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AGDG - Andrew Grant Design Group
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You are currently reading a thread in /vg/ - Video Game Generals

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And something about amateur games

> 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: >>144894384

>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/
>>
>advertising in OP
why
>>
disgusting thread. fuck your advertisement
>>
>SPACE themed.
>you can start early.
>if you WANT to collab

so basically i can make the game alone now? I won't have much time during the second half of july.
>>
>>145059679
>not shitting on the OP

>>145059468
fuck you
>>
>>145059620
>>145059669

I just picked it because its acronym is AGDG.
>>
if i made an anime /agdg/ thread, would you all go there instead
>>
>>145059679
Yes.
>>145059720
Shitty pick for a shitty joke.
>>
>>145059759

Dew it. We haven't had any good thread-on-thread drama in a while.
>>
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>>145048861
Neetdev as in a specific dev or as in me being e NEET?
Currently doing an 3 year uni entrepreneurial programming course, essentially its designed by companies like Oracle and we get taught what they want to hire. Something like 3 people have finished the degree because everyone gets work after the first 2 years. Actually a really good course, learning a ton.

And memes aside no its actually not code monkey work afterwards, due to the way its design people from this course often get hired in more layed back companies from what everyone who got work afterwards told me
>>
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Kill me
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>>145057346
>>145057380
>>145057558
>>145058032

I would continue the project if I learnt how to rig and animate properly. Right now animating is a pain and I know it shouldn't be such a big hassle.

Also the games story felt abit weak and I wasn't even sure what mechanics to add to the game. Like one anon pointed out, it's just a model with animations.

So that's why it was abandoned, or more like "postponed".
>>
>>145059867
Noice.
>>
How to UI design/art?
>>
>>145059830
some guy called neetdev (you can find him on tumblr) that keeps switching game and likes skeletons
>>
>>145060026
Yeah nope. Im the good book dev or someone once reffered to me as candle-dev due to wave-candle-webm i keep spamming. This is the first game I have posted alot about on here.
>>
OP you didn't even update the previous thread link. It's now linking back 2 threads into the archive. Here's the real previous thread link if anyone's interested: >>144976927

Next time please put more effort in OP. I know you can do better than this.
>>
>>145059867
while I don't like how memey your game's premise is, I have to applaud the effort you put into this - it all looks really solid
>>
>>145059867
>It is not truth that matters, but victory.
My sides.

Isn't that RPG Maker 2003, by the way?
>>
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How do you guys like dialogue in your RPGs?

Just a plain old text box?
Character portrait on the left + text box?
Huge, almost full body character pictures on either side of the screen?
Banjo Kazooie style grunts/noises while each word appears?

Do you think speech bubbles like this could work? It makes it easy to have multiple characters talking at once (like a crowd of people arguing), and means I don't have to make character portraits... but I'm not sure.
>>
>>145005224

What the fuck is this.
>>
>>145060739
Depends on what you're trying to convey.

Is dialogue very important, will the game stop for minutes at a time for dialogues, or it's just short phrases?

If it's the latter, this doesn't break the pace and looks fine. Characters talking while you move inside the dungeon are cool.
>>
>>145060739
The game's already a haphazard mess, just use whatever system fits the mood; swap between them.
>>
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>>145060547
Yes. I'm a C++ programmer and Unity dev, but OFF and Space Funeral are two big inspirations for me, I figure I could take my own shot at the RM2K3 scene.

>>145060341
It's hard to do without them, since it's meant to be a sort of neo-liberal dystopia. You're surrounded by Snowflakes, superpowered trans-humans who have techno-magically transformed into what they believe to be their true selves. The snowflakes, unfortunately, are largely unstable creatures. They sort of vacillate between being cognizant hypersensitive sycophants and mindlessly aggressive abominations.

The ends justify the memes.
>>
>>145060739
>>145061042
This, since characters from different games meet each other, each one should use the dialogue system from his/her original game.
>>
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What would be the absolute quickest way to check if a value is the same as a set of previous values in C#? A dictionary?

I'm doing recursive functions over a gargantuan number of points and I want to prevent double-calculating points, so I need something that can be added to quickly and that can have a value checked quickly.
>>
>>145059936
You... really... REALLY should resume work on this. The art style alone makes it seem like a quality title. Is this Unity? It feels like Unity for some reason. Either way - I love the visual style.

If you settle for a very basic puzzle based small levels you could easily make 5-10 levels and throw out a demo at the least, but I dont know if that fits with your story and vision. Only you know that.

Speaking of which, whats the story? I'm an artbro that does a lot of DMing and as a result - believe it or not - a good deal of writing on the side.

If you pick this up ever again, and if you want, Id gladly help / brainstorm with you.
>>
Was agdg dropbox ever reuploaded?
>>
>>145060739
>barrel mimic
Holy shit.

