>144629643
i've been a 1MA for a decade so i really dont have the time to go into every single thing i know for no reason.
>>144629432
The main issues is most tutorials are trash written by people who should not be teaching code. For instance a lot of people startstart with coding made easy tutorials- he starts by making sungleton managers.
>>144630039
The ones on her right leg count the number of times someone's came inside her. 5 per rune.
>>144624316
Not him but I want to know: how do you prevent that shit from happeningin Godot Engine?
How do you have open world game with illusion of fully loaded world (bigger objects like towns and mountains visible in the distance) )while you actually load just stuff around player?CAPTCHA was mountains
>>144630065
Do you use an engine googs?
not hating just curious
>>144630240
Levels of detail. That's all there is to it.
>>144630240
>godot
you're not going to have to worry about enormous system requirements using that engine.
>>144630301
of course.
>>144630423
yeah because it doesnt do anything
>>144630159
Oh man, I was about to say something about that very symbol (too many possible meanings if you're taking it as part of a word) but you must be exactly right.
>>144630489
What would Godot need to become decent game engine for serious gamedev?
>>144630747
Nothing, he's just shitposting and hasnt used the engine.
>>144627389
baby boars are called squeakers
squeaker > pupper
>>144630039
Yeah, they say shit like "used meat", "cum vagina *arrow*", "absolute obedience".
>>144630039
>肉俥器
>meat rickshaw
>>144630932
Since you are obviously chinese, why aren't you developing a porn anime game?
>>144624987
More progress:
Extendor and generator component adapts to other components attached to it.
>>144626227
rude
>>144631090
Actually I'm just a weeaboo who knows how to google moon runes.
But maybe I am making an anime porn game, I'll never tell.
>>144628396
some tutorials for blender are really obscure or don't exist so i made a few myself
>>144631250
Pls tell
>please make an anime porn game
>anime porn game gets posted
>YOU HAVE NO SHAME WEEB GET OUT
rip monster girl island
>>144631727
Only nodevs like pandering games
>>144631871
better than no games
(what you currently have)
>>144631727
There will always be fags I wish devs were better at ignoring them
>>144621284
juice you mean fluid and better animations? the gameplay itself?
the ideia is a 2d side scroller beat n up with stickmans with lots of gore and xiao xiao/matrix stuff
here i just made a stop animation and edited the run animation to make things more fluid
i will make jump and some attack animations today
>>144632039
this is a white nationalist thread we don't allow degeneracy read the rules please
>Animating a spider enemy
>Have to look up spiders walk cycle
WHY. THIS IS A TERRIBLE IDEA.
Does anyone have sprites from other games I could use for reference?
>>144631121
I remember your game! I'm really excited to try it.Or at least I would be if I had friends to play it with.
>>144632159
ive got the rules right here and i dont see anything about that.
>>144632351
this is something only a senior animator will make
in other words, good luck
>>144632079
This was done to death in flash games in the early 2000s but looks smooth anyway good work.
>>144632351
Thank you anon! I hope to make it playable in single player also. But it is not focus.... that market is saturated with better games.
>>144622563
i don't know why he keeps mentioning it if he's never going to post it
>>144633115
The same reason a namefag does anything?
Need some advice here. Writing my own 2D engine in C++ and I was leveraging SDL. Been using the SDL_Renderer to render my scenes and that's been working fine. I thought I might as well try to figure out OpenGL and use GLSL shaders where I can too: particle systems, dynamic lighting, etc. The problem I've run into is that the SDL_Renderer can't be made to use shader programs and you can't use it in an OpenGL context either without issues. SDL provides a method to bind an SDL_Texture to an OpenGL context, but it throws an error about it not being "supported" every time. I don't get it.
Would it be better to just abstract a GL textured quad to a sprite rendering method instead? I'd rather not port what I've got to SFML because a lot of my code is done the "SDL way." I'm not really sure how much I'll be using shaders, and I already have code for particle systems, but it would probably be useful to have it available.
I still don't really know OpenGL. The API is confusing to me and I can't do much besides render a textured quad. I also will need to change the world coordinates to "match" OpenGL coordinates. I think i can use an orthographic projection? I really don't know.
A little guidance would really help. If I can get on my own two feet with this I can implement it.
>watching tutorials
>speed up video to 1.5x
i code things you people wouldn't believe
>>144633375
>watching tutorials
>watching
Nah you probably get shit all done since you do something retarded like that.
>>144631727
that game is extremely successful at least
>>144633375
>pic
>tfw can't use taiwanese characters for variable names in my code
>>144633292
Just write it yourself in OpenGL, it's not difficult.
>I think i can use an orthographic projection?
Yes.
>>144633292
Hop to another library, then.
