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/agdg/ - amateur game dev general
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Post progress.

> 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.
If you want to collab read this http://pastebin.com/NEPv0pPC

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

Previous thread: >>144777328

>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/
>>
Someone asked for gamedev videos in the last thread. >>144799957


I wish to add one of my favourites, since it will clear up a lot of confusion around Entity-Component Systems design.

Caves of Qud's data driven design talk from IRDC https://www.youtube.com/watch?v=U03XXzcThGU
>>
>>144839460
It sure does.
>>
i want to learn how to sing but i don't wanna use my vocal chords what do???
>>
>>144839646
give up.
>>
>>144839996
Either too slow or not enough is happening at once.
>>
Post with trip #rocket to join team rocket

Our game will win Space Jam!
>>
>>144838985
Every single person ever wants to do or make cool shit. The difference between people that are actually great and the average useless faggot is their will to actually make it happen

If you really want it, then stop hoping for shortcuts and saying "one day" and just do what you know you have to do.

Faggot.
>>
Didn't see the new, reposting from dead thread:

>>144838884
Sorry for the late reply!
Was replying to an email from Michiru Yamane's manager! :O

Haha, but no, really - I've figured out a lot of ways to filters and layers and MS Paint brushes to easily produce things in a very mechanical way. I'm sure a lot of it can be done by recipe!

>I hope you don't mind if I ask, but aren't you currently working on a specific project? Posting those logos on your tumblr has given me the feeling that you're part of some sort of indie team.
Yes, trying to make a Castlevania-like (metroidvania). I'm working with just one other guy, but we're setting up a small company and I'm going to try to work full-time on this for at least 6 months. Might fail horribly, but I don't really care about anything else in life, so it's worth it to me.

>I don't know how it'll make you feel, but I'm currently trying to create a cemetery with your gravestones and naked angels and skellingtons and walls which you've posted on your tumblr. After some digging I've found some which scale and scroll well. Pls don't sue me. ;_;
Man, that's just extremely flattering! Please use it for anything (as long as you don't sell it without asking me first).
Would also really like to see what you produce with it!
>>
>>144839996
you've been posting this same sprite for days

now you've made an "idle animation" that basically involves selecting half your sprite and dragging it down 1 pixel, repeatedly

i'm not trying to be a dick or anything, but:

- giving feedback on this sprite without context is hard/pointless (i.e. what environment will it be in? what do the other characters/enemies/etc look like?)
- you don't need to come running back here after every minor thing you do - try experimenting on your own and once you have something *you* like, post it here
>>
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>rewrite ladder code
>now it actually works, it supports moving around freely, and moving ladders
Holy fuck, that took longer than it should, although a bit of the time spent was making moving ladders work.

Now I've just got to figure out why the variables won't set in the fucking creation code, holy shit.
>>
>>144839996
The sprite is really small so is not going to be easy to make subtle movements for it, like the ones you want for a idle stance. You'll need to learn about sub-pixel animation to convey that effect.
It seems difficult first, but once you catch it you will have great results.
http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
>>
>>144840308
Alright, sorry for spamming. I'm just new at this and I can't tell if I'm doing good or not.
>>
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How do I into physics?
>>
>>144840265
>Catlevania-like
Yeah, that's why your work has stolen my hearth right from the beginning. I hope you'll finish it! Michiru Yamane – I wish I would have a reaction image to this.

>produce things in a very mechanical way
Even if that's true, don't worry. Look at what >>144840171 said. Not everyone has the will to do it, no matter how easy it'll become after practicing it for some time. Even if they do learn how to do it, it doesn't mean that they actually like doing it, so they still rather let someone else work on the art if they can. So don't worry, you'll always have a job.

>see what you produce with it
Thanks for being okay with this, I'll post when I've made some progress.
>>
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It took a lot longer than I thought but I figured out the general pipeline for adding new enemies. It's still pretty obnoxious and I think I can make it better somehow, though I'm not sure yet. I couldn't find a way to store animations as variables for blueprints, so I have to copy/paste the anim graph for every enemy, which will be terrible if I ever need to change it. I think there's a way to do it in C++ but that seemed hard for now.

I also wasted like 2 hours trying to figure out why my attack/death code wasn't working. It turns out the code was fine, but apparently it relies on the enemy have a physics actor. Once I added them, everything worked fine.

Still not sure how to sync the walk animation and movement speed. I have a movement speed I want, so I'm trying to scale the animation speed to match, but it's mostly just guess/check.
>>
>>144840347
>that took longer than it should
The things which seems to be the easiest ends up to be the hardest to implement. Or at least this is always the case for me.
>>
>>144841262
Really motivating stuff! Thanks!

>So don't worry, you'll always have a job.
Ha ha, well, I'll give the tutorial stuff a go next month, then. I have a bunch of simple tricks lined up which should make for easy-to-follow short tutorials.

>Thanks for being okay with this, I'll post when I've made some progress.
Looking forward to it!

Got to go now, so replies after this one will probably be pretty late.
>>
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2 hours of reading legal advice later, we're getting somewhere. Thank god for built-in noise function, becausse i can't understand it at all.
>>
>>144841354
Honestly, I'm just happy I got it finished, because I've essentially finished the basics for one of my gameplay features which is climbing onto monsters DD/SotC style.

