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/agdg/ - Amateur Game Development General


Thread replies: 754
Thread images: 147

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> 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: >>145238282

>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/
Haxeflixel: http://haxeflixel.com/documentation/getting-started/
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/
>>
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first for progress
>>
I have good news and bad news.

The good news is that the cherubi hunt you down with proper animations.

The bad news is that the cherubi hunt you down in the glory of K̴̙t̟̗͓͙ẖ̡̮͖a̹̫͔̟z͍p̮̙͚͇̩͙ͅr̳̙̰o̸̪ they never ever stop i can't escape
>>
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Who wants to collab on making an original game?
>>
>>145303496
K͉̬̞̰t͇͉̥͜h̸̤̤a̝̗͡z̩͙̱͔̪p̧r̤̲͔o͕̻͞ wouldn't even let me post the image
>>
>start making a game
>get the basics working
>get sick of the game concept
>get sick of the engine
>switch
>repeat

help
>>
I've been sculpting a dog in zbrush for 6 weeks.

Is this the definition of insanity
>>
>>145304104

This happen to me so I switched to art. If you just sit down and work on it everyday even if you can't stand it you get used to it.

Force yourself to stick with a project and do it everyday even if it for an hour a day.
>>
I DO NOT WANT TO PLAY JADE'S GAME
>>
>>145304182
Depends on how shit it is
>>
>>145304380
Me neither
>>
This is the worst E3 conference of all time.
>>
>>145304708

Until next year.
>>
>>145276420
Holy shit thanks for posting this. It's going to male my life so much easier.
Am I missing a download on their site, or is only Particle Designer 2 available?

>>145296351
>That animation
Shiiit, nice. How much time does it take you to make something like that? Just curious.

>>145297968
Nice inventory. GUI work is hard, your progress won't go unappreciated.
>>
>>145304708
stream link?
>>
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reminder that majora's mask has the most fun lighting system
>>
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>>145304824
This bit I did today took me about an hour, which includes all the frames in this .gif

This is a pretty easy spriting style though. Minimal shading, not alot of artistic detail.
>>
>>145291462
Looks pretty useful, and apparently the "Ultimate Arena" dev was using it. Looks like it lacks documentation though.

>>145278798
Wouldn't that just be FTL, but with less fights and more space dysentery?

>>145288912
>Memory erasure
Please no, taking away information in that sort of strategy game is really nasty IMO.
>>
>>145304943
Fullbright isn't a lighting system
>>
>>145304943
https://www.youtube.com/watch?v=V1jslnnpgSs
>>
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Working on Stellar Jets for demo day 9, having the boss move onto screen and then look at the player ready for his attack phases.

Its pretty difficult because he has to keep his distance from the player but also get into his own position.

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145304943
3D Zeldas were a mistake.
>>
>/v/ stream is showing redline.
>It's the subbed version
Stream legitimately ruined
>>
>GHC 8.0.1 out
>DuplicateRecordFields working
That was what was stopping me from using Haskell with Vulkan, score.
>>
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Well, i got the reload working. Also added some milk bottles to shoot.
Now i need to tidy up that code a bit and then i will jump on the enemy ai and all that stuff
>>
>>145305970
Dubs are shit. No exception.
>>
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>>145304403

Well, it looks like a dog I think.

Going to a human next lets hope it doesn't take 6 weeks.
>>
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First time posting my game here.

I'm working on 2-4 LAN multiplayer, but for now there is only local and a barebones AI.
>>
>>145306114
That's a kangaroo though, you don't fool me
>>
>>145306159
It's shit.
>>
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>>145306084
The japanese voices are so fucking garbage that not only would the worst of dubs be better, but it feels like they came after the english version.

Also
>Cowboy Bebop
>Space Dandy
>Panty and Stocking
>shit dubs
kill yourself
>>
>>145306024
that's not how red dot works
>>
>>145306024
Thanks for not making the red dot screenspace
>>
>>145306537
>dub of anything in any language ever instead of watching in the original language

Nah, commit suicide.
>>
>>145306084
>what is Berserk
>>
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>>145306084
>Movie known for amazing frame by frame animation
>wasting time reading subtitles instead of looking at the screen.
>Let alone the god awful jp voices

Yeah, no, the sub is garbage for redline. Kill yourself.
>>
>>145306597
>thanks for making a thing wrong
why would you encourage such a thing?
>>
>>145306537
this (>>145306653)
the only valid excuse for watching a dub is there being no subbed version available
>>
>>145306783
>wrong
Screenspace red dot is the most retarded and unintuitive shit ever though
>>
>eschewing dubs unconditionally
Literally autistic weeaboos giving everybody else a bad name.
>>
>>145306842
But what about the following:
>The direction of the english vocals fit the tone and personality of the character.
>The japanese voices are bland, generic, and boring compared to the english ones.
>The film has all the effort put into visuals, making reading subtitles inefficient for a full experience.

Are these not all valid "excuses?"
>>
>>145306924
Red dot sights aren't laser sights. Right now you've got a silly mix of both.
>>
>>145306934
i'm not talking about anime here buddy
dubs of any material are a travesty
>>
>>145307069
No. It's like saying
>wow they censored this game
>lol who cares it's better this way
>>
>>145307069
Yes, mostly because the first 2 never happen and 3 is a retarded excuse.
>>
>>145306924
that's how it works in reality you dummy
https://en.wikipedia.org/wiki/Reflex_sight
>>
>>145306114
that doesn't look like it would animate well
>>
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>>145307187
How does that relate to any of the example I've just given. Do you not know how to read?

>>145307220
>Mostly because the first 2 never happen.
Redline motherfucker.
>3 is a retarded excuse.
How so? If you spent 7 fucking years of your life drawing frame-by-frame animation and not seeing your kids and wife, wouldn't you want the audience to get the full visual experience?
>>
>>145307381
>Responding to retarded weebs
>>
>watch a few minutes of e3 out of curiosity
>its just EA bringing in about 10 black rappers who dont even play games to endorse their shit
>realize how incredibly detached I am from the mainstream games industry

help
>>
>>145307436
Wer do u tink u r
>>
>>145307531
It's the white rich old business men who are detached, not you.
>>
>>145307069
1 is stupid. you don't get to decide what fits what. the author does.
2 is valid only if the dubs are objectively better than the original and only if you have already watched it in the original language
for 3 you should just watch it twice, the second one with no subs at all. if the visuals are so good it's worth it.
>>
>>145307531
>its just EA bringing in about 10 black rappers who dont even play games to endorse their shit
Why doesn't Microsoft get JME to promote Xbox?
>>
>>145307132
Autistic foreignboos of all kind, then.
>>
>>145307628
>1 is stupid. you don't get to decide what fits what. the author does.
The author isn't the one who decides what's quality and what isn't, you retard. And even if that were the case, several anime creators sometimes prefer the english dubbing over the original japanese voice acting, such as the guy who made cowboy bebop.

I agree with you with 2 because that's the fucking case.

Also watching a film twice removes any sense of suspense or buildup because you already know what happens
>>
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How do I learn art?! I'm good at programming I fucking suck at drawing anything. I just wanna be able draw mediocre pixel/vector/whatever art so I can make my game.
>>
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I think for the next sculpt I'm gonna move on to retopologizing once I'm done, and maybe go the full distance and build a complete body too with a view towards starting on animation / rigging.
>>
>>145307829
being of better quality != what you think "fits" a character
>>
>>145307796
>implying i'm talking about foreign media
>>
is it even possible to make game with guns feel as intense as melee weapons with rather rare forms of ranged combat
>>
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>Don't know whether to play seriously or to show off as much as possible
>Most of your shit doesn't function properly anyways
>>
>>145308240
What does that even mean
>>
Dear god they never stop the gun does nothing please send help. Warning long webm
>>
>>145307531
>entire IGN stream hates this shit
>/v/ hates this shit

I think
>>145307602
is right
>>
>>145307952
>be able draw mediocre
How indeed pajeet
>>
>>145308112
Yeah, but sound direction has the compliment visual direction, and when japanese JP's voices don't compliment the facial animation of JP, then it's shit. English dub, meanwhile, almost always fits it.
>>
>>145307952
Practice, study other game's art, read/watch tutorials.
>>
>>145308240
id Software, Epic Games, and Croteam would like a word with you.
>>
>>145308353
>click to move
why, it's so bad
clicking where to move sucks, give players a joystick, or at least lerp to the clicked position
>>
>>145308490
>Practice, study other game's art, read/watch tutorials.
Where do I start though? Drawabox? Villpu? Ctrlpaint? I tried drawabox and I got nowhere.
>>
>>145308476
>today on Bizarro Earth
>>
>>145304824
Thanks anon, GUI work has now paused because of a horrific issue though.