>Finally fixed that one bug that was eluding me for a long time
>>144632703
yeah i know
good old stickpage, with old stickman animations and games
i always wanted to do a stickman game myself, and i will
progress
>>144618492
What you're looking for is trading in your bash, for some delicious zsh, and then also installing oh-my-zsh
>>144632351
>>144632616
every problem can be solved with the fundamentals (which is why they are fundamentals) i think most of the difference between the amateur and the pro is the ability to overcome the panic that sets in when do something out of the ordinary
just remember your animator's survival kit
>walking is a controlled fall: lose balance, regain
>weight shifts down when foundation goes, shifts up when foundation returns
same as the two legs only now you're working with 8
>>144634794
It's beautiful.
>>144633292
Using openGL in SDL is usually pretty easy, you don't need a renderer for that.
>init SDL2
>create SDL_Window
>create SDL_GL_Context
>do opengl stuff
>call SDL_SwapWindow
now the openGL stuff will be quite complicated if you want to use modern OpenGL.
Maybe this'll help you http://pastebin.com/7jdAQhLB
It's a rough edit of my current main function using SDL2 and OpenGL2. It probably won't compile but might help you do things in the right order.
>>144633447
why the fuck is everything in a video form these days anyway? it's so fucking annoying when you're looking for a solution to something and it's not in text but in a fucking video that doesn't even start right away with the answer
>/agdg/ FAQ posted years ago and has dated info like "Flash is a good way to get things out there"
I just want to learn what to do to get closer to my dream
>>144635228
What kind of info you looking for anon
>>144635228
download any engine in the OP
follow tutorials
just like make game.
>>144635380
I just wanted to see what was up to date was all really, and seeing Flash mentioned was kind of a red flag that the guide is dated
>>144635484
flash was amazing tho
>>144635484
3d? Unity or UE4 or Godot if you want a completely open source alternative
2d? Gamemaker, Love2d or Godot.
have fun
>>144635580
It was and as a Flash animator I miss it, but I know Actionscript probably won't cut it these days.
>>144627389
THIS PIGGLE
I need to be friends with him
>openart.org
All free arts only have walking animations. What kind of game are you expected to do with that?
>>144636581
Walking simulator
>>144636581
Just double-speed it for running
>>144636581
opengameart.org
>not making a walking simulator
>>144636581
>his game has animation
What are you, a pleb?
How do I pick a sprite color palette?
>>144633484
>>144635098
Thanks for the tips. I've got a textured quad rendering where it needs to be thanks to setting up the orthographic projection. Even works with my camera code. I'm going to have to muddle my way through optimizing this, but if I abstract this to a sprite rendering method it should be easy.
Just a few more questions, is the SDL_GL_Context a frame buffer or should I make one for myself? Should I only call SDL_SWapWindow when I want to paint to the screen? I'm basically doing that, only with the SDL_Renderer instead. Just want to make sure I'm not doing stupid wasteful stuff.
>>144636989
Go with colors close to each other on the pallette or on the exact opposite side
>>144636989
Very carefully
>>144637007
GL contexts are much more abstract than that, but you shouldn't need your own framebuffer except to do post-process effects. And yes, SDL_GL_SwapWindow should only be called at the end of rendering.
>>144609454
Thanks for the feedback.Yeah i see what you mean with the perfect line
Which agdg games have the best graphics? Best sound?
>>144636721
>>144636731
>>144636740
So we can all agree that you can't do shit with them.
>>144637392
Wow, those colours are all straight from Super Mario World.
>>144637610
even if they had 0 animations you could still make a game with them
>>144637487
Thanks again, mate. I may not do much with it right away, but it's good to finally have a grasp of what I need to do. I'll get basic rendering done and then try some shader programs.
>>144637586
Slipstream, best art and best music
too bad the dev died and the game will never release.
>>144637162
>>144637240
>>144637392
>>144637583
Thanks guys. So do I just pick a palette and stick to it for my art? Or do I narrow it down further with selections from a palette?
Sorry, i really am quite new to this.
>>144623102
>>144624137
>>144624242
Have you attempted to confirm that you've recieved the message or not?
>>144633375
>pic
Is this your game anon?
>>144638084
Nice desu
>>144638073
look a color pallette usually have undefined rules and its a skill you gather over time, probably takes like dozens of art Pisces until you get it right but there are few rules to keep in mind
>light colors almost always better than strong colors
>have color association, if you game got a dark mood you might want to use color like beige,brown,grey etc.
>play around and see what colors are right
Email anon here,
come July 14th will it be possible to post the groups on the aggydag site so that can be linked in the op?
I plan on emailing each participant with their group members names and contact info as well as posting the groups in the thread
so i was just wondering if putting it on the site would be necessary/possible.
If you wanna enter into a collab placements:
http://pastebin.com/NEPv0pPC
>>144638073
Just make sure you can easily swap colours around if need be.
>>144635812
>UE4 isn't open source
>>144638163
Have you never seen The Matrix?
>>144638073
It's best to stick with a palette because they usually have a good selection of colors. And more importantly all your art will have a consistent color theme, which is important, even if you're not good at art.