Now I've just got to figure out that last part. I have no idea what's going on with that, and it's annoying me that I can't change it so that each platform can have different speeds etc.
>>
>>144841241
Looks perfect like this.
>>
How often should I update my game online?
I believe I managed to fix all the bugs people reported, and improved the main mechanics. Still wanna test it for a while before uploading it though, but I'm curious if an update like that would be worth the download, or uf I should add new content before releasing it.
>>
>>144839646
Only sings songs written solely from Consonants which don't require vocal cords to pronounce
>>
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Post inspiration for space jam
>>
>>144841241
It's colliding with itself.
If you didn't realize.
>>
>>144842831

So that's what kids call masturbation nowadays
>>
>>144841921
I think you might want to move away from the noise function.

http://www.screenshotcomparison.com/comparison/175174
>>
>>144841241
Can you imagine going to a zoo and watching the rhinos do exactly that?
>>
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>had a 10/10 idea for a game
>not even dreaming big, it could get a 100k kickstarter at least with the right presentation
>can't fucking draw at all
>the game would require incredibly complex code; and would probably have to be done in a low-level language to compensate for the processor usage
>confident that I could do it code-wise, though I can't use C and it would be a humongous pain in the ass
>would also need really great sprite artists and animators
>don't want to share the idea because it's so good

Just fucking kill me please. Either that or recommend me a platform/language that can make a theme-hospital-esque game without much difficulty GUI-wise while also not being hugely processor intense.
>>
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>>144843063
I know about that, that's because the "seed" is just a pseudorandom float, i will be updating on that later. The function itself is fine.

More terrain!
>>
>wake up 8:00am
>decide to just have a fap because devving
>finally finish
>it's 11:30am
Fuck.
I guess I'l just have another before I go make dinner.
>>
>>144843162
>not dreaming big
>incapable of doing either the art or the coding
>confident about doing code but can't code
whew brah, that's some mighty delusion you've got there
>>
>>144843162
>confident that I could do it code-wise
>though I can't use C
>it would be a humongous pain in the ass
Sounds like you couldn't m8.
>Theme park game
RPGmaker
>>
>huion graphic tablet with screen connects through 1.1 usb
okay, what's the trick there?
>>
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Blinking implemented. I can say my game is now complete.
>>
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>Oh man, I know so much more about SFML and game programming now!
>Better start a project of my own and used what I learn to make arkanoid clone!
>The only progress I've made is make a couple of header files
>>
>>144794036
Anon no
I like your game. The gameplay looks fun and unique.
You don't need a story, you just need nice levels. Do you need help for those?
I believe in you.

>>144802787
Ideally, a finished game should get into the website's "completed AGDG games", as a sort of consecration.

>>144825461
Holy fuck this looks exciting. How do you make placeholders look so good, that's some witchcraft right here.
>>
>>144843441

dude. take a few days off from devving and come back later to implement some proper particles.
>>
>>144841241
Damn he looks very angry
>>
>>144843274
>>144843398
I know my limitations and abilities, I've used C and languages like it before, it's just that coding an actual game from the ground up in one would, as I said, be a gigantic pain in the ass.
>RPGmaker
I have no idea if RPGmaker even supports this, but if it does, I'm sure that it's still probably too slow.
>>
>>144843441
Bunny a qt
>>
>>144843678
Juicing will come last. I have to implement gameplay first. Yes, blinking is gamepay
>>
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hard work and guts
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>>144843823
What kind of idea could ask for so much power? A shit ton of objects? Super detailed 3D models? Or a better question would be: Why can't you think about optimizing properly? or use a lot of tricks to make it less resource intensive?
>>
>>144844151
+no AA
+mega jaggies
>>
>>144744902
So, I take it, noone would be interested in this?
>>
>>144844189
>implying the alias and jaggies aren't the best part
>>
>>144843162
>it could get a 100k kickstarter at least with the right presentation
>don't want to share the idea because it's so good
That doesn't make sense at all.

>Copyright the idea
>Save money
>get the right presentation
>Kickstart the idea and ask more than 100k
>Use the money to pay the coders, artists, and animators
>If someone tries to steal your money start legal actions and get even more money.
>>
>>144844359
Try adding a cute girl
>>
>>144843431
>USB:
>USB was designed to standardize the connection of computer peripherals (including keyboards, pointing devices, digital cameras, printers, portable media players, disk drives and network adapters) to personal computers, both to communicate and to supply electric power.
It can transmit data no problem. Just check if the tablet is intended for USB 3.0 use or not.

The trick could be that it has a slow refreshrate.
5000LPI on a 10'x6.25' screen is 312500 pixels.
312500*24 bits =7500000bits (RGB, you won't do alpha blending on the tablet)
USB 2.0 transfers at a maximum of 480Mbps
7.5 megabits
So the maximum refreshrate of that tablet is 64hz (64fps) over USB 2.0 unless they're doing some videocomrpession (which they very well could). And that's ignoring the computer-pen communication (though that's rather insignificant).

It's plausible. I assumed you were thinking of this tablet:
https://www.huiontablet.com/huion-h610pro.html
>>
>>144843162
>had a 10/10 idea for a game
>would also need really great sprite artists and animators
>2D game
kek
>>
>>144844184
because the type of person who thinks you need to use C to make an optimized game, and refers to language choice rather than architecture as a limitation or concern, has little to no idea what they're talking about
>>
>>144843823
>I have no idea if RPGmaker even supports this, but if it does, I'm sure that it's still probably too slow.
Anon you're keeping your idea secret. And I doubt you have any clue about how much a computer can churn through.