My inventory system breaks my save system somehow and I don't know how, so this will be my new hell for the next few days I guess.
>>
Anyone else get really depressed watching e3?

Like there is no way in hell I can compete with these big games.
>>
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>>145308645
Its just a test pawn, you won't be able to move freely in-game due to the MC having a literal ball and chain attached to him. Another thing that the "real" character has is that instead of weapons magically appearing in the air you pull them out of one of your for holsters. (two on your legs and two on your back)

Also, have you ever played a game in VR? "lerping" the player is like "how to give the player simulation sickness" step 1.
>>
>>
>>145308353
Damn, I didn't know this was gonna be VR
VR is only like a tiny step above mobile games in terms of legitimate gameplay.
>>
>>145308920
>amateur game development
>competition
>>
>>145308779
>>>/ic/1579290
>>
>>145309090
Ain't gonna fall for that bait son, good try though.
>>
>>145309158
I'm not even talking about making money. I just want people to play my games.
>>
>>145309192
I don't wanna be an artist, just make mediocre art for my game.
>>
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>>145309090
not for long
>>
>>145308992
>you can't move because it makes VR easier
:(
>>
>>145309278
even making mediocre art takes some legwork. google some sprite tutorials man.
>>
>>145309269
your games will have a personal element games with 100+ devs can't have. sounds corny but thats why you have to make the game you really want to make
>>
>>145309278
Just do it then
>>
>>145308353
What VR headset do you have?
Have you used it for anything else? Is it worth it? And what video card do you have?
>>
>>145309278
Being mediocre is one of the steps toward being an artit
>>
>>145309278
>make art
>not be an artist
pick one
>>
>>145309364
I simplified it, you will be able to move but not freely, it will essentially be the "point and walk slowly" version that will be activated by the player picking up the ball.

>>145309506
I have a VIVE, I use it to game every second day or so where I game 2-4 hours in it. I have 2 shitty old radeon cards way under VR spec, still works well though with every single game I own for it. I only bought one because I wanted to dev early, I'd recommend players to wait until gen 2 unless you are swimming in money. (I however still think first gen VR was worth it, almost everyone thinking its just a "fad" are people who never tried it, or only tried it before the consumer versions).
>>
How do I make the storming of Normandy beach fun? Like, thats what I want to make a game out of. Just that.

Maybe sell it as a VR "experience"?
>>
>>145309843
what games do you play on it? Can you name a couple cause I've been interested for a while and I wouldn't mind messing around deving
>>
>>145309745
>>145309435
>>145309396

Goddamn, if someone says he wanna learn scripting for gamedev but do not aspire to be a professional software engineer I would be able to help and direct them to certain resources/books/tutorials etc. I'm asking for similar advice but for art.

Are all artists shitty autists, or you people in particular?
>>
>>145310387
You're never going to make it.
>>
>>145310387
I just did but you didn't even read it
>>
>>145310237
Look at Star Wars Battlefront 2 and copy that. 64 players and hundreds of bots capturing nodes around the map. Vehicles too.

I don't expect an indie dev to do the beaches of normandy justice though.
>>
>>145310387
there is no equivalent for art. I'm sorry but you will have to spend several hours sucking at it in order to become even passable
>>
>>145310239
Hover-junkers is my goto-thing. Thought it would get old quick but the fact that you are aiming on your own makes me improving in it so so tempting. Perfect example of a VR game where the VR isn't a gimmick at all. Also sunk 40 hours into fantastic contraption But here the VR is a gimmick, still such a fucking good gimmick. Windlands is also a game where VR isn't a gimmick thats good. Lastly I'd recommend call of the starseed episode 1, fucking mindblowing experience but not that long.
>>
>Anime Grump Dev General
how about you homos tell me if I can do this in Lua:

a = {first = "thing", second = "stuff"}
b = a
print(a.first)

and get "thing" as my output?
>>
>>145310558
I mean... It couldn't be THAT hard... Normandy beach isn't that big. And 64 players could work.
>>
>>145310615
This. With art the more you practice the better you get, there is no way to avoid that. If you do "only a little", the results will look "only a little" good, unless you were born with a weird unnatural talent for it.
>>
>>145310237
If it's at all like the real thing, I don't think you can really make it fun for the people storming the beach unless they were coming after a lot of it was cleared. That op was the very definition of a meat grinder.
>>
>>145310978
>Normandy beach isn't that big.
Wind your neck in.
>>
>>145310820
Yes?
>>
>>145306159
That looks stupid as shit right now but also like it has the potential to be fun. Good luck, anon! I'm curious to see where this will go.
>>
>>145308309

heres ur (You) disco floor havin motherfucker
>>
>>145308309
Wow, that's really good.
>>
>>145308309
>teleports behind you
>>
What datastructure should i use to store ip addresses?
>>
>>145308000
i came
>>
>>145311852
Choice of data structure depends on how it's going to be used, not on what it's holding.
>>
>>145311852
A string
>>
>>145311852
a packet.
>>
Has anyone here got out of being a wage slave by making games?
>>
>>145311852
an array of 4 doubles
>>
>>145311560
I mostly mean the section that was fought on. 50 miles is pretty small. But either way you can trick the player into thinking it's bigger or smaller.
>>
>>145312226
50 miles is fucking massive for a game map, anon. Skyrim is only ~4 1/2 miles across.
>>
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~~==Recap Repost==~~
Reposting June Week 2 recap. Will start taking entries for week 3 on Monday and Tuesday.

All of these games had best be submitted to Demo Day 9.
>>
>>145310558
battlefront 2 is shit

battlefront 1, 1942 and 3 are the best battlefields
>>
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>>145308309
>>
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>>145312646
>battlefront 1942
>battlefront 3
>>
>>145311931
What datastructure should I use to store AND search for ip addresses?
>>
>>145312646
>battlefront
>battlefield

?????
>>
>>145312892
>AND, a boolean operator
>A boolean value, either 0 or 1
Probably a string
>>
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>>145312646
>battlefront 1942
>>
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>>145311697
Thanks, anon!
It's actually surpisingly fun already given the early stage it's at, but I agree it looks stupid as fuck. Doesn't help that everything is placeholders I'm making as practice or reused assets.
>>
>>145312892
Hash table
>>
>>145312646
Battlefront =/= Battlefield. Also, 2 was great, what are you smoking?

>>145312892
Search in what way? Search to see if a given IP is already stored? Binary search tree or hash table (space efficient or time efficient).
>>
>>145312790
oh shit dawg
>>
Syntax highlighting and IDEs have gotten too adorable, looking at code makes me hungry
>>
>>145312589
Again... I can trick the player. And honestly how many people do you think know that it was on a section of the beach split into 5 smaller sections? 10 miles each.

I'll probably just make it like... 800 feet or something and call it a day if I'll only have 64 players. Maybe skew it So there are more people landing than are in the bunkers or something, in response to >>145312226.
>>
>>145313097
I actually like the drawing style of thos placeholders. Background needs serious work though. I think it can be really fun, specially if you add its own twist and doesn't end being just a smash or brawhalla clone. Keep the good job, anon, I'm really interested on how this will turn out.
>>
>>145311338
>>145314483
Whoops, meant in response to this guy. Also with a relatively short respawn timer, it might be hectic enough to be confused with fun.
>>
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YOU FAGGOTS BETTER POST PROGRESS

OR. ELSE.
>>
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Mostly finished the model and textures for my space capsule.
>>
>>145315048
Is that yours?
Looks just like delver. To bad the dev dipped with all his cash.

http://www.delvergame.com/
>>
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Collision with the paddle is behaving how i want.
Now i just have to find a way to change direction depending where it hit on the paddle.
>>
>>145315402
Break the paddle into multiple different objects that all follow each other, then have each different object handle its collisions differently
>>
>>145315362
>To bad the dev dipped with all his cash.
Details, please? Did he pull a CubeWorld?
>>
>>145315048
you made bootleg minecraft?
how inspiring
>>
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Post cool environments for games.
>>
>>145315494
I dont have the details to give.
Its just that updates havent been released for a long time.
Seems to me like after selling thousands of copies, the dev doesnt care.
>>
>>145315357
>Asymmetrical
>One-sided solar panels with no possibility of spinning in their own axis
Not going to make it.
>>
>>145315402
did you fix the issue when the ball was getting stuck on the corner of the paddle?
because i'm having a similar issue too. On what are you developing?
>>
>>145315648
That's a shame. Guess that's what happens when people get into gamedev for the money and not because they actually enjoy it.
>>
Has anybody used godot? I'm kind of put off by it because of its scripting language. I know a tiny bit of python and I've heard it's similar to it. In what way is it similar to python?
>>
>>145315665

It has thingies and technologies that all compensate for that.
>>
>>145312892
Use a binary tree. Itshould be faster since they dont have to hash 16 bytes worth of addr info
>>
>>145315796
Yeah, im using monogame.
I had some problems with that but if i remember correctly i check the direction from the ball with ifs not else ifs, so it can colide with the side and top simultaneously.
>>
>>145316101
Did you just pull that out of your ass?
>>
>>145316138
>representing IP addresses as strings
HAHAHA
>>
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>>145314564
Don't worry, other than the win condition it's not very similar to those. For starters the core gameplay is pretty diffferent:

Each character has 4 different abilities with cooldowns plus a basic attack, and it's balanced around everyone being really overpowered but having obvious shortcomings, so I can do crazy things while keeping everyone at least viable. Or that is the idea.