I mean, I'm sure some game somewhere has done that before but it's my first time ever seeing that shit. Mind -> blown
>>
>>145061191
Don't think so
>>
>>145061078
Good luck with it! I devved in RM2K when XP was the newest installment, and I really miss those days sometimes. Every asset and the whole software was stolen, so even if all the games looked the same, you could do whatever you want without worrying. I just want to warn you that on /agdg/ RM devs sometimes get bullied back to the RM general.

Another thing: I don't know your overall goals, but I think you should now that the timer system (that little line which needs to be filled up if you want to attack) is licensed by Square as I know. So one of the reasons why RM2K3 wasn't such a huge hit is because there were legal issues with it even back at Japan.

Keep it up!
>>
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>Want to make game as homage to N genre
>That justification for spending all my free time playing video games
>>
>>145061578
Nice N clone, faggot.
>>
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>>145061168
It's unity.

The general idea was that she suffers from depression and bullying at school. You play as her subconsciousness in her mind. You have to do all you can to get atleast some balance in your inner world.

As for as gameplay goes i had multiple ideas but they all felt like random gimmics that would be unfun.
Generic action game where you have to clean up an area from monsters?
A puzzle game where you need to find secrets in the area?
Kaiju fights? Shadow of the colossus as the inspiration?
Hub worlds maybe?
How would I want her to fight? ranged? Melee? Make it a complex system I probably couldn't finish, or a very simple one?

As you can see i just had random ideas, but nothing that worked with the story itself or sounded like it would be fun. That's was the second roadblock that I hit, together with the rigging of the model.
>>
>>145061078
I'm pretty sure as long as I don't call it "ATB" I should be fine. Patenting game mechanics is completely bogus, and I'd like to see them try to sue me over it so they can garnish the wages I don't even earn.
>>
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Also enjoy some music courtesy of my composer. I'm thinking it'll be the one of the generic Snowflake themes.

https://soundcloud.com/zawazawazawachameleon/no-not-the-face-prototype
>>
Is unity still using that archaic .net 3.x ?
>>
>>145062000
Sadly yes.
And the unity devs (people working on the unity game engine) are leaving and being laid off left and right.
>>
>>145062068
Source?
>>
>>145061976
>the epitome of human trash
lol
>>
>>145061976
Something kinda grating about it.

"i am a nice fellow", although doing a similar thing, is a lot easier on the ears. I'd even go as far as to say it's a great track.
>>
>>145059867
BANNED IN GERMANY
>>
>>145062068
>are leaving and being laid off left and right.
No they aren't. In fact the exact opposite. Stop making shit up because you feel bad about your shitty choice of some other engine.
>>
>>145062274
He's still revising a lot of things and getting the hang of mastering audio. Surprisingly, he only picked up composing seriously about about two months ago or so. He's been hitting it really hard and the progress really shows.

But yeah, "I am a nice fellow" seems to be our favorite track. I want to use that for the White Knight.
>>
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made a new level and did some lighting stuff

we still post progress here right?
>>
>its a 100 lines rewrite of the entire 2000 lines thing you wrote last year episode
past me was really stupid
>>
> tfw blender keeps 2 hidden backups if people fuck up and the autosave didn't help

Thank you blender.
>>
>>145062408
Yeah.

Nice smooth movements mate but lol P1 sure moves fast...
>>
>>145062632
kept changing movement speed every single build, can't figure out the right balance
>>
>still no vr bdsm game where you walk around and do things to a immobilized target
come on
it's been months already
get on it, devs
>>
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>>145061534
I'm gonna count that as the first fanart for my game. Have some progress of the new walking syringe cherubi.
>>
>>145061976
>he just takes some samples and chops and sequences them randomly to make a "new song"
>composer
>>
>>145063592
turntablism is a skill anon
>>
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Oh man I fucked up big time
that fucking performance though, this game is ENGINEERED

I haven't slept in 24 hours because I'm trying to reset my sleep schedule, help me
>>
> people said UE4 is shit and blueprints are horrible
> actually like it

Why do people hate blueprints so much? They're fucking amazing and fun to use. I can see them becoming a spaghetti factory when doing something complex, but then you just jump into c++.
>>
>>145063649
So is preparing a microwavable meal but that doesn't make me a cook.
>>
>>145063832
I think it's because it encourages you to be lazy and less creative. I'm not a programmer so idk the finer points but thats what my programmer friends tell me.
>>
>>145063814
>when the arachnids claimed Earth

>>145063832
>taking 4chan seriously
You don't even need to spaghetti because you can block out chunks of it in modular fashion.
>>
>>145063814
world wide web amirite
>>
>>145063832
Because hating things is a meme
>>
where can i find loli sounds for my game?
>>
>>145063952
> I think it's because it encourages you to be lazy and less creative. I'm not a programmer so idk the finer points but thats what my programmer friends tell me.