Also you said it's 2D. So the rendering isn't really an issue.
>>
>>144844509
Well, obviously, if it's part visual novel it's going to have some cute girls in it. You'd just have to live with them being ascii art.
>>
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>>144843162
>Anon has this amazing project that he doesn't even want to risk sharing any details of
Keep going anon. Write a game design document and find funding to complete this amazing project.
>>
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>>144828000
1. There isn't enough contrast between your shades of red/yellow/white.
It's like your using just 1 shade of red/yellow/white, you need to brighten the bright colors and darken the dark colors.
2. Use hue shifting. See pic related. It'll look better than uniform red/yellow/grey.
3. Debatable point: I think your colors are too bright. Tone down the intensity slightly.
4. There's a lone, raised pixel at the top of the picture. It hints at something ugly: Your sprite isn't symmetrical around the middle.
5. Lighting doesn't make sense. It's like a sort of pillow shading, where you added some extra pixels here and there to make sure no one would notice.
6. Some of your lines are weird. You know when you've got a line of 2x1 pixels, and then suddenly there's a 1x1 in the middle? Yeah, that. It looks ugly. Also, square corners. These are no good. (Right next to the thrusters.)

You tried, and that's great. I can post a slightly improved version of your ship later if you'd like. Do you need any clarifications on anything?
>>
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Is there any way to layer animations or something in blender? I want to create nice followthrough and overlapping action, but getting them to loop is hard. (So something like pic related, where I would like to animate the tail and walking seperately
>>
>>144844184
>>144844707
>>144844724
I'll admit, I actually don't have much of an idea as to how much power it would actually require, but I DO know that dwarf fortress regularly gives slowdown, and that this game would be something like it (although admittedly without the environmental simulations such as water shit). Essentially, you manage an area with up to 200+ characters on it, all of which need thier own AI and pathfinding, etc. They aren't sheep either, they have different personalities and needs and build friend/relationships, so the decicion trees could get pretty complex.

>>144844504
Not sure how well it would work, especially considering how vague the idea is.

>>144844654
Its isometric.
>>
>>144845415
But would it be fun?
>>
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>>144842682
>>
>>144845415
>but I DO know that dwarf fortress regularly gives slowdown
That's because Dwarf fortress wasn't designed with that in mind. And there's been no real effort to
https://news.ycombinator.com/item?id=8075717

>200+
That's a really small number anon. Call me back when you have 1 million _at least_.
>all of which need thier own AI and pathfinding
Depends on the depth of the pathfinding. There's plenty of algorithms that allow you to navigate such a small number of entities efficiently. I doubt it'd even be a performance concern but you could do a vector field pathfinder in conjunction with waypoints.
https://www.youtube.com/watch?v=Bspb9g9nTto
>personalities
Response based or is it important that they evaluate their options every tick?
>decision trees
That'd be a terrible implementation.

So how many pages of ideas do you have so far? I'm assuming you're smart enough to not assume that every idea you attempt will be good.
>>
okay idea guys
give me your ideas, so that i can make them and then not credit you
>>
>>144846079
someone already stole my idea
https://www.youtube.com/watch?v=bSGfSl2XMAc
>>
>>144845663
Incredibly, even if you don't have autism.

>>144845819
I don't think the pathfinding would be horribly complex, it's an isometric game and you build the layout of the area yourself, though I'm on the fence about whether or not friendly units can freely move over one another or not. I guess they'd pretty much have to out of combat, but it might be jarring when they suddenly can't in the middle of fights.
>Response based or is it important that they evaluate their options every tick?
They certainly wouldn't need to evaluate things every single tick, I know that much at least.

>So how many pages of ideas do you have so far? I'm assuming you're smart enough to not assume that every idea you attempt will be good.
I've got enough shit in my head to write tens of thousands of words, and I say that as someone who's done just that for other game ideas. I've thought about it a lot but I'm a little hesitant to put pen to paper, as again, I'm still heavily considering the feasibility of everything.
>>
>>144845415
>200+ characters
>own AI and pathfinding
> have different personalities and needs and....
assuming all will be running in the same scene... good luck with that
maybe wait until quantom cpus are the norm?
or make it pixel art, maybe incredibly lowpoly.
>>
>>144846208
>I'm still heavily considering the feasibility of everything.
Sounds like a great time to put it into text.
>>
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>>144844986
>suttle

Good info for newbies though.
>>
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>>144845387
There definitively is, check out the NLA editor, never used it myself but i'm very sure there is something built in to overlap actions, but haven't done it myself so can't to much more than direct you to google.
>>
>>144846079
Platformer/survival kinda of game, a girl has to survive all atempts against her life by people surrounding her.
She will be drawn with your tipical indishiet graphics style, rectangular body, long head, 1 pixel thick arms and legs. All the enemies look like balls with small heads, hands and feet. As you progress in the game all the other characters will look more and more normal until they have perfect human anatomy and proportions, Main character is drawn always on indishie style because she is anorexic and is starving herself to death, turns all the enemies are her family and doctors trying to save her.. The internet will fucking love it.
>>
>>144846586
how many hours does it take to make something like that? modeling + anim (+ texturing?)
>>
>>144846629
can I have your permission to steal your idea?
>>
>>144846746
Only if you promise to show me you progress.
>>
>>144846306
>do that
>end up putting pages of effort into something that will never get made