Thanks for showing interest, anon. Have latest concept (though he won't make it like this into the game)
>>
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>>145315638
>>
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>>145316554
>>
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3 days of work for... this? Progress?
>>
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>>145315638
>>
>>145266314
>Sounds like L.A. Noire except without the whole "is he lying?" aspect. Because its text.
no it sounds nothing like LA Noire because LA Noire is an adventure game where you're handheld from PnC pixel hunting minigames to the try-to-guess-wtf-your-character-will-say branching convo minigame.
the actual concept of "is he lying?" is barely a thing in LA Noire because the player is a thousand times more concerned with what their autistic player character will do if they dare <doubt> something.
a more apt description would be
>Sounds nothing like L.A. Noire except with the whole "is he lying?" aspect being real.

>>145286437
>Theres a great reason why nobody has done this before.
because humanity is full of unoriginal cunts who can only comprehend incremental change.
>>
Googstream when
>>
>>145316767
Your collision is off by a pixel. Simply jumping around isn't enough for me not to notice. Get back to work and make it pixel perfect.
>moving through the object
fix that too.
>>
Trying to come up with a name that evokes "King's Field". Ideally incorporating something more forest than field?
>>
>>145317087
wtf is a googstream?
>>
>>145317374
When a lot of googs travel through a hill
>>
>>145316269
?
ipv6 addresses are 128 bits
>>
>>145317320
Prince's Grave
>>
>>145317320
Sovereign's Oak
>>
>>145317285
I think the moving through objects thing is an inherent problem of using love2d's physics. I guess I'll try to make my own shitty physics thing. Wish me luck, senpai
>>
>>145317320
The Baron's Barrens
>>
>>145317320
King's Field is a shit name btw
>>
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>>145317795
It's no big deal, I'm getting that on mine in Godot too. What could possibly go wrong?
>>
>>145317485
If we're talking about IPv6 then you'd still represent it as like two 64-bit integers. Combining those to produce an integer you can use as an index (pre-modulus) could be as simple as an XOR.
>>
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>>145315638
>>
>>145317795
Never use physics for simples 2d games.
>>
>>145316462
Really loving the idea, hope to see more of it.
>>
>>145317320
Lord 's Valley
Highpine
>>
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>>
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>>145315638
>>
>>145317818
I'm going to go with Baron's Glade, at least for now. It rolls off the tongue nicely.

>>145317924
Fuck you, I like it.
>>
>>145317946

How are you finding Godot? Is it your first engine? I'm using GM:S at the moment and am a newbie but keep getting the temptation to switch desu.
>>
>>145317946
Pretty much all physics engines are like that. They're never perfect.
>>
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>>145315638

>>145318146
>not going for the wordplay
You chose wrong
>>
>I'm making a precision jumping platformer
>it only requires AABB collisions and gravity
>better use a full rigid body physics engine
>>
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Noob question:

So I have a camera set up in ue4 with post process effects set up, and when pressing play, it launches a standalone and automatically looks though the selected camera because I have "auto activate for player 0" checkbox enabled.

AWESOME.

Now how do I control this camera?
I just want to fly around and take screenshots.

By default, if there wasn't an added camera, I'd be able to fly around just fine, but I have this camera's post processing set up nicely, so I want to use it.

How do I add default controls to it? WASD, mousle looking etc?
>>
>Still can't go down slopes correctly
Goddamn I suck at this
>>
>>145318472
Baron's Barrens sounds silly.
>>
>>145318689
You could set up a player pawn with controls and all that but for your purposes it sounds like it would be better to use the default flying camera (so turn off all the shit you just did) and just add your post processing settings to a post process volume.
>>
>>145318689
If you just want screenshots you could right click the camera and pick 'pilot' to take it over.
>>
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>>145316230

yes
>>
Goddamn it 4chan let me post.

>>145318348
I've messed a bit with Unity before but I never made a real game so Godot might as well be my first engine. I think I like it better than Unity though, specially because of the way animations work, but I don't really know much about it yet, or gamedeving in general.
>>
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ammo and more attacks
>>
>>145318726
>not having an intolerable "punny" liege that everyone has to laugh at even when he's naming the village newborns BoogerButt etc, except the hero who tells him he's not funny
>>
>>145319083
Sheeit
>>
>>145319083
Are you making a spooky space game? Neat.
No wonder those astronauts in that spaceship died, then.
>>
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>>145319083
This can't be happening man
>>
>>145319083
>years jumping around
must be hard to tell spacetime
>>
>>145319083
way 2 spook for me
>>
>>145315493
Isn't there a mathier way to do this?
>>
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>>145319382
I'm excited for what your game will become. These are the weird old men? I asked for glitchy physics once because it makes me laugh until I pee and you delivered if it's you
>>
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Why this torso doesn't cast a shadow?

Shadows are enabled. Same settings as the cube.
>>
>>145320008
http://mathworld.wolfram.com/Reflection.html
>>
>>145319083


this is like a fnaf in space
>>
>>145320185
Is it a staticmeshactor?

Is the material translucent?
>>
>>145315638
space jam environment
>>
>>145318926
THAT WORKED!

I don't know why ALL the post process effects in the post process volume would be under one tab that's always closed by default. Took me a while to find it.
>>
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>>145320191
Its not like a reflection, its more like :
the paddle hits left side, it flips x but change the angle to 170 degrees, and near in middle of the paddle the angle changes to 90 degrees and etc like pic .

My problem is finding the relative position where the ball touches the paddle.
>>
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>>145320129
Enjoy
>>
>>145320583
There's a search bar at the top
>>
>>145320619
>My problem is finding the relative position where the ball touches the paddle.
Compare the paddle x to the ball x when they collide.
>>
>>145320573
>>
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>>145315638
>>
>>145320719
im getting negative numbers.
>>
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>>145320751
>>
>>145320662
This isn't very funny, you can stop reposting it.
>>
>>145320956
As soon as someone says that with a pic of progress I will
>>
>tablet seems to be broken
I didn't want to make progress anyway
>>
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Needs some tuning, but camera implemented.
>>
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>>145315638
i want a harvest moon game set in a snowy town but then what do you harvest?
>>
>>145320950
>>
>>145321089
I had to reboot after updating my linux because the tablet wasn't working
>>
>>145320850
And?
>>
>>145321238
leftmost boundary of the paddle should be relative position 0 and not -2 or -5 like im getting.
>>
>>145321357
Why would you want it to be? And obviously all you'd have to do is add half of the paddle length.

Did you take any tutorials or even a basic math class before starting this?
>>
>>145321149
You mine all day.
>>
>>145321523

The default pivot of monogame sprites is top-left.

Im getting the X position where the ball hits the paddle and subtracting from the X position of the paddle.

It should give me a relative position, right?
>>
>>145321758
Of course
>>
>>145321758
>subtracting ball position from paddle position
No shit, it's negative.
>>
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>>145321149
its a fantasy world where snow is not made naturally. It must be grown by planting water in the ground and it eventually grows into snow palates.

Different [mineral] rich water types yeilds to different snow textures/colors/strengths

the community uses snow for many different things such as furniture/food&treats/electricity from generators that run on snow/etc
>>
>>145321149
Baby seals.
>>
>>145320662
I haven't seen it. I think glitchy physics is funnier with living things though. That just looks like a spooper ghost-guy making shenanigans. 0 piddles / change of pants m8.
>>
>>145321886
And if the leftmost boundary is 0, it should never be less than 0, right?

>>145321972
Actually is subtracting the paddle position from the ball position, i typed wrong.
>>
Fresh new mechanic bois!