That sounds wrong. Weird your friends would say it.
When you start learning to code in school or uni, you first learn to code it in logical nodes. Basically what blueprints are. Blueprints and code follow the same logic. I guess the only lazy part is you're not technically writing the code. But the logic for both is completely identical.
>>
>>145064116
Pay me, and I will.
>>
>>145064546
What the FUCK are they doing to that girl? Why?
>>
>>145064546
Thanks, just what I was looking for.
>>
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>>145064698
Make a future champion, of course!
>>
>>145064546
will this hurt my freedoms if i click it?
>>
>>145064947
It's just russian 4chan.
>>
>>145064979
That fails to answer the question
>>
>>145064979
It's literally child porn.
>>
>>145065068
Come on, you can go to prison for posting adults imitating children in russia, do you really think they would risk that?
>>
>>145063869
Lisa's soundtrack is a delicious microwave dinner if that's the case.
>>
>>145061078
would absolutely play
>>
>>145059936
you girl is about to take off
fix this.
>>
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trig master rice, calculus is for nerds
>>
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what do you guys think of GDevelop?
>its similar to clickteam fusion, events based visual drag-and-drop programming
>can export to both PC and mobile.
>free of cost, and free for commercial use
>promised fast performance
compared to GMS this one looks way easier
is this engine good investment?
>>
>>145061716
Hm. Fighting ones subconsciousness is quite an abstract concept to present visually. One of the things that immediately comes to mind are mechanics of dual worlds like some games have done before. Meaning you have twice the work to do creating a "corrupted" and "uncorrupted" game world, then using things such as defeating enemies, or using special abilities to clean up said world.

Have you ever considered doing what Alice: Madness Returns did, and have an outside influence dictate the protagonists inner thoughts and as such enemies and level designs? (This is taking a dark turn all of a sudden but:) For instance - It's heavily implied that Alice was raped, and this reflects in the final boss and the narrative heavily.

Either way - I don't know much about depression and its causes and symptoms, but reading up on that could be a good start. Same as how the Dante in Dante's Inferno faces the Seaven Deadly Sins, your protagonist could face bosses / themed levels / concepts of whatever drove her into this state.
>>
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>>145065560
Thanks.

Have a sprite.
>>
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>>145065856
have you thought of writing your own engine instead? it's actually pretty easy
>>
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>>145061716
Not that guy, but here's my idea for your game:

Every day you go to school, interact and get bullied.
Every night is a dynasty-warriors brawler where you fight many types of faceless, grinning, jeering bullies. Perhaps every week there's a boss (some form of the head bully). Doing well in the dream unlocks more assertive options for interaction with bullies during the day. Eventually, through your dream-fighting you gather the strength to stand up to your bullies in real life, at which point you've won.
>>
>>145065821
Are you cheating for Space Jam.
>>
>>145066330
nice persona clone

Nah just kidding, I actually really like that idea. Especially with the art style that was posted earlier.
>>
>>145059936
>yet another cute grill going on hiatus
>meanwhile I can into code, gameplay, mechanisms, rigging and animating but can't model
Story of my life.

>>145065856
>another engine
How about spending more time making your game than looking for alternate engines?
Do you guys believe that getting a new engine will magically make your game for you or what?
>>
>>145066341
Maybe a little bit. It's just a quick test to try using radians and float coordinates with pixel shit.
>>
New thread, new question time: Best 3d engine for lots of moving parts ala Dwarf Fortress or Project Zomboid?
>>
>>145066669
How many times are you gonna ask this?
>>
>>145066217
as long as it's /pol/ tier, in the non newfag way
>>
>>145066669
literally
any
engine
Engines deal 0% with backend logic, that's 100% on you.
>>
>>145059936
>>145066554
Yeah, after writing it I was thinking of Persona, despite having never played it. Thanks. I hope this game gets back on track, whatever it turns out to be. I'd play it based on the art alone.
>>
>>145066962
when you say backend logic...?
>>
>>145067057
the "moving parts"
99.9999% of what dwarf fortress does doesn't end up on screen, it's tracking shit like hunger, sleep, skills, etc.
If you don't know what backend logic is, you can't make a dorf fort clone or something with even remotely as many "moving parts", because the more "moving parts" you have the more math/computer science you need to know
>>
>>145066669
All engines would be shit for complex simulations. You need a custom engine built to specifically handle complex simulations like DF.