Not really.
>>
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>>144841241
>>144842831
I made it better.
>>
>>144847114
>mondaymorning.webm
>>
>>144847114
I can almost see the pain in its eyes
>>
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>>144846676
The skull took maybe 3 hours for me to modell as I'm inexperienced, and fucking unwrapping it was a nightmare, but I reuse the skull everywhere. The legs took maybe 10 minutes, and that animation maybe 20 minutes. Been fiddling with blender on and off for a year though. As for texturing it depends. I mostly use substance painter with my tablet, which essentially means I most of the time only have to fiddle around with some settings and then clean up the seams. The skull in this picture took maybe 30-40 min texturing using that method.

Its all about training, can easily say that since I started devving the past 2 months my speed for modelling and animation has doubled. So i'd say I can easily finnish most enemies I'm planning to do in 6 hours (the modelling, wrapping, rigging + animations and textures). Then implementing them in game I'm still unsure of, probably also around 6 hours.

>>144847114
Nice bro! Try fiddling with having more than one collision box per bone to make it deflate less.
>>
>>144841342
playable demo when?
>>
>>144839460
Just saw that pyxel edit was added to the website, good work lad
>>
>>144846830
hard to decide lol
okay then, will post here if I set my mind to it, but I am changing the concept a bit.
>>
>>144847773
Sure!
>>
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Improved event handling, can spawn shadows and play sounds of objects that aren't actually there and do that only for selected units. Can use that for a paranoia debuff.
>>
>>144848137
Nice mechanic.
>>
>>144847114
me irl
>>
>>144848137
Since you decided to turn the player into an american, i suggest you retile your maps with reinforced tiles.
>>
>>144831467
Would make for a good "bop" with a club animation. Save it for when you make a mace.
Sword needs to SLASH. Sideways.
>>
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>>144828000
>>144844986
Not either of these anons, but I was fucking around with this just cause
>>
>>144843630
Not only I need help for the level design, but I need help to get back to work. Since I have no idea how to make a goal for my game, I have no goal for making it... (I don't know if that makes sens)
>>
>>144847114
Hide the colliders and add the AGDG logo pls.
>>
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>>144848730
>did a bunch of editing
>didn't save it before uploading

well I'm dumb
>>
>>144848851
I thought it was a guy in a tracksuit dual wielding pistols at first glance
>>
So decided to build a game, too. A local couch multiplayer game because that means I don't have to create as much content as for a single player game. Also I have friends over for gaming all the time.

But it's so much work... According to github I've written 3000 lines of code but it's barely playable yet. Also doing coding and graphics and sounds... It's just so slow.

I'm already thinking about quitting again...
>>
Which is official code documentation always trash?
>need to learn about some csharp feature
>look at the microsoft manual
>simple example is like 200 line of code implementing advanced completely useless other features
>have no fucking idea what they even mean by that
>look at some tutorial website
>feature explained perfectly with 10 line example and i understand it completely after reading it once
>>
I'm trying to find a sprite sheet with the character in a top-down perspective with more than 3 frames for their walking animation. Can anyone help me out? Closest I could find was Minish Cap sprites but I need something a bit different.
>>
>>144847048
>>144848909
I never understood people who whine about how much time they have spent or have to spend on something without any results.

If you want to work more efficiency then plan ahead, learn to manage your time and resources etc. There's a reason why good management is important to a company nowadays. Other than this, as the saying goes, just do it. Really. If you do it enough, by the 5th or 6th game you'll be making, you'll go trough these issues like a breeze. Experience is the key.

Other than this, it just doesn't make any sense. Everything in life is fucking worthless and meaningless. We do everything just to kill some boredom until it ends. Just have fun. You waste nothing since there's nothing to be wasted.

Cheer up, you fucks.

https://www.youtube.com/watch?v=8R06ODEJkcE
>>
>>144849574
MS's docs are top tier for being shitty and confusing. That's not really typical from what I've seen.
>>
https://www.youtube.com/watch?v=jmEAYVKDymk
>>
>>144848909
3000 isn't even that much.
>>
>>144849606
You mean true top down like Hot Line Miami, or tilted top down like the Zelda games?

I know that opengameart.org is a mixed bag, but if you have the right search words, you can actually find some very useful and good stuff.

Other than that, have you been on this site: http://www.spriters-resource.com/ ?
>>
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>>144845795
Why are spaceships so fucking cool?
>>
>>144849856
>3000 friggin lines
>not that much
Kill me
>>
>>144849979
Tilted like the Zelda games, I've been looking through spriters resource for a while now but can only find really basic walking animations

Thanks for the link to opengameart, I'll check it out
>>
>>144850105
The first game I ever wrote was a binding of isaac clone thing without items in OpenGL and it was around 27000 lines of codes with only 7 types of enemies and 2 bosses.
>>
>>144848558
What
>>
>>144850105
I mean that's a good chunk, but that's like 50 man-hours worth of work maybe. You make it sound like you've been working on it forever.
>>
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>>144850091
>>
>>144849760
The bigger the corporation, the worse their docs are.
Like microsoft is a fucking master at describing something with million fancy words and telling you fucking nothing about it in reality
>>
>>144850194
I was thinking and I've remembered that Kenney's assets have pretty detailed animations.
http://kenney.nl/