The smaller ships can fire a thruster, think of like the thruster tool in Garrys mod. You can have it stick onto pretty much anything and turn it into a projectile to use against the bigger, enemy ships.

You can also fire it directly onto the enemy ship, but it wont do much. However if you get your teammate to also fire on them and have both of your thrusters exert force in the same direction you can actually push the enemy into environmental hazards and the like.

What do you think? I will juice up the hit animations and make it more impact-full asap, but what i'm really interested in, is feedback on the game mechanic and how it could be improved.
>>
>>145322024
kek
>>
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>>145320129
thanks, anon
>>
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>>145322232
That'll do it
>>
>>145312790
>>145308309

Multiplayer when
>>
>>145321984
Fucking nice, I would play this games.
>>
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>>145322142
>And if the leftmost boundary is 0, it should never be less than 0, right?
Depends, if half the ball hits the left most part of the paddle, but the other half stick out left of the paddle, the ball X will be smaller than the paddle X.
>>
>>145322171
It's definitely an interesting mechanic. Can't say much more right now.
>>
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>>145322068
>Game not good enough to be interesting
>Not bad enough to be fun
Well fuck me. Here have a WEBM of the first take on implementing a spider sneaking.
>>
>>145322457
This should make things easier :

http://hastebin.com/gaweyiguve.avrasm
>>
>>145322142
Yeah, if the number you are subtracting is smaller than the number you're subtracting from then the difference will be positive. Simple logic.

Did you actually try this yet? I don't understand why you're still asking questions.
>>
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>>145322568
Hmmmmmmmmmmmmmmm... doesn't hit my funny bone sorry pal

But I don't think your game is not good enough to be interesting, from what I've seen it has a really pleasant art style! But the art of glitchy physics humor is a subtle one I'm afraid.
>>
>>145322682
>>145322632
>>
>>145322568
post the skellingtons those are funny
>>
>>145322632
what is paddleBoundingBox.Left ?
>>
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>>145323171
Not the same dev, second time today someone has confused us. The closest thing I have to skellingtons are these fellas.

The guy making the pong-skeleton thing with Death having tentacles erupting from his mouth is another guy.
>>
>>145323448
the collider rectangle left side
>>
>>145323460
That spider has really come a long way man, congrats
>>
>>145323460
Well I didn't really want to sleep for the rest of my life anyway.
>>
Are there any specific restrictions to the jam?Like can i have my dude actually land somewhere or does it all have to be in spess?
>>
>>145323559
>left side
as in, X coordinate of the left side?
If so, it seems you might have your signs inverted, registering a collision if center of ball is smaller than collider left side.

And the same with right side, registering a collision if the center of the ball is to the right(greater than) the collider right side.
>>
>>145323768

You should see this post then >>145303719

You see F̶̡̢̛͚͚̈́͆͐̚͜ţ̶̠̬̼̱͗́͑̆̚ä̴̧̘͙̼́̊͌͠ͅr̷̢̨̛̙͖̼̆̿̍̑k̵̭̰̘̣̳̈́́͐͠͠ feeds on your nightmares so you should sleep
>>
>>145323793
Way overthinking it brobro. It's fine.
>>
>>145323793
Its space jam. You can even have a game that uses the spacebar a lot or something
>>
>>145323890
yep, thats only the position detection portion of the code.

The collision detection is a simple AABB
>>
You have 10 seconds to explain why your game is using OOP
>>
>>145324308
Because I have various items in my game that build off each other. Like arrow, then ice arrow, then rope arrow, etc.
>>
What area of law would the firm Hartley, Nyquist and Shannon specialize in?
>>
>>145324308
It's not.
>>
here he goes again
>>
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>>145324308
Avast me hearty! OOP lets ye reuse parts of your code in a simple manner O'way!
>>
>>145324442
>This is how OOP programmers actually think
>>
>>145322171
Looks pretty good! Does it aim automatically or is it totally dependant on the angle you hit it with?
>>
>>145324465
Communications law, obviously.
>>
>>145324034
if (ballPosition.X + ballSprite.Width / 2 < paddleBoundingBox.Left && ballDirection.X == 1)

ballPosition.X = 4
ballSprite.Width = 1
ball center = 2.5

paddleBoundingBox.Left = 6

here the ball is outside to left of the paddleBoundingBox

condition is now true, and you get paddleRelativeBallCol:
paddleRelativeBallCol = (ballPosition.X + ballSprite.Width) - paddlePosition.X;
(4 + 1) - 6 = -1
>>
>>145324568
>manner O'way
>like Man O'war
That there is some top-notch pirate speak.
>>
>>145324442

Why not have an "Arrow" and then add modifiers like Normal, Ice, Rope, through composition?
>>
Fun little tool I found for making sound effects,I don't know how effective it would be for anything other than retro arcade games though.

http://www.bfxr.net/
>>
>>145324775
B-b-because my OOP
>>
>>145324775
Because logically being able to have an "ice rope" arrow makes too much sense.
>>
>>145324775

As an added benefit of that modularity, you can then expand into ice bullets, ice swords, ice enemies, without any new logic or dependencies.
>>
>>145324308
Because the only langage I know are OO.
>>
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>>145324858
Blimey! Ye a false flag, like me pirate flag here!

>>145324891
Aye! A landlubber's fallacy ye got there!
>>
>>145325062
How is that fallacious?
>>
>>145325005

Most languages are multi-paradigm these days. C#, Java, C++, JavaScript, Python, etc. all support (or prefer, in JS and Python's case) non-OOP paradigms.

I actually don't think a single OO-language *doesn't* have support for multi-paradigm.
>>
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>>145325175
They don't share thee same properties! Lookie here at arrows and enemies, for example. Thee art an' programmin' between thee two share darn close to cacklefruit!
>>
>>145325467

If your ice modifier is a component that defines ice damage, freeze time, freeze chance, etc. it doesn't need to have any concern about whether it's an arrow, enemy, or piece of fruit. Your example is far too tightly coupled to be considered good programming.
>>
>>145325467
Literally what is wrong with having a component that provides freezing behaviour to both projectiles and enemies?
>>
What is the best engine for making a TellTale Games/Time Travel Lesbian Game I don't remember name of/D4/Every PS4 Exclusive type game, where it's more like a interactive movie?

I am good writer and director, but I don't really have money/hollywood connections and I live in NZ so getting a script made would be hard. I am good at programming, and I think it would be better budget wise to be able to do what I want in a video game, so what engine would be best?
>>
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Less talk about programming paradigms and lousy pirate imitations, more making space progress!
>>
>maybe if I use nonsense pirate speak, it will be easier to backpedal and move the goalposts when I get BTFO
>>
>>145325676
Do the crime, do the time
>>
>>145325637

Life is Strange is Unreal, though almost any 3D engine would work for this. I don't know if there's a "best". Unity or Unreal would be your easiest options as far as I know.
>>
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>>145325576
>>145325597
Bein' frozen would best be a property of thee frozen objects! All it would take would be one measly line to invoke the property!

>>145325676
Aye, 'tis not an imitation, bilgerat!
>>
>>145325779
Allright thank you my friend, that is helpful.
>>
>>145325901
>Bein' frozen would best be a property of thee frozen objects! All it would take would be one measly line to invoke the property!

Okay, but what does that have to do with ice arrows?
>>
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>>145325637
>so what engine would be best?
https://www.youtube.com/watch?v=5vRlJrkxsqo

if you can program, you can easily make make what you're describing in any engine. unity has nice UI tools so it will likely be easiest in unity if it's UI heavy. alternatively you can use renpy or rpgmaker like every other 'i want to make stories but have no confidence to make a book nor the skill/patience to make a real anime'
>>
>>145325751
>it rhymes
This checks out
>>
>>145326075

Your Ice Arrow class should actually contain a list of all objects in the scene, then loop through the frozen property on each object to find which ones it can freeze. It's the OOP way.
>>
>>145325637
I would do UE4 because it has a dedicated cinematic editor. Especially 4.12 with its updates.
>>
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>>
>>145307952
How did you learn programming? m8
>>
>>145325637
The best huh?