You could maybe use ue4 for it, if you customize the engine itself but it's a stretch. There would be too many things you didn't need. Especially for 2d.
>>
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GUI never ends, does it?
>>
>>145067143
Presuming that you're retarded and seek a complex mathematical model for everything
>>
>realize ive been working one hour without saving
BACK UP YOUR SHIT
DO IT NOW
SAVE IT SAVE YOURSELF
>>
>>145067361
did you lose everything anon?
Why don't you have 2 of everything across 4 different devices? What's wrong with you.
>>
>>145067321
If you're making something like dwarf fortress then you're going to have to, how else will you do shit like calculate livestock positioning live even when they're 10 miles away
There's a reason that the game runs on devices other than supercomputers and it's the same reason that the game is impressive- Everything is controlled efficiently, even though there's an unbelievable amount of data being processed.
>>
>>145067385
No I just saved it after realizing I was a crash away from losing one hour of hard work.
About different devices I used to have some automatic sync software working but I don't have time to get it working right now
>>
>>145067573
Why are cows tits on their crotches?
>>
>>145066867
Until I get an answer, probably.

>>145066962

Untrue. Unity falls apart when you have greater than X different objects on screen at once, and terrain customization like DF or PJ would cause it to sudoku.

>>145067175

I just want something that isn't going to shit itself when I have thousands of low-poly models and sprites on screen at once. I don't have a problem writing the backend.
>>
>>145067714
>Until I get an answer, probably.
You're not gonna get one, no one here have to knowledge or skill to answer properly.
>>
>>145067308
It does if you make your game before the ui
>>
>>145066669
Pick up sfml or monogame.
Sure, it's not a 'custom engine' but you're given the tools to make something complex.

Monogame is nice because of the asset pipeline.
>>
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>>145065856
Soooooo no one uses or know GDevelop?
>>
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>>145068175
I only use Scratch
>>
>>145067714
I would say don't bother with unity if you want to have thousands of AI moving around.

Again, you can try and look into ue4 for that, since it exposes the engine code, but it would just be simpler to write your own engine from the ground up, like the guy that did Banished. You could maybe even do a banished clone with it, since the world is relatively static.

Wanting to make a 3d dwarf fortress-like with thousands of actors in a pre-built engine, that can move the distances the units can in DF and interact with the world..the short answer is it's basically impossible in a non-custom engine. That's about it.
>>
Is there a place where someone or a group of people post a massive collection of game ideas? Preferably isolated features explained in some context. But just a massive lost of ideas is fine.
Just not 'Game X with Y'.
>>145068241
At least do stencyl. Doing a game in basic scratch is pointless. But if you need the Lego stencyl works quite well.

It's pretty nice considering the constraints they're working under. I'm surprised there's not more aggydaggy projects done in it given how people struggle with basic GML shit.
>>
I wanna put it in the chicken. Am I the only one here?
>>
>>145059468
>did not update the previous thread link
>>
>>145068763
t. chicken lover
>>
>>145068976
pls dont bring int memes here
we got enough
>>
>>145066572
learn how 2 model fggit
>>
>>145064116
Rip them from audio drama CDs / anime / other games (http://www.sounds-resource.com)
Maybe >>>/soc/fsa
>>
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DDOSing is working well now
>>
>>145061078
Looks rad anon, will still play the memes.
>>
ok cunts, is this sound? http://pastebin.com/LSnKKaty
>>
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>>145069439
This looks so cool
>>
>>145061138
I kinda like this although bubbles would be perfectly acceptable.
>>
>>145069334
Shit, I should have done this for my wj game.
>>
>>145069439
wut game is this
>>
>>145069542
Thanks anon!
It's a lot better when the quality isn't being manhandled by the video compression, let me see if I can get it onto a web player
>>
>>145069521
no it's text
>>
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>>145069636
thank you for the deep and insightful analysis
>>
>>145061716
I like the idea of bigger monster fights. Using these to kind of represent the struggles she's having in her day to day life. Make easter egg with a poorly animated/glitchy monster to represent your own inner struggle with rigging.
>>
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Reminder that making your "original, good, creative" game idea is a waste of your time.
>>
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>>145070012

Good thing I'm working on an uninspired mediocre ripoff.
>>
>>145070012
There's no money in video games anyway, just make what you want to play and get a real job loser
>>
>>145070012
>Owners: at least 16k
>16k * $5, assume takings of 25% = $20k
>let's say for your first game it's shit, so you make $1k instead
I'd cop that. Monetizing a hobby isn't supposed to be a primary stream of income. Presumably experience is key and it's easier to get going and make great games with experience under your belt, so a few 6 or 12mo side efforts towards $1k each doesn't sound too bad
>>
>>145070489
>assume takings of 25%

what?
>>
>>145070624
Gay Ben needs money that's worth the weight.
>>
>>145062468
it's really funny how ridiculous old code can seem. especially when you're a complete beginner and you're still making huge leaps in understanding every month or so

when it clicks it clicks, i guess
until the next time it clicks again and then all your old stuff is a huge pile of >wat all over again
>>
>>145070624
>bullshits overinflated steam spy numbers
>tax
>steam cut