They are not my taste, but I suppose they are perfect for placeholders. They are free if you download them individually, but you can buy the whole stuff in one pack.
>>
>>144849574
SDL2/SFML's documentation are good
>>
>>144850243
Don't worry about it, scholars 50 years from now will be laughing at that joke.
>>
>>144849574
Oracle's docs are amazingly good. Or at least I had no problem with the Java and the SQL documentation so far.
>>
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what do you think of this palette
>>
>>144850881
Too cheerful needs more dark and depressing colors
>>
>>144850881
Could be more color efficient
>>
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>>144850881


>not using a superior retro palette
>>
>tfw ull never make music for a cute 2d space station game
>>
You know unreal is extremely convenient to work with and I really enjoy it.

but holy fuck it crashes at the drop of hat it's actually incredible.
>>
>>144851281
>cute 2d space station game
Is that even a thing? Like a genre?
>>
>>144851101
>jpg
>>
>>144851381
FTL

(ive been compared to the ftl ost btw)
>>
>>144851425
Ah, I see.
>>
>tfw deving 14 hours/day and it still moves forwards so fucking slow it's madening
>tfw once i'm out of school in a year of so i'm fucked because with like 2 hours per day of deving and some more on weekens it will literary take the rest of my life to finish
>>
>>144851941
What game?
>>
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I'm new to pixel art and I'm trying to come up with a style that is easy for programmer art and won't slow my game down too much.

Obviously I'm ripping off a certain other game's style here, but is this kind of thing okay?
>>
>>144852453
>single pixel limbs
No, this is not okay.
>>
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>>144850445
>>
>>144852453
pixel limb games live or die on their animation

come back after you've drawn a walk cycle
>>
>>144852509
>>144852629

noted, thanks guys.
>>
Hey guys if anyone will know this you lot prob will.

I wanted to make a text adventure that revolves around a schooling/class system inwhich the player learns spells and magic in order to fight monsters.
But I wanted/needed a DD/MM/YY System so I could have various demons come out at night/midnight and to make themed spells potent in their seasons, like Fire magic being strongest during summer but weakest during winter.
However the only programmes I've found that even have a free script/code are Quest and QSP. QSP which is Russian.

I know enough to loosely edit established code but not write my own, not that I'm not willing to learn it. I'm more interested in writing out characters and trying to make a tree of progression for said characters to evolve.
Its just for fun on the side, not srs biznis.

Whats the best program/tutorials/resources/etc
if anyone could help I would greatly appreciate it.
>>
>>144852453
Could use some more detail. Torso looks really flat.

But the color choice is nice at least.
>>
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>>144852512
I guess nobody's hype for space jam.
>>
>>144849680
That was really good.
But cutting it short really didn't make it as good:
https://www.youtube.com/watch?v=jxepnIG1yQQ
Damn it anon. I wish I had found this at the source.
>>
>>144852840

Yeah good point. One issue I have here is when I've looked at similar art, the detail almost just seems like random dots.

I guess I should look at adding more accessories or buttons or lights or something.
>>
>>144853035
there was one space game dev here, but haven't seen him post in a while
>>
>>144852825
Not familiar with Quest or QSP at all. What language they use?
Because you could easilly use 3 variables for that, one for day, one for month and one for year. and just update day value with a timer, then when DD reach 28/29/30/31 add one to MM and reset it, same for MM and YYYY
>>
>>144847114
Anon your collision model was likely fine if you just decide that it shouldn't collide with itself.
No offense but I hope this isn't the kind of shit non-engies seriously consider solutions. I appreciate the joke but I worry a lot.
>>
>>144850091
>>144850445
>>144852512
>>144853035
>tfw programmer
>won't make a game that makes justice to all the awesome space art artists can make in the collab
I'm a bit worried..
>>
>>144853278
DO IT
Collab jam exists for things like this.
>>
>>144848891
That's the only way I can see it.
>>
>>144852825
>But I wanted/needed a DD/MM/YY System so I could have various demons come out at night/midnight and to make themed spells potent in their seasons,
that is so easy it's a joke, literally one line date check
>>
>>144852825
I would recommend keeping your head out of the code for now, since it sounds like your not ready.
Take all your ideas and turn the into an organized document, something that is extreamly fleshed out and covers every aspect of the game.
Then once you have that, you may find it easier (and absolutely necessary) to get into code.
>>
How do you guys do sketches for your 2d animations? I was thinking about printing off boxes with graph lines and then scanning them in and putting pixels over them. Anyone else do something like this?
>>
>>144853048
I wasn't aware that there's a full version. Thanks for sharing!
>>
>>144852825
You can just ask us if you want something anon. What language/engine is it?
>>
>>144853465
By fukken drawing them on the computer.
>>
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>>144842682
>>
So for the records how many artists do we have in the collab?
I don't mind coding even a simple platformer as long as some artist can draw and animate its cute things.
>>
>>144853395
Yeah, coding is an alien language at the moment, and I haven't used any of the programs yet. I was just wondering if there was an easier way with limited knowledge. Which seems there isn't :(
>>
>>144853761
>I was just wondering if there was an easier way with limited knowledge.
You can learn how to learn on the fly.
>>
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>>144853689
How long will Space Jam be anyway?
Should it be shorter than average since 2-3 people will work on the same project? Or should it be longer since there may be unexpected problems with collaborating wit other anons?
>>
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https://twitter.com/CROSSxBEATS/status/740505482562031616