Game maker.
>>
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I dunno what to do next. I could do some more level design/try to start making a dungeon. Or I could add shops. Or... something else, I dunno.
>>
>>145328713
What's the point of your game? Don't add features for their own sake, there should be a cohesive purpose to the game.
>>
what was this guys fucking problem
>>
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Does it look good?
>>
>>145329145
I love that.
>>
Terribad at math, here. How do I make an object move in a circle around a given (x,y) point? I tried setting the object's angle to the angle between itself and the point, and then using x += cos(rotation / 180 * pi), and y += sin(rotation / 180 * pi) but that didn't work.
>>
>>145329145
Looks pretty good. Why did the knight's sword change angle when frozen?
>>
>>145328984
Well I know what I need to do, but nothing left is really critical. Or easy. I picked all the important and/or easy stuff first.
>>
What's the most efficient way of doing an inventory system in Game Maker?
>>
>>145329145
Looks like a videogame.
>>
>>145329145
shhhhh
...kid
>>
>>145329291
https://academo.org/demos/rotation-about-point/
>>
>>145329275
Thanks.

>>145329295
because that's the hurt animation.

>>145329373
Thanks.

>>145329436
I dont get this one.
>>
>>145329145
fix that camera before working on petty shit like this ffs it gives me headaches every time.
>>
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What's up, guys?

I thought I smelled some singletons around here...
>>
>>145329145
Fucking good.

Makes me wonder, how much real game a re going on in /agdg/ ??
>>
>>145329558

If it's GameMaker they probably have the scene locked to 30 updates/second (The default setting). Hopefully they don't tie their animations to room speed, like the Hyper Light Drifter guy.
>>
>>145329726
It's clearly 60 FPS you cretin.
>>
>>145329601
singletons are based doe
>>
>>145329671
google The Witness
>>
>>145330079
>The Witness
Is it really from here ?
Who made this ?
>>
>>145330061
>Change one line of code
>Change is propagated to dozens of classes, possibly hundreds of objects due to direct coupling

How is that not terrible programming
>>
>>145330253
it is terrible in a traditional sense, but can be very efficient from a yesdev perspective
>>
>>145330243
JBlow aka vine

also have you ever heard of Minecraft? Or a guy who goes by the name Notch?
>>
>>145329442
Thanks, that works. It's very jittery, though. Maybe I should decrease the distance.
>>
>>145330370
This fag is from here ?

Well that makes sense in a way. But I don't believe it.
>>
>>145330474
he doesn't come around much anymore but still funds most of the AGDG conventions
>>
>>145330474
You're being meme'd on
>>
>>145329354
Depending on the type of inventory you want, either a ds_list or just a 2D array.

ds_lists are nice because you can insert, delete, and sort values, but its a one-dimensional array, so it doesn't work well for items that need multiple values, such as stackable items, upgradeable items, etc.

2D array, such as global.inventory[0,0] work pretty well since you can have a huge amount of data stored there.

So you could have...

global.inv[0,0]='Sword';
global.inv[0,1]=1 // Item Level
global.inv[0,2]=5 // Item Damage
global.inv[0,3]=200 // Item Value

and so on. Problem with arrays is you have to control them completely manually, moving data, erasing entries, etc., plus you have to be sure you don't go outside of scope.
>>
So I have a sprite animation I want to do a color palette swap on.

Is their and easier way to do this then going through each individual frame and changing the respective pixels. Something like the ability to select a color that is currently present and have all pixels of that color change to this other color in all frames?

My sprites are stored as individual pngs, not spritesheets, if that matters.
>>
>>145329558
What's wrong with the camera?
>>
>>145330548
Ow ok.
Even with the Witness part ?
>>
>>145330704
No, that part is true
>>
>>145330353
>yesdev is about making hacky solutions up front that can very well stop you in your tracks down the line
Are you a literal child?
>>
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>>145330551
>global.inv[0,0]='Sword';
>global.inv[0,1]=1 // Item Level
>global.inv[0,2]=5 // Item Damage
>global.inv[0,3]=200 // Item Value
>>
>>145330551
The system I have planned is something like Megaman, where killing bosses gives you a piece of equipment. Sounds like using a ds_list would be the way to go
>>
>>145330674
Alright, game design lesson of the day for you anon:
Go watch any gameplay video of Castlevania SotN, pay attention to the camera and compare to this shit.
>>
>>145330704
Yes, even that part
>>
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>slowly starting to realize unity will die in a year
Thanks John Ravioli
>>
>>145330957
For that you can really just have a flag for each item. Even a list is overkill.
>>
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>>145331110
>$125/mo with a 12 month commitment
>>
Give me some lewd game ideas
>>
>>145331343
you're in space, and a space monster is flirting with you (heavily)
>>
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I made some changes as someone said before (panels on both sides and symmetrical to each other)
>>
>>145330957
Yeah a list should work fine for that, or just have a simple flag system like the other guy mentioned, assuming you'd be having a pretty trivial amount of weapons to keep track of.
>>
>>145331126
>>145331579
Maybe an array for each equipment slot storing current items? Each one can be equipped in a specific part of the character, so while a simple flag could get the job done, I'd have to check later to see what thing goes where.

It's something similar to MegaMan Zero 3's chip system
>>
>>145330982
I guess I'm a filthy casual, because I don't notice a difference.
>>
>>145331554
looking good. great camera filters. would play.
>>
who's coming to AGDGcon this year?
>>
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Does anyone have any suggestions on how an ECS should handle things like branching dialogue that affects game entities? At first I was storing dialogue in json files, and then giving entities a dialgue component that points to that json file, but I'm not sure how I can do things like allowing player input in that dialogue, and, for example, "If the player says yes in the dialogue prompt, heal him for 10 health".
>>
>>145331706
Yeah you could always just do a limited 1D array for that.

global.equipment[0]=<item>;
global.equipment[1]=<item>;

Just assign each number to a slot. 0=Head, 1=Buster, 2=Boots, etc.
>>
>>145331707
you have to be kidding me
>>
Easiest way to confine the mouse to the view in GM?
>>
>>145331809
I'll be there for sure. Hope ZUN can travel from Japan along with Pixel, like last year.
>>
>>145332154
oh its the guy huh?
>>
>>145307952
get a tablet
>>
>>145332154
hey JBlow, love your game man, wish I could make it this year
>>
>>145331908
Thanks, I have one last question. Should the inventory be stored in the controller or player object? I'm leaning on the first one but I don't want to rewrite a fuckton later
>>
>>145331757

Thanks! I am still tweaking and trying to get the right balance between good visibility and visal post processing effects as I go.
>>
>>145332351
Well personally, I'd make it a global variable, so its accessible from all objects.

For example, if you have an object that draws the HUD/menu, and it needs to know which objects the player has, so it knows how to draw the inventory. If you've deactivated the player object or for whatever reason the player object isnt available, the HUD still needs to be able to read the inventory.

In your first room of your game, have an object (e.g. obj_globals) that has a Game Start event where you initialize all those inventory variables.
>>
>I've come to Hyrule Castle about the legend
>What legend?
>The Legend of Zelda

How are you going to slip your game's title into the story?
>>
>>145332816
Thanks, I'll do that.
>>
>>145331809
arent you pretty much pro now m8. maybe you should head over to /pgdg/
>>
>>145332816
>Well personally, I'd make it a global variable
Why are you giving bad advice to newbies
>>
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Decided to start messing with my Space Jam idea today. Got some sprites and the basic movement down, which is largely the same engine as Dungeon Break.
>>
>>145331110
Are they going to make a Unity 6 next year?
>>
>>145333189
Looks nice, gonna be Firefly game?
>>
>>145333110
I know that global variables should be avoided, but I don't see the harm in doing that since if I store them in my player object and destroy it by accident I lose the inventory.
I also have the game controls stored in global variables, am I fucking up?
>>
>>145333335
Not specifically (I've never actually seen Firefly) but it's going to generally revolve around the whole space pirate/smuggler theme.
>>
>>145333406
Yeah, you are.
>>
>>145333493
Can you give me an alternative then?
>>
>>145331820
Implement dialogue as a DSL; it's basically code more than it is data. This requires two things: abstract syntax and an interpreter.

The abstract syntax for dialogue can be very simple, it can be a simple imperative language. A "script" is a sequence of statements. A statement can be a line of dialogue, an action like healing the player or making the NPC remember something, or a branch. A branch can ask for player choice or look at the NPC's memory to pick between a number of scripts (the syntax is recursively defined!). Interpreting this just means printing the lines to the dialogue box, waiting for player input, etc.

Parsing text from a file into the abstract syntax is a separate concern. I also don't see how doing this with ECS game objects is somehow more difficult than doing it with OOP.
>>
>>145333406
There's nothing wrong with using global variables. In some instances its easier to use a persistent control object. For example, in the dungeon game Im working on, there's a dungeon generator object that needs to constantly access and modify a huge host of variables.