For a single sprite it might be a good idea to only use a few colors from the palette, 4 or 5 is usually good. It's a bad idea to use too many colors in one sprite, it gets too noisy.
Keep background tiles even simpler so they're not distracting.
>>144638484
Confirm you got one from
>>144638163
(mrsnowman)
>>144638084
mind if I make sprites of her?
>>144638380
Understood, I thought that might be the case.
One final thing, how would I go about using one of these palettes in aseprite?
>>144638484
>post the groups on the site
>post the groups in the thread
What would this mean? They pick a team name or something? Put their contact names online?
Even if they're throwaways I don't think this should be done, I think it's a terrible idea. Leave this to the teams.
>>144638743
i did receive one which i replied to already in emails
if he can confirm that was indeed him, Im pretty certain it is.
only I may organize teams
>>144638643
Yeah. But if you watch closely it's like a static image where there's some poor ass animation of boxes sliding back.
Making the code completely unreadable because it's jumbled garbage. Are you even the one anon?
>>144638902
I'm him.
I haven't gotten a reply. Checked spam too.
>>144638875
im not including their contact info on any public forum. in their submissions i ask for contact info to give to their future group members which they willingly give to me. i will then privately email each individual with the contact info of their group members. what i will be posting on the forum and site (possibly) is their pseudonym which is also required in the submission. just a short, original and appropriate name that they will recognize is them when they see the groups (something like douglassDev etc.)
>>144638754
I wouldn't mind but the anon who asked me to sprite her might
>>144639146
> their pseudonym which is also required in the submission
Ahh, I missed this part. That changes things yeah, I see now.
>>144639287
are you gonna be in collab jam
>>144639101
i must not be receiving them. thats odd. can you tell me what the name you picked was? I respond to every submission at my earliest convenience. (if you send it while im asleep you may not get one right away)
What's something tangible* and harmful that an asteroid might leave in path/trail in space?
*Things like radioactivity probably wouldn't work.
>>144639364
mrsnowman
>>144639459
Space slime
>>144639459
You can pretend asteroids break down and leave frozen chunks of ice behind like in the movies.
Eventually the ice melts and creates water vapor (because of the low atmosphere) and everyone knows water vapor doesn't exist in space. Duh, that's like, science.
>>144639361
I hope to be!
I however have yet to email the anon organizing the collabs
>>144639459
Nothing.
>>144639652
That would be a comet, and they leave trails because the ice is vaporized by the Sun.
>>144639461
I apologize for the inconvenience but i don't have one from you. How many times have you sent it?
i have made another throwaway account [email protected] or you could try to resend it to my original throwaway account [email protected]
im sorry for all the trouble
What are some good games for 2d platformer inspiration, besides the obvious?
>>144639940
Sent :^)No seriously
>>144639562
>>144639652
Technically, I'd like it to be something vaguely realistic, and harmful to spaceships. If all else fails, I'll go with chunks of ice, but right now I'd rather try other ideas.
>>144638828
some programs automatically save pallettes like krita, idk about asperite.
sometimes i got far as writing rgb values in a text editor if i really need it
>>144640063
Aquaria
>>144640108
NEW THREAD but I fucked up the OP a little
>>144640115
you can use the eyedropper tool to select existing colors too
>>144639459
gas particles
contaminated dust particles
>>144640103
Ask /sci/
It's not like they have anything better to do.
>>144640063
Demon's Crest
>>144640086
Still nothing, sorry. I sent a test email to myself from another account and I received it instantly. Nothing is being filtered to my spam or junk im just not receiving anything from you.
im not sure how to go about solving this. is there some way we can setup a private chat and i can take down your information manually?
How do I decide whether I want:
>a level select screen
>a hub world like in SMB3, SMW, the DKC games, etc.
>exploration-based platforming, "metroidvania" style
>>144640063
Frogatto
Capsized
>>144640834
How about you email me:
[email protected]
Have you checked spam?
>private chat
I'm on freenode as mrsnowman, you can msg me and I can send you what I wrote in the email.
>>144640974
ok i will try you on freenode right now
>>144623185
I believe it is "Worksafe Request" anon. Started airing last season.
>>144640063
>2d platformer
Far too general. But I really like the movement in Vagante. And overall it's a very good game.
please critique my first sword
I mean it's fine to just call it shit but tell me why so I can improve
thanks aggydag
Cyberdemon531 confirmed for SPEEDRUN MARATHON DD9
>>144642694
It's OK. If that darker spot in the middle is a fuller: That's a huge fuller. If it's meant to be shading: You should make the taller part of the sword brighter rather than it being darker.
>>144643635
>SPEEDRUN MARATHON DD9
n-no I was gonna do collab. Now i gotta make my game speedrunnable/not lame?
I need some inspirational music. I have one day to crank out something playable
>>144643757
You just make the best game, your game, the game your heart desires. The world will fall into place around you.