h a p p y
>>
>>144854065
Noice
>>
>>144854065
Omedetou, senpai.
>>
>>144843441
blinking looks too regimented
it should blink at random intervals between say 4-7 seconds
im sure you were already planning to fix. it looks really nice. good progress
>>
is it normal that recently i started being aware in my dreams to the point where i just want to fall asleep again and live a better life for a while
>>
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>>144853996
>>
Is anyone preparing for spacejam in any way? Should I just learn an engine artists are likely to know?
>>144843441
You have to make it less regular, faster and more random.
>>
>>144853996
Doesn't really mater, people here hate collabing and collab jam was retarded idea to begin with.
>>
>>144854065
uhhhh
What?
>>
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>>144853996
we are planning on holding it for 2 weeks
that is the general consensus which i believe is the average period of time for a jam.
i think 2 weeks is good for teams of 2-3 to get to know each other, hash out an idea and work on it together while having fun on it
>>
>>144854372
>people here hate collabing
I love collabing and Im here and Im a person
>>
>>144854459
I meant to say true devs, not some edgelord unity babbies.
>>
>>144854372
>people here hate collabing
Says you.
>>
>>144854451
2 weeks is 2 short imhno
>>
>>144854348
Currently she blinks ever 2 to 5 seconds. I'm going to make it so there's a chance she'll blink twice in a row but I wouldn't know how to make it more random.
Anyway I don't think it will be as noticeable when I implement other dance moves and animations.
>>
What should I buy next guys

>graphics tablet
>kindle to read game dev and art books on

I'm poor so only 1
>>
>>144854565
Meant less often actually.
>>
>>144854640
Right. I'll look into it later today. Thanks for the feedback by the way.
>>
>>144854617
What stuff do you own right now?
>>
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>>144854562
I see
its not exactly concrete but from what I understood, two weeks was the norm
should it be longer? we can always deliberate as a thread and extend it. im open to feedback
>>
>>144854617
Both sound like a waste of money. Tablet is only useful for certain graphic styles (like binding of isaac) or concept art and you can read ebooks on your computer

Save that money nigger
>>
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Are these animations good enough? I'm trying to get them right so that I don't need to adjust them later, because I'll be adding more weapons and stuff and I don't want to be re-doing all weapon sprites later.
>>
>>144854414
Capcom's CROSSxBEATS is having a special event to celebrate the arcade version release, /agdg/ regular musicbro in it with the main unlockable prize track
>>
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>>144854754
I like this UI
>>
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>>144854750
>certain graphic styles
>binding of issac
But it's literally flash using primitive shapes.
How does a tablet even help this?
>>
>>144854747
No offense but how old are you and where are you from? You type like a kid/non English native or both.

>>144854807
Wow that's pretty fucking cool.
>>
>>144854617
cant really do art without a tablet, so get that first.
Kindles are pretty crap for reading text books on too i think.
>>
>>144854754
looks good lad
>>
>>144854807
who is this musicbro?
post his stuff
>>
>>144854873
>cant really do art without a tablet
OBJECTION!
>>
>>144854851
Exactly.
>>
>>144854896
Cavern Kings, XenoRaptor, did stuff for TRIGGER too
https://soundcloud.com/ryunocore
>>
>>144854861
I'm not sure how you got that impression of me.
>>
>>144854952
Where's your art?
>>
>>144853760
>0 reply
I see.
>>
>>144854830
Thanks. My artbro is pretty good.

>>144854878
Thanks. I'm just bit worried about the crouch attack. I feel like I cant get it just right.
>>
>>144854754
Not really, but you make up for it with fun.
>>
>>144855064
Missing capitalization, missing punctuation, stuff like that. I'm sorry if I sounded rude, it's just the impression I got.
>>
>>144855061
>Brazillian
I swear they're gonna take over the entire game industry if the rest of us don't get our shit together.
Not even meming. They're huge.
>>
>>144855108
Any tips for improving them?
>>
>>144855070
NICE MEME
>>
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>>144854851
>he confused simple clean style with easy
>>
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Got a problem here, with Unity.

To draw the edges of an object I use a second camera with Edge Detections on. And I switch any object to that camera through Layers when they're Mouseovered.

How do I adjust the distance at which the object is mouseover-ed ?
>>
>>144855084
Most people said they could do some art or were okay at art. There were a bunch that are strong artists as well.
I'll count them later
>>
>>144854957
>>144855286
Wait are you people retarded? The guy said "it's only useful for certain graphics styles". And gave an example. An example which was made using Flash. A program where you do vector graphics and a game that almost entirely consists of circles and rounded boxes. I don't see how a graphics tablet is particularly useful for rounded boxes and circles..
>>
>>144855480
I'm not sure what all this is (because you're using very unity specific words) but if you want the closest object to be highlighted just raycast from the camera and select that object?
>>
>>144855217
Not him but what i would do is add 1 or two extra frames before you start the swinging attack. Your sword looks so big and cool but also seems kind of weightless. Adding 2 more frames of the character preparing for the swing would up the juice on those animations imo.
>>
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>>144855762
whats that manga called?
>>
>>144855762
>a game that anyone regardless of personal experience can play and enjoy to the fullest
Sounds pretty casual
>>
>>144855762
so a porn game?
>>
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>>144855592
How many said they were OK or strong at programming?
How many were hopelessly insecure in their abilities?