Yeah 25% is about right.
>>
>>145070624
publishing ain't free
>>
>>145059867
At the end, does Hitler fail miserably and blow his brains out just like IRL?
>>
>>145070738
I know gaben is a faggot
Are you sure steam takes 25% of your profit ?
i thought its something like 5% - 10%
where did you read that?
>>
>>145070984
They take 30% before tax.
>>
>>145070984
30%
>>
>>145070489

valve takes 30%. you get 70%.

if you have 16k owners at $5, you made 16 * $5 * 70% = $ 56k

are you shitters this bad at basic arithmetic?
>>
>>145070984
Steam takes 30%

Among other sources this came up in the Sega-THQ lawsuit
>>
>>145071053
>>145071068
oh sweat god of fuck! now thats great news!
>>
>>145070923
Hitler's wife killed herself at the same time, interestingly.
>>145071212
>sweat god
>>
>>145071347
*sweet

sorry :D
>>
>>145071158
if you couldn't tell by my the broad assumptions and napkin math, I don't really give a fuck
>>
valve also make super popular shitty games

>sell them on steam with zero cost
>le_happy_fat_merchant_feac.png
>>
I'm a Java developer, how difficult will the transition to C++ be if I want to make games in the unreal engine?
>>
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>>145071464

>I was only pretending to be retarded

crea has, at least, 16k owners as per steam spy, and they are selling at $13.49, which means they made $151k. laughing all the way to the bank as you faggots cry.
>>
>>145071668

you will have to get used to memory management, besides that, it's not hard.
>>
>>145071668

If beginners can do it, so can you. Tutorials and research, same way you learned Java.
>>
>>145071668
UE can be a pain in the ass to get started with desu, a lot of the documentation feels a bit subpar and if you combine that with learning a new language it could be a recipe for disaster.

But the way you write code in UE (or at least, in the C++ code I've written in UE games so far) there isn't much dynamic allocation going on, so you might not have to deal with actual memory management that much which is probably the big difference between Java and C++.
>>
Does anyone have any experience running scripts in Monogame? I need to create scripted entity movements and dialogue and I'm not sure..how, exactly.
>>
To do a first-person dungeon crawler where all movement is in two dimensions (that is, there's no verticality), do I just need to do a top-down level with a grid system, give the character a "facing" attribute, and then check the tiles directly ahead, those to the left of directly ahead, and those to the right of directly ahead, say 3 tiles (or a wall in the way) whichever is sooner?

Sorry if I'm describing this badly.
>>
>>145072025
That's good to hear thanks


>>145071904
>>145071961
Thanks for the input
>>
>>145071814
it's a ballpark figure einstein, although it's nice to see such vitriolic commitment to imaginary finances. channel that shit into your game dev and you might just be the richest autist in the world
>>
>>145072164
adding a picture would help

>and then check the tiles directly ahead, those to the left of directly ahead, and those to the right of directly ahead, say 3 tiles (or a wall in the way) whichever is sooner

you mean render tiles based on what's the character is facing?
>>
> want to do spacejam
> realize I don't understand spaceship physics or how to do proper controls in 3d space

Well I have a month to learn, right?
>>
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>>145072224

>ballpark figure

actual difference is between $1k and $151k..

please keep going. this is hilarious
>>
>>145072535
>he thinks space jam has to be about spaceships
>>
>>145072464
Yeah. Have a set of images that represent "okay, there's a wall immediately on the left," for example, and lay them all out in front so that together they make the shape of the hallway.
>>
>>145072535
Just make it one long QTE.

Or a cinematic VR experience where you sit in the cockpit of a space shuttle during launch and then the boosters explode and you sail through the air for two minutes before crashing this shuttle with no survivors
>>
>>145072581
But I want it to be about spaceships anon. I like spaceships and spaceship battles.

I also loved Freespace when I was in my teen years.
>>
>No sandbox game about being an inmate in a jail with procedually generated NPCs
One of these days
>>
>>145070850
I'd put it at more like 30% - then 90% of that 30% is what you get to keep unless you make mad cash - then maybe it's only 60% of that 30%.
>>
>>145070923
If you believe that, I've got 28 pages of the 9/11 report to sell you. Everybody in my country knows Hitler escaped in a submarine to here and married a local girl. It's common knowledge. I don't want to say to what village, but from what I've heard he was well liked and lived a quiet and peaceful life until he died in old age surrounded by his family.
>>
>collabfags
>>
>>145072906
So, like, let's say somebody made $120,000 on their game for fun. I'd expect what you get to take home to be around $58,800.
>>
>>145072601
Look up the painter algorithm, but that sounds about right. I can't comment on assembly-style stuff, but I just used to 2d array of cell types to point the index of an appropriate array of sprites: e.g. leftWalls[n], rightWalls[n]... etc
>>
>>145073254
That makes sense to me. Thank you.
>>
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>>145072906
>I'd put it at more like 30% - then 90% of that 30% is what you get to keep unless you make mad cash - then maybe it's only 60% of that 30%.