But in general, global variables are going to be pretty darn useful. Don't sweat it.
>>
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Flea gunge, take 4. An anon here said that the eggs and MC didn't fit with everything else. I think I've fixed the eggs, but the MC still needs work. It's possible that he's just lit too brightly, or that it's a light probe error.
>>
>>145333553
...Looks like I've got some googling to do because basically I didn't understand almost anything you said.
Oh boy I get to learn new things.

I mentioned ECS because that's what I'm using, nothing more nothing less.
>>
>>145333635

Is "dont use global variables!" a meme here like "dont ever use triangles in your mesh!" is a meme on /3/?
>>
>>145333862
That goop makes me very uncomfortable.
>>
>>145333964
Yes
>>
>>145329726
My game runs 60fps.

>>145329558
>>145330982
You again? You keep saying that but you cant tell what actually is wrong with it. I want camera to show ahead of player instead of centering it.
>>
Global variables have many objective pitfalls. Probably the worst is that they make tight coupling look like loose coupling or no coupling at all, which is a massive issue when you want to use a system in a different way.
>>
>>145334063
But what's the alternative then? What do I use instead of a global variable?
>>
Hold up, 2 questions about global variables.

I know global variables "Should be avoided", but no one here has explained WHY they should be avoided, it's just, "Don't use global variables, just take my word for it."

And before you say, "Don't sweat it, they get the job done, just use them," that's not what I'm asking. Yes, I'm going to use them anyway because I don't know how to keep variables/values intact when changing rooms in Gamemaker (Other than not changing rooms in gamemaker, but that's not happening anytime soon for my game), but I want to know what issues they cause when you do use them.

I forgot my second question.
>>
>>145334278
You pass stuff around.

>>145334372
http://c2.com/cgi/wiki?GlobalVariablesAreBad
>>
>>145334372
Global variables can be modified by function calls without it being explicit from the function signature. But it's less of a problem if you're writing all the code anyway.
>>
>>145334429
>You pass stuff around.
Seems pretty stupid for things like controls. I know about the main drawbacks, but I don't see the problem if you handle them carefully
>>
>>145334041
You don't want to change it because you're used to it and for some reason you think it's not a problem that your rigid as fuck camera doesn't move when you jump and simply teleports from one view to another when you switch direction, in a game where you switch direction all the time.. heh you'll probably notice it when you'll actually start doing level and challenges.. but it's garbage.
I understand that you're probably a beginner and shit, what I don't understand is why you seem so attached to your shit ideas and so hostile to criticism. I'm helping you making a better game.
And if you doubt me, just ask yourself "Why does literally no Castlevania in history did a rigid camera like mine". If you don't care about the camera now, trust me you'll regret it later and the later it is, the more you'll regret it.
>>
>>145334572
Controls are needed only in a few specific cases. Why would passing them around be a pain?
>>
>>145330253
not him, but isn't that what you want? like why would you hardcode everything individually when you could just code in a shortcut that changes everything you want it to?
>>
>>145333553
I have always wanted to get a handle on DSLs and ASTs and all that hoobly.

Got any links or advice on starting down this path?
>>
>>145334668
>Why would passing them around be a pain?
Because in my game you can change player objects dynamically. Again, I don't see the problem if the only time I'll ever change them is from a customization menu
>>
>>145334660
Holy shit.

>>145334762
Unironically, use Haskell. Algebraic data types and monad syntax make it a breeze, so you'll see the DSL + Interpreter pattern everywhere. For example, the IO monad is essentially a monad for building up an abstract syntax tree describing an imperative program which is "intepreted" by the Haskell runtime.

>>145334859
>Again, I don't see the problem if the only time I'll ever change them is from a customization menu
That's true. It would be nice if more languages allowed for dynamic scopes ("context objects") wherein you can make something constant and globally (more like implicitly) accessible, but outside of the scope it's mutable and you need to pass it around. Haskell does this with Reader.
>>
Reminder that globals are basically dirty sluts that get fucked by every dude in town.
You don't want those sluts, you want pure maidens.
>>
>>145335115
>Unironically, use Haskell
I was already unironically using Haskell until I decided cabal was shit and I'd wait to see what happens with stack, so that works for me. Now, if I made some DSL + Interpreter system in Haskell, it seems like a difficult task to make that work with the rest of my game, for instance made with Godot or C++/SFML (those are the two I'm considering getting into anyhow)
>>
>>145336259
No, you wouldn't use whatever you write in Haskell directly through FFI or something. You'd transfer the concepts you learn and then bash your head against the wall repeatedly when you realize that everything else is shit.
>>
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>>145334660
>>
>>145336416
Yeah honestly I really loved everything about haskell but almost every package I tried using turned into a big broken pile of shit. And stack's solution of sandboxes for everything annoys me, not to mention I was stuck with the curated packages. It was a sad day when I gave up on haskell.
>>
>>145337075
Rust has a lot of the Good Parts of Haskell.
>>
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Added a clock wise spinning rotor and you can now change your camera by pressing the switch input.

I also switched out the greenlight trailer, and will be finishing up the snow world and moving to the water world soon.

https://steamcommunity.com/sharedfiles/filedetails/?id=700230651&searchtext=Bokube
>>
why do unity users hate programming?
>>
>>145337218
I discounted Rust but I can't remember why now. Same with Elm.

Maybe I'll just use some lisp and never even make games.
>>
>>145337751
if you can do something without programming, chances are it's made up of very modular pieces, making it more robust and reusable than anything a novice programmer can come up with
>>
>>145337751
Who needs programming when you can find everything you need on the Assets Store(tm)
>>
implementing abilities
https://www.youtube.com/watch?v=Km3ofpSxlJs&feature=youtu.be
recording is choppy due to shitty CPU
>>
>>145338419
Gotta make it public hidden senpai.
>>
>>145338732
woops
>>
What is the best way to document an idea?
>>
>>145339582
write it down
>>
>>145334689
because you can write code that does what you said, but doesn't break if you fuck it up
>>
>>145329671
www.homph.com/steam
>>
>>145339582
Finish a game implementing it
>>
>>145339582
open notepad.exe
type idea
save as idea.txt
>>
>>145339582
Write personal wiki software that plays like a game

>Nice!
short popup that fades when you hit enter after a sentence

Total word count (with juice)
Checklists with points for checking things off
Display of average weekly rate of checking things off
Satisfying sound, good music, mini-games
>>
>>145339582
>best
>>
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Where would one go about getting sound files around 5-30 seconds long? I need random (not dank memes lolrandom) monologues, recorded by not professionals, preferably clean, though.
Can i ask /agdg/-guys to record them for me? It's for the use in the free almost idle game, i can credit you if you want to.
>>
>>145339582
Post it here :-)
>>
>>145340876
There's occasionally some /agdg/ dudes who do voice lines. Maybe they'll be around sometime.
freesound.org may have some stuff too.
>>
>>145340876
Make a pastebin of what you need and contact, make results public so it's potentially kind of fun at least for more than just you, post about it once per thread or less, be fine with being told to fuck off
>>
>>145340876
There's voice acting threads on /tg/ and /co/ sometimes.

You could try your luck here. I'd do it but I don't have a mic worth a damn. Or ask your
>friends

The mic problem is pretty big since you'll likely get stuff of radically different volume and sound quality. You'll probs have to do a bunch of editing post-processing anyway.
>>
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working on a zelda clone

please give feedback on the art, too much like zelda? does the cliff perspective not make sense?
>>
>>145341837
it looks like a road to me

more definition/contrast or something at the top/bottom
>>
>>145341837
You asked about the cliff perspective so I'm here to confirm that yes, it is pretty off somehow. It looks like a road. The angle I'm looking at the cliff looks like a texture I'm directly facing.
>>
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>>145303464
>>
>>145342338
face looks disgusting
>>
>>145341356
http://pastebin.com/GELiTDDP
Is that okay?
>>145341698
I can normalize like a motherfucker.
>>
>>145342385
You look disgusting. Seriously, go look in a mirror and weep.
>>
>>145329145
I'm going to copy pasta this response from a past thread for you since you don't show up often enough you schmuck.
-----------------
I haven't been here in some time. Glad you're still working on this. Did you make it faster/boostier? Also did you make the screen space smaller or has it always been that small? Seems cool for 1 on 1 stuff but it might be a little cramped if you're facing multiple enemies.

I also really like the stacking/threshold idea for the freezing. You could possibly use a similar system for all the status effects.

For example, if you have a sword that has "Fire 1," and you hit a small enemy with it, it may ignite on every hit. If you hit a medium enemy with it, it may take 2 hits to ignite. Then if you have a sword with "Fire 2," it may ignite a medium enemy with one hit, but not a large enemy (but will stack faster to ignite a large enemy than "Fire 1").