>>144855217
This.
>>144855689
Look at this gif particularly the animation when she's on the left swinging at the guy on the right. Your animation is at complete standstill instead of moving incredibly slowly.
>>
>>144855812
Not Lives
It's about this guy who ends up playing a sort of alternate reality video game where his avatar is a girl
it's pretty bad imo
>>
>>144851281
I kinda want to make a cute 2D space station game for spacejam now.

>>144853048
Holy fuck that ending. I didn't see it coming. Not sure what message to take from this

>>144854754
The animations may be a little too fast.
>>
>>144855762
>manga artist appeals to a wide audience
There's nobody here who wants everyone to enjoy their game I hope.
>>
>>144855927
Id be satisfied if I could enjoy my own game
>>
>>144855909
I hope it will have cute girls in space. Otherwise I'm not playing it, sorry.
>>
>>144855851
There was a wide variance but i'd say the split between strong artists and strong programmers was about 40 : 60
I guess a few were insecure with their ability but that's fine. I'm not gonna put them with the hardcore engine dev who only wants to work with people who are equal to him in skill.
>>
>>144855286
i want to fuck them both and I am not even kidding.
>>
>>144856036
You're a sick sick man/woman..
>>
>>144856074
yes it's true. I am pretty fucked up inside ( ._.)
>>
>>144855605
pressure sensivity
>>
I've decided to swallow my pride and learn Gamemaker.

Where should I start if I'm not retarded? Is there a 'moving to gamemaker from engine dev' guide?
>>
>>144857468
Why don't you choose a good engine first?
>>
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>>144857468
start by making games
then you make more complex games

once you git gud with game maker and GML (what a waste of learning) you can try and make shit like this
>>
>>144857846
>>144857848
I'm afraid I'l need it for the collab.
Should I go to unity instead?
>>
>>144857468
Check the last archived thread anon. Im considering switching from monogame to gms and an anon linked me a very cool tutorial series that apparently is going to teach me how you can have complete control over all the code and not have to deal with magic numbers or anything. Ill try and find the link.
>>
>>144857468
If you were doing engine dev, you can probably skip all the youtube tutorials.

Start with the GML reference: http://docs.yoyogames.com/source/dadiospice/002_reference/

Look through GML overview to learn the basic language syntax/features, then look through the rest to learn the API. You should probably keep the reference open while you work (I still use it all the time since to look up function names / arguments).

After that, just try to make a basic game like Pong or something. The rest of GM is pretty straightforward. You can do 99% of everything you need just with the step (i.e. game tick) and draw (i.e. where you can use the drawing API functions to put stuff on the screen) events. Click the "control" tab on the right of the object window when you're in an event and drag in the "code" or "script" action (those are the only two actions you'll ever need).
>>
>>144857991
That sounds great anon.
>>
>>144857941
depends what your asset making process is and how well you know the codebase.

game maker runs better on my shitty pc, although I myself've trended towards webgl (carmack have mercy)

just be prepared for a clusterfuck of a language if you go into game maker. the shit I pulled off above took a variety of sneaky tricks
>>
>>144839963
No problem.
People obsess over webm and forget what we used to do.
>>
>>144857941
Unity is just as bad.
But if you're doing this for the collab only then I guess it doesn't really matter since Unity and GMS are the most popular choices, so you'll probably find someone to work with.
Just be prepared to know that everything you're about to do is a waste of time.
>>
>>144858201
Is LICEcap better than http://blog.bahraniapps.com/gifcam/ ?
>>
>>144858076
Found it https://www.youtube.com/user/999Greyfox/playlists
>>
>>144858346
gifcam's overkill
>>
I don't get it. Why do people in here think that Gamemaker is hard to learn? Out of all engines, seriously.

>>144858293
Just because you're a nodev who don't know how to have fun doesn't mean that you have to drag everyone else down your level.
>>
>>144858412
useful scripts (save as .gml file, import into editor):

#define clamp
return min(max(argument1, argument0), argument2);

#define tern
// ternary function, tern(conditional, true return, false return)
if (argument0) return argument1; return argument2;
>>
>>144858483
It's not hard to learn. No one ever said it's hard to learn. It's a shitty engine is all.
>>
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>>144857991
>>144858076
Was it this?
https://www.youtube.com/user/999Greyfox/playlists
>>144858062
Thanks maybe that will be better than youtube tutorials. But what I really want is just an introduction to what the intended way you're supposed to work with it is.

Some frameworks just let you add entities that inherit from an actor/entity class to the world and all the calling happens on the framework end.
But I have no insight into gamemaker so I just don't have any idea of where to go.
>>144858293
>waste of time
Well there's plenty of gameplay code and ideas to implement that doesn't really
>>144858412
Thanks
>>144858346
I dunno anon. If you can film while resizing in gifcam it's better. Licecap is rather efficient. It doesn't produce the smallest gifs possible.
>>144858483
>Gamemaker is hard to learn
Not sure anyone has said this. But it's very difficult to learn an entire engine quickly becuase they're not small things. Regardless of what the engine is. Unless it's stupid simple like XNA. XNA is just one class with a few functions you override and then.
>>144858561
>#define
Why not "clamp(val, min, max)"?
>#define tern
Yeah that's convenient.
>>
>>144855480
nvm fixed it
>>
>>144858812
What did you fix? What was wrong?
>>
>>144858483
it's not hard, it's just counterintuitive, for example: what retard decided to half-implement OOP patterns?