Wtf are you on? You think steam + taxes + lets say ue4 will take more than 70 percent? Are you high sir?
>>
>>145073484
Bad wording. I'm expecting it works out like: (your_sales*0.7)*0.9 or (your_sales*0.7)*0.6.

Taxes are a bitch - especially if you're an LLC.
>>
>>145072906
Lets say you have a profit of 100,000 from steam.
Steam instantly takes ~30%, 700 000 left. Then you pay your UE4 revenue fee, thats 665000 left. Then if you live in a country like Sweden they take around 30% of that, so that leaves 465500 cold in the bank, not mentioning the fact that here you can avoid alot of that tax by registering yourself as a company and you as the only employee, letting you bypass things like VAT and income tax by buying as much as you can as your company rather than yourself.
>>
>>145073484
> Wtf are you on? You think steam + taxes + lets say ue4 will take more than 70 percent?

Actually in most countries, it would. Steam and ue4 for example would take a nice cut. And then your countries taxes would apply.

It would be absolutely amazing if you could get atleast 50% of the money, but in most cases you will get less. Unless you live in some shithole where there are no taxes.
>>
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Does anyone know how to make a splash screen on open GL or know some tutorial i can follow ?

thanks
>>
>>145073889
100k
down to 70k (steam)
down to 66.5k (ue4)
in the land down under, down to 53.865k (tax)
so about $50k from a good game, assuming you're not factoring in losses, but if you count expenses as investment since it's really just your work, then you've made a nice little profit so long as you're not in the red... yes?
>>
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>>145073924
>>145073889
In communist Sweden you get just under 50% although i missed that the UE4 revenue is before steam takes it off. And if you publish to GOG or on your own its way more than 50 percent.

>>145074114
Yeah I made it as a positive thing, I just dev for fun so.
>>
Gentlemen, in the interests of protecting the singular importance of demo day, a question presents itself:

How do we stop the space jam?
>>
In UE4 I have an actor class with some primitive variables defined in the header. How do I access them from the UE4 clinet? I want to place lots of copies of that actor in my level and I want to manually set those variables to something unique for each one
>>
>>145074845
Add UPROPERTY(EditAnywhere, BlueprintReadWrite) before the variable declaration and I think it should work. The blueprint thing might not even be necessary. So e.g.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float example;

Read more about the arguments to UPROPERTY here https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/Specifiers/
>>
Is it jsut me or are speedtree trees horrible in Unity? I remember I used to be able to do quite large forest scenes in unity back in 4.x. Tried using unity 5.3 and I can only do a fraction of a scene i could do before, even with OC.

What's wrong with the free speedtrees provided in the standard assets?
>>
how do i make a map like in paradox games (eu ck etc) with just as complicated territory borders?

just making a random shape and then dividing into triangles and checking each of them seems like too much
>>
>>145075046
That worked for me

But why do I have to keep adding meta = (AllowPrivateAccess = "True") into every uproperty? It doesn't seem to be written about in the docs
When I had only UPROPERTY(EditAnywhere, BlueprintReadWrite) I kept getting a compiler error
>>
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Someone on /g/ requested this so I might as well post it here as well
>>
>>145075456
That's weird, I don't put that in mine. As I understand it that basically hacks around the "private" specifier in C++ so you can access private variables from the editor but not from C++ code? So basically if your variables aren't public you're going to need that to edit them from the editor if I understand correctly.
>>
Steam and GOG, both take 30% of revenue. This has been documented several times.

http://www.pcgamer.com/steam-and-gog-take-30-revenue-cut-suggests-fez-creator-phil-fish/

http://www.eurogamer.net/articles/2013-07-10-sega-sues-bankrupt-thq-for-630k-over-company-of-heroes-2-pre-orders

http://www.pcgamer.com/notch-on-why-minecraft-still-isnt-on-steam/
>>
>>145075495
What are you using to make this?
How did you do the map and how do you handle the node connections?

Can you tell something about this project/game?
>>
>>145075602
>decided to stay as independent as possible
It's funny how $2bil can change everything.
>>
>>145075495

nice meme. but brexit will have no impact on non-EU migrants.

when people talk about brexit and immigration, they are usually talking about poles.
>>
>>145075602

30% is pretty much the industry standard. You might be able to lower if it you've got a big publisher backing you.
>>
>>145076095
That really is such a ridiculous amount of money you'd have to be a bonafide retard not to take it though desu.
>>
>>145075640
I'm using Unity

For the map, it's just an image file. Nodes are loaded in from a data map (clear = no nodes, opaque = possibility for nodes, black = forced nodes(transcontinental lines), and land masses are colored which let me target Africa like that.