For burning to death or shattering to pieces, you could just have that be a death animation (only) whenever an enemy dies while under that status. For the shattering, you could have an enemy take damage and "break" out of the freeze if you hit them while frozen but it's not enough to kill them.

Also higher numbers of "Fire" could burn for longer, while higher numbers of "Freeze" could keep an enemy frozen for longer, or things like that.

You could scale the numbers however. Rather than just "small, medium, big" you could have every enemy have different resistances, for example that knight guy could have FireResist4 but IceResist2, which is what your weapon status effect stats would be checked/stacked against. That way you could work in different weaknesses per enemy.

Just some ideas. Not sure if that's the kind of design you're going for. And sorry for the late reply. :)
>>
>>145341698
>mic worth a damn
Most sounds will be muffled and distorted anyways, so i don't really care about quality of recordings.
>>
>>145342406
>Is that okay?
Well except for not mentioning anything at all about what kind of talking you want.

>it's open to the person
That makes it harder on the person, not easier, btw. Add the text you want recorded, nobody's going to ramble with no direction. A few might record lines you write though.
>>
>>145342781
or if you really do want random ramblings, at least make that clear, but you'll still get more response if you give some kind of direction.

>read posts in the thread, tell the last thing you ate, describe the room you're in, whatever 5-30 seconds long.
Something like that
>>
>>145342781
I said "random", it can be anything, whining, swearing, talking to someone, the point is getting lines which have nothing to do with the situation.
That's the point.
>>
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Does making a DOOM map count as dev?
>>
It looks like a GBC Zelda. There are a lot of games in that style so as long as you're not referencing Zelda's art directly go for it.
>>
>>145343008
I don't think it's really that hard to come up with a line or two and mumble them into the mic. At least i can (and will) do just that.
>>
>>145343087
Well alright, I could just be dumb but I'm just saying on a skim of that I wouldn't be totally clear on if you had set lines in mind that you just didn't mention in the pastebin, or you wanted me to make something up.
>>
>>145343107
It's like practice for design, I guess.
>>
>>145342338
so cancerous
>>
>>145342576
I think I replied to this post before.

I'll be giving some answers.

>Did you make it faster/boostier?
Yes, it's much faster now and animations are lots better. The old demo was running at GM:S default 30fps, but I ramped up to 60fps and will sooner or later switch to delta time.

> Also did you make the screen space smaller or has it always been that small?
It has been like this for last few versions. It was before, indeed 426 x 240 which scaled up nicely to 1080p, but the problem was that it's not resolution that can be divvided by 16, which my tileset is. The Castlevania and Metroid GBA games used same resolution I'm currently working with (240 x 160) and I'm pretty much using same dimensions for sprites and such, so I do not see it as problem because it was never really problem with those games either

> Seems cool for 1 on 1 stuff but it might be a little cramped if you're facing multiple enemies.
It will be more focused on fighting one enemy at time, but there will be times where there will be maybe up to 3 or 4 enemies at same time. I have not yet decided. I'll see how it works out.

>I also really like the stacking/threshold idea for the freezing. You could possibly use a similar system for all the status effects.
This will be implemented. I really like the idea of different thresholds for different enemies. It would work with my current system really well. I've been just working on the mechanics itself, to see everything works before adding those variables, which will be easy after everything works.

>For the shattering, you could have an enemy take damage and "break" out of the freeze if you hit them while frozen but it's not enough to kill them.
This is interesting idea too. I should experiment with these and see what works the best.

I'll definitely be using these, as they are really good ideas.
>>
>>145342338
He said "post progress" not "post post progress"
>>
>>145343684
>I'll definitely be using these, as they are really good ideas.
Awesome! Glad I can help somehow. I've been following your project for some time. You might remember I offered you some music a while back.

I don't know how you intend to acquire weapons but it will be cool to have a number of different stats and things for sure.
>>
>>145344247
Is your offer for music still open? My music guy fucked me over so I'm kinda in need of some music. I can't pay or anything, but I can advertise your whatever site and give you all credits of course. I have NO idea how long it will take to finish this up, but things should be going faster now that I have second man abroad (artguy, kind of writer) so progress is now faster than ever. We can though discuss about payment and stuff when the game is more finished and if you stay with us longer.

So far, me and the guy I'm working with are just doing this for fun and experience.

If you want in, just contact me on my twitter @ArikadoDev, preferably via the direct message thing.
>>
Is 240x160 a bad resolution for a game?
>>
>>145329726
How do you make animations independent of room speed? I thought image_speed is in reference to fps, and that's all I can think to use without manually updating
>>
Hmm, I implemented dialog as part of my NPC class, but now I want dialog for when you interact with a building.

That means its refactoring time.
>>
>>145344871
That was the resolution of the GBA, so I'm kind of confused as to why you're asking.

Anyway, in 2016 you can make the native resolution whatever the fuck you want, it doesn't really matter.
>>
>>145344871
It's not great, I started with a variant of that to get muh GBA aesthetic, but modern players are going to want something that scales nicely into HD. One of these works https://en.wikipedia.org/wiki/16:9#Common_resolutions
>>
>>145344929
image_speed is value that increases your image_index for X amount each frame. You can set it independent by multiplying image_speed by delta time.
>>
Can someone help me with SDL2 code?

I'm implementing a game loop, and though movement is basically somewhat smooth, when I try to move a textured quad across the screen, when it begins to move it shakes and looks blurry. Here are some pastebins with my main game.cpp with the gameloop and the relevant class for the sprites:

http://pastebin.com/iuh4nieK
http://pastebin.com/GsjBNWHW
>>
>>145344871
Depends on your image sizes and gameplay. Platformer or zelda-like? Sure. RTS? Hell no.

Keep in mind that it doesn't scale up to 16:9 nicely and will have those black bars.
>>
Okay rookie question here. In this game I'm making, characters can swap out body parts. If I rig up an armature in blender for a full human body, how do I allocate the specific body parts to that armature in the game, so it's kind of like a modular mesh, and these random arms / legs / heads follow the same animations, like a digital frankenstein's monster?
>>
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>>145345063
>>145345038
>>145345224
I think 640x360 is too big. Should i just invent a resolution with a 16:9 ratio?
My game will be a turned based action rpg. Basically it will be a generic rpg with tha clasic random encounters, but every battle will play in a "2d" using points to move your character around and use diferent attacks.
>>
>>145345553
Then make it 320x180. Your game dude, whatever you want is the right answer.
>>
>>145345553
Use 426 x 240 if 16x16 tilesets not aligning correctly isn't problem for you. It scales nicely up to 720p and 1080p.
>>
>>145345145
I never understood getters and setters. Just make the attribute public. Make it private and a getter/setter if there's some side-effects you want to have, otherwise why bother?

>Your problem
Can't see anything obviously wrong. Shakey how?
>>
>>145345802
this is how Unreal works

I like it a lot now that I've been using it for a while
>>
>>145345553
As someone who's never made a game and is a little retarded, how does this work if I don't want to use a magnifying glass? When I start the game and make it full screen, does it get scaled up without interpolation essentially? I mean nobody's making games to be played at that size, right?
>>
>>145345802

The image blurs when it's in motion. So if I just press to move left a bit, the image is nice and sharp. But if I hold to move left/right, as it moves constantly there is a slight afterimage/blur/shakiness that appears. I hope I'm describing it properly
>>
>>145341837
common technique for cliffs is gradually shading it darker towards the bottom and adding a shadow on the grass beneath
>>
>>145346075
You sure it's not your brain? That's how humans usually interpret quickly-moving objects.
>>
>>145346069
I think ideally the game will either have resolution settings, or a fullscreen key that handles the settings for you.

Undertale is a good example, it's native resolution is small, but you can increase the size if necessary
>>
>>145346370

I'm pretty sure. Some people have called it "ghosting" for images. Even at small speeds, say just the speed that a pong bar moves, or megaman, etc, it's smaller than that. I'm even using small float values for the speed, atm it's like 0.005f. Very noticeable. Maybe it is just me
>>
>>145346069
I don't know anything about SDL or your problem, but maybe check if double-buffering is set up correctly and if vsync is enabled?
>>
>>145346586
Your render loop looks like:
>clear()
>draw()
>display()
right?
>>
>>145346672
I don't have a problem, haven't started making a game. Just wondering what happens with games made at things like 320x180 when the player hits fullscreen on their 1920xwhatever computer.
>>
>>145346814

Yes, it's at the bottom of my first paste, the Game::Render() function.