>>144858689
>why not ...
welcome to the joys of gamemaker, where the equivalent of javascript's chromosome deficient estranged cousin is given carte blanche over your productive efforts

here's a .zip with my gm8 files (screw gm:s, could never be bothered to update). good luck with backwards compatibility! filedropper / gm8isometricshit
>>
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>>144858853
Fixed the fact that no matter the distance the edges appeared.
Now the edges appear only when I'm at a grab distance.
>>
>>144858948
Are you telling me they don't even keep their math utilities consistent? clamp is a function in the reference.
Is it actually more futureproof to define stuff?
>>
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>>144859013
>that indentation
>>
>>144859050
as you guessed I really am a beginner, what's wrong with my indentation?
it works
>>
>>144859139
>what's wrong with my indentation?
You must be blind, right? Even a beginner should see how ugly that is.
>>
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>>144859036
about time they included a clamp function! for a decade it wasn't there. no need to futureproof unless you're updating your binaries, but the math utilities are strange to say the least.

for example, say you want the dX and dY values of a 2D ray cast at angle theta, you'd implement
dX = L * cos(theta); dy = L * sin(theta);

GM's implementation of cos and sin are laughably inefficient to the point that they native'd it to functions lengthdir_x and lengthdir_y:
dx = lengthdir_x(L, theta);
dy = lengthdir_y(L, theta);

although if they threw in clamp() since the last time I looked, you never know...
>>
>>144859139
Yes it compiles, but it's messy and makes shit harder to quickly parse. Not to mention it will make people laugh unendingly at you when you post code.
>>
>>144858689
>But what I really want is just an introduction to what the intended way you're supposed to work with it is.

Well, there's very little setup involved with GM. Getting a basic "move sprite around with arrow keys" game running is as simple as:

1. add a new sprite
2. add a new object
3. add step event to the object with code for checking keyboard and moving
4. add draw event to the object with code for drawing the sprite
5. add a new room
6. put an instance of the object in the room

(Obviously for larger projects you'd want to start with your game's structure instead of jumping in like this.)

I'm not sure if there's an "intended way to work with GM". I know the way I personally work with it, but these are mostly just habits I've picked up over the years. Things like:

- prefixing all resources appropriately (e.g. obj_ for objects, spr_ for sprites, etc)
- adding an initial blank room to the game that's just for setting up the game's state etc. before manually changing to the real first room using code
- adding a global persistent object (e.g. obj_global) that I can use for global game stuff (like if you wanted to apply a shader to all drawing, you could do it in there)
- setting up a hierarchy for my game entity objects (using the parent system)

etc.

>>144859036
clamp was presumably added in Game Maker: Studio. The person you're replying to is using an old version of Game Maker (GM8).

I've never found any inconsistencies with the API docs.
>>
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>>144859139
>it works

Yes but an important part of code is re-reading it later when you want to expand functionality or fix a bug.

Just like having shitty handwriting -- the letters might technically spell "80mg oxycontin" but if a pharmacist mis-reads your prescription you're going to have a bad time.
>>
>>144859139
Code's written for humans, you want you code to be as legible as possible. You'll be glad you did when you're debugging or working with other people. Or adding new features. Or doing anything that involves looking at your code.
>>
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>>144859139
It's inconsistent.
But do not bother with any of that distracting shit.

Code isn't there to look pretty.
If it's just indentation anyone else who has to read can easily fix it.
Either way you adapt to whatever who's in charge wants. And right now you're in charge so do whatever you want.
>>
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>>144859139
>>
>>144859346
>>144859460
Another thing: be sure to make a GM-style Vec2 implementation if it isn't already there. I was stupid and did a stealth game using FOV checks and angles instead of cheap dot product calculations.

I always wondered how to implement grenades and things of that nature in GM as well...
>>
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>>144859602
>Either way you adapt to whatever who's in charge wants. And right now you're in charge so do whatever you want.

I'm going to put coca-cola in my ice cream! With lemon juice!
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>>144859346
>>144859758
>>144859460
This is most helpful. Saved.
Thanks anon. I'm sure I'l be spared a lot of headache thanks to you.
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>>144859887
sounds delish senpai
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>>144859887
We do that in Australia. The ice-cream in coke part anyway. It's called a spider.

Citrus and coke goes alright too
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>>144859731
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>>144859139
>ITS FINE LOL

Pic related. It's a perfectly legible, easily readable, version of the New York Times.
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>>144860018
>inb4 americans read too far into this as a "dangerous australian fauna" gag
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>>144860216

You already did it yourself, poof
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>>144859346
Uh, you're pretty behind the times on GM anon. They even added a new special compiler that actually produces native code now (the "YoYo Compiler").
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How's the fire effect? I'm planning to add particles too to make it look even better.
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>>144860538

It'll look twice as good with particles
Thread replies: 255
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