Node connections are done back-end through an array of Neighbor classes on each node which contain data (weights) as well as some other stuff (line data, etc).
Visibly, the connections are a mesh drawn with the mesh topology "lines". I was called a retard when I was first doing this but now my graph can be as dense as
>>145063814
while still running at 150FPS, so I guess I'm not so retarded after all

As for the actual game, I essentially asked myself "What would plague inc need to be an actual game?" and then I worked from there, so it plays a little similarly to plague inc but it's much more focused on the actual spreading of the virus and tactical placement of resources than just killing everyone.

>>145069634
Root//Kit, name pending

>>145076241
I don't know shit about euro politics
>>
>>145076328
Notch doesn't even have to do anything and he's making millions of dollars every year.
He's like an ascended NEET.
>>
>not sure if my game is too hard and it only seems very easy to me because I know how everything works and what to expect or way too easy and despite knowing how things work and what to expect I still stuck at vidya gaims

I guess thats why there are playtesters, but that could also lead to casualification because the playtesters might be stupid. I remember some developer commentary in Half Life 2 about playtesters and how the playtesters couldnt advance and they had to dumb down the level design or something.
>>
Anybody remember that UE4 game with the trypophobia inducing mushroom thing?
>>
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>>145076668
It's just something you have to deal with, the first time I watched someone play one of my games they failed the tutorial.
>>
>>145076980

>the first time I watched someone play one of my games they failed the tutorial.

I'm going to try and give them the benefit of the doubt. What did you have to do in the tutorial?
>>
>>145076980
>>145076668
There is a lot of this stuff in Portal too.

But desu its not like that's always the wrong choice. People like to act superior about these dev commentaries but obviously you understand it when you have a developer telling you about it. If you were playtesting a game you had no prior knowledge of and the game didn't explain something that's not the player's fault.
>>
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>>145077075
Yeah I wasn't really blaming them, it was quite a dark game and they just didn't see the thing they were supposed to do.
>>
>>145075602
>sell game on steam
>get customers
>don't sell game on steam
>don't get customers.
>>
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>>145077113
True, but I mean really.
>>
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progress
>>
>>145077496
Can you explode everything
>>
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Amusing consequence of spawning past particle limit by replacing oldest ones.
>>
>>145077773
everything in color yes
>>
>>145077496

Is the physics of the map blocks/elements only active when they get touched by an active thrown object? I guess otherwhise the map would just collapse or explode.
>>
>>145077370
Does offering a 20% discount compared to steam on say humble bundle at all times make sense? Assuming humble bundle takes 5% of revenue and steam takes 30%. You're still making 5% extra and you're encouraging users to move to a platform where you can make more.

Is this being done? Would advertising humble bundle discounts on steam be OK? Does posting tweets of your humble bundle discounts somehow bite you when it comes to steam?
>>
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>>145077960
Nah everything is active at all times
>>
>>145078064
"everything is active at all times" he says as a section of the castle happily hangs in the air
>>
>>145078064
LOL. This is unity I assume. Everything is clearly not active. You had blocks hanging in the air. Or is that just a few identical looking blocks that are special flying type blocks?
>>
>>145078064

Oh okay, but why are th elongated blocks on your side still hovering even though you removed the blocks underneath them? I really like it, I just wanted to know.
>>
>>145078205
yeah I don't know why but sometimes when I grab things below others the ones on the top don't drop, sometimes they do tho.
>>
>>145078064
Anon I can see you being very disappointed by your design in the future I suggest you add joints of some form between the different blocks in the future. Allow them to break but clearly you're just relying on their inactivity to hold the entire structure in place. You can throw a pebble at a wall and your structure will slowly crumble.
>>
>>145078327

Its probably decided by the Unity physics system which objects are active physics object and which dont. It would be interesting to know if you can influence this. if you would change any value slighty in one of those floating blocks they probably would get activated and fall, thats my guess.
>>
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>>145077496
>>145078064

you were accused of plagiarism in the last thread >>145039628

how do you respond?
>>
>tfw nobody will ever stream again
>>
>>145078886
It looks like he replied in the last thread
>>
>>145078064
>>145078886
I was the accuser,

He responded with an honest "Yes, I'm making a game based on Toblo!", and that's fair in my book.