Also, sometimes my sprite just stops. I'll be holding the left/right movement key, and it'll just halt for a bit. I think it may be something to do with the way I've implemented speed limits in my Player class perhaps
>>
>>145344762
Yeah I'd give it a shot. I don't use Twitter but I do have an account I made a little while back. I tried the direct message thing but it says I can only send direct messages to people who follow me.

If you want you could email me at [email protected]
That's my throwaway but if you want to send me something proving who you are I can give you my real address. If you're cool with email.
>>
I get a massive urge to start coffee and work like a maniac when the sun goes down. Good thing I'm neet I guess but I like the early mornings a lot and would much prefer sleeping in the late afternoon and waking up pre-dawn.

What about you /blog/, when are you most productive? Do you have a set schedule or work whenever? Any habits that you've found helpful? Do you prefer to work with or without distractions?
>>
>>145347525

Do not get into a cycle where you go to sleep at morning and wake up in the day/evening. Just stay like a normal human and you will get stuff done.
>>
>>145347718
I used to think I was fit for this. Now it destroys me.
>>
>>145347968

I think it's just fundamental to humans. We are happier during the daytime, we feel more productive and we keep schedules easier when we regulate ourselves according to it. I'm suffering from it atm. Haven't even gone to the gym in weeks
>>
>>145347525
I'm usually the most productive at late night, after 9-10, and in the early morning after having some sleep, right up to 10-11 (but that's only available at the weekends). However the afternoon hours just kill me, I'm absolutely useless. I would rather have some nap until the night comes. I don't know why tho.
>>
>>145329601
> pretending to be the dogposter
why don't you try working on your game instead mate?
>>
>>145348043
Sure, but getting older seems to make everything worse. Like the other anon says, I used to get crazy focused at night, and I just figured I was a night person. That seems to be a thing for a lot of people. I took up a night job and everything. But now after years of having my sleep/wake schedule rotate through every hour of the day, I just get really depressed and distracted if I sleep all day and stay up all night. I need that sunlight.
>>
>>145313226
battlefront is a battlefield clone with a star wars skin, and its a pretty good one at that

battlefront 2 is console trash
>>
>>145347502
You'll recognize my email.
>>
>>145348394
I also worked a night job for a long time. My favorite was sleeping roughly 2pm til 10pm. I felt fresh at work and was able to get stuff done and enjoy plenty of delicious morning sun. I think there really is something to people having their own sleep cycles.

I think if the options are laying in bed pretending to be asleep or starting some coffee and DEVING then the answer is quite clear.
>>
>>145348682
I just don't want to publish my real email on 4chan, that's all.
>>
>Dream game
>Can't make it
kill me.
>>
>>145334041
>>145334660

I hate to agree with this guy, but you should add a bit of a bounding box around your player, so that the camera doesn't spasm left or right every time you change direction. It's a 5 minute fix if you didn't program your camera like a dumbass, so why not just try it out and see what it's like? You can always go back if you don't like it, or better yet, give the player the option to switch camera modes via the options menu.
>>
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You can talk to houses now. I only have regular NPCs in houses right now, though. I think what I'll end up doing for the demo is making all the quests/trainers in houses, and giving all the wandering NPCs tips for the new player to read. I could also make some NPCs stay in a fixed location and give them quests, too... but I don't think I want to give wandering NPCs quests, cause that'd be a pain. Next up (probably not tonight) is a shop house. If I want, I can also add a level-up/training house (right now you just get skill points for free when you level up).

>>145350041
that hasn't stopped me. still not sure what to do about that problem where I'm gonna need 3x as much as code. a problem for another day
>>
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>>145350041
>>
As a player, it pisses me off when there aren't multiple paths in a game I can pursue. Also as a player, it pisses me off when there are multiple paths because I want to know what happens down each branch, and I don't want to commit to something until I know all the possibilities.

As a developer, what can be done about this horrible conundrum?
>>
>>145351119
>I dislike consequence
maximum beta
>>
>>145351119
Give the player a chance to explore missed paths at a later time without having to restart the game.
>>
>>145351119
as a developer, you shouldn't cater to players with bad taste like yourself
>>
>>145351119
You can tell the player what's down the pathways... and have them all be long, linear things.

You get to choose what you want to explore first and, you get to see everything.

Like:
THIS WAY for item/upgrade/boss/whatever X
THAT WAY for item/upgrade/boss/whatever Y
>>
>>145350464
This looks great! I imagined it locking to viewing the door and having someone open it up and stand there while you interact, going back inside when you end the interaction. Could do something similar for someone at a window.

>>145351178
But I love consequence. But if there's choices A,B,C,D I'll end up finding out what all the options are before choosing one (even if I immediately know I want to go with A) and it's kind of tedious.

>>145351209
But then it's not really a choice, is it?

>>145351323
This is a nice idea. I was thinking while getting disgusted with Skyrim, about having time dependency. So you simply can't explore all the branches in one play.
>>
>>145350464
>a problem for another day
That's what I say about optimization.
>>
>>145351525
sometimes the consequence of choosing A is not knowing what would happen if you chose B (until you savescum or replay it I guess)
>>
Some progress:
https://www.youtube.com/watch?v=nCjxKAbzNuo

Skip to 4:46 for current gameplay. Everything before that is just showing off some new UI and music.
>>
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mid-refactoring progress:

1) world movement between maps (imagine, eventually, something similar to a fire emblem world map; nodes with shops, battles, etc)

2) enter battle

gnight
>>
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>>145351525
In the source game, the game viewport changes to a prerendered background like this. I'll probably add something similar eventually. I am specifically avoiding your suggestion to keep 3D art requirements to a minimum.

>>145351576
Just buy a GTX1080 and when people complain about it say "I dunno man, works for me"
>>
>>145351701
I really like the style in that picture, but please tell me your characters are just placeholder. It would be a very bad idea to mix that artstyle with flash game character sprites.
>>
>>145351758
If you don't get money from ATI or Nvidia as a developer to promote the newest cards, then I think it's better to make your stuff run on as much toasters as possible to even your money.
>>
>>145351758
Man your graphics so legitimately feel like a 90s game. Are the assets all made by you?
>>
>>145351935
That's a screenshot from Might and Magic 7, which literally is a 90s game.
>>
What's better for a main character in a fighting game about monsters? A wolfman or a goatman
>>
>>145351864
Thank you, and yeah, everyone but the shrimpgirl is placeholder for now. In fact shrimpgirl's idle isn't even finished yet, I still need to color her. I needed some characters to test gameplay and animation workflows so those were rushed out first way before I even made the environment which is why they don't really fit in.
>>
UE4 gives me an error saying I don't have a compiler installed, despite clearly having VS. Since I'm too lazy to troubleshoot on my own, what's the fix?
>>
>>145351935
Thoughts on my game?
>>
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>>145352090
>goatman
>>
>>145352338
>too lazy for basic competency
https://www.youtube.com/watch?v=5_LxyhCJpsM
>>
>>145352090
how about a goatwoman? can't make a fighting game without a few waifus.
>>
>tfw been on 4chan for so long i can easily pickup who is trolling on the first post of an argument
>still after all these years i cannot find a single good reason why shitposting is good or fun
>>
How viable is RPGmaker as a platform? Do they even let you sell games you make with it? How good is the scripting in it? I want to make a roguelike JRPG but gamemaker is way too fucking clunky with the lack of methods and data structures/non-physical objects.
>>
Pull the left trigger to coast your roomscale forward, pull the right to coast backward. Press the menu button to bring up item inventory, use whatever hand to grab whatever item. (this case placeholder sword).

Going to be working on sword+shield combat on some basic AI tomorrow. I'm thinking about breaking the players sword if they hit an enemy shield, and then they have to hurry and grab another sword from their popup inventory. (this is how I hope to solve your sword hitting an enemy shield or getting parried on since VR is weightless).
>>
>>145353149
it's good if you want to make exactly the kind of game it supports

it's impossible if not
>>
My game that will never be done.

Part 1.
>>
>>145351997
Oh, but, wasn't there an Anon here making a very similar game? (or they were just doing a sprite rip of the same game)...
>>
Part 2
>>
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Good thing: corrected all the bug comming from the accumulation "dash/wind", "water/wind", "Water/wall".


Less good thing: I'm gonna pause this game to make a more little game in order to use it as a CV
>>
>>145353149
Now you can sell your games made with RM. Back then the english translation of the engine was basically a hack, so all the games and assets were free in the west. Now you have to pay for everything.

I'm not very familiar with the newer versions, but one wonderful thing I liked about it was that basically you could do everything you wanted if you spend enough time finding out how. However it only give you the tools for a basic turn based battle system, you have to figure everything else out.

With that said, I don't think a Rogue like would