Looks good, too. Keep up the good work!
Also, PLEASE make better netcode than Toblo! had.
>>
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>downloaded about 6000 sci-fi/space related pictures as inspiration for space jam
>will probably shit out a shitty game anyway
Why am I so bad at everything?
>>
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Im handling collision from all sides, but when its perfectly diagonal the Ball get stuck. Why is that? How to fix? Sorry for the pic but i cant acess 4chan from here. Only through my smartphone
>>
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Teleport effects! Currently emitters only spawn particles with a direction and spread, but I want spherical spawn types to be possible.
>>
>>145078471
This was an old version where everything would crumble easily. And just as you said, it was going to be a problem especially with more players on the map
My walls are way more solid now, look.

>>145078617
I'll look into it, thanks for the advice

>>145078886
And I responded to it
>Yes, Toblo! is one of my favorite games of all time, and it saddens me that no one tried to push its concept to something greater, that's why I'm doing it or at least trying to.
Tho I think there will be enough differences in my game for it to not be a complete"Toblo!-clone".

The more I progress, the more I'm certain the experience will be really different in the end, more fast-paced, more dense.
Also I don't see how taking the concept from a game I respect is a problem, lots of people (especially here) mostly try to reproduce a game they loved (Castlevania, Animal Crossing, Shoot'em'ups, etc...)

It's been 10 years since Toblo!, I don't want this cool concept to be left unexplored.
>>
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>>145079721
forgot the webm
>>
What do you guys use for devfuel?

Salads have been letting me down, just not enough fuel.
>>
>>145079721
>>145079865
As I said, keep up the good work!
I loved Toblo!, but was severely disappointed when I tried playing it with friends and it just shat itself trying to send the physics data back and forth between players.
Please make a working version.
>>
>>145081476

Green Tea.
>>
>>145081476
I'm about to get some wok desu shits lit
>>
>>145081476
Eggs chicken and (frozen) mango.
Protein and fat, protein and low calorie snacks.
>>
how much does a small game that takes 5-10 minutes per session but has great replay value would do on steam?

basically an old NES or old arcade game type of game.
>>
>>145078907
Why does it have to be aggydagger streams? There are many people streaming you could watch right now.
>>
>>145081957
We don't know. Ask SteamSpy.
>>
>>145081957
aim for atleast 20-30 min, that's about as long as it takes to go from start to finish in an average shmup
>>
>>145082216
any examples?

>>145082374
was planning more like you have this weapons, there are enemies, survive until you can.
>>
>>145081957
Binding of Isaac didn't even have a save system and it did well
>>
Can you please give me some info(pricing and features) about MIDDLEWARE tools for matchmaking on PSN and XBOX Live? For development purposes.

Thanks.
>>
>>145082872
No.
>>
>>145081957
if you make it feel good like downwell, its gonna do well.
>>
What are some good resolutions for game which uses 32x32 sprites and 16x16 tiles?
>>
>>145084091
640x360 @2x zoom
>>
How viable is it to just use Game Maker with no training or tutorials and figure it out as I go?
>>
>>145066572

Buy a base mesh.

>https://shop.bitgem3d.com/collections/3d-models
>>
>>145084262
On a scale on viable to unviable... viable

Whatever you want to do, there's a tutorial out there.
Do that dozens of times and you have a functioning game.
>>
>>145059936
Where did you learn to model, broseph?
>>
>>145084368
I cannot sit through rudimentary tutorials, even if I don't know that rudimentary information.

It drives me fucking insane with boredom.
>>
>>145084636
just power through it till you get a fair idea of the basics
>>
>>145084707
No.
>>
>>145084353
>Buy
No.

And if you buy something it means that you will have to buy a full pack at some point if you don't want to have art inconsistencies.
>>
>>145084636
I know what you mean, I recommend Unity.
You don't have to watch any tutorial, any problem you have you can find the answer on the internet easily, with lots of different solutions, it's really accessible, you can figure a lot of things out with the interface only.

Alternatively, UE4 is probably even more accessible since you can do everything through visual scripting, it really didn't click with me tho.
>>
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Working on circular particle emitters. Not sure why my look vector is affecting the output.
>>
>>145084779
>>145084636
Good luck then
>>
>>145084878
You're right about Unity, I've used it before and it does have that inherent accessibility. But 8 want to make a 2D game now, and my experience trying to make Unity work with 2D physics was a grueling failure.
>>
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show me raep code 4 rape gaem
>>
>>145085129
bool consent;

if (!consent)
{
Sex();
}
>>
RIP in peace Peepee. Your drawings will be missed
>>
>>145085273
Honestly bootiful

>c/ps to Team Rocket github
>>
>>145085129
As I side note my other project is an RPG Maker VM game with tk17 used for hScenes.

S'all consensual though, you're a space slut on a space station. Kind of a life sim really.

Hilariously I re-purposed the jRPG combat system for the sex.
>>
>>145071164
why 30%? Apart from running servers it costs gaben nothing to sell unlimited copies of any game. 30% of revenue just because the store lets you put your coffee automat there is a fucking extortion.
>>
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Thread replies: 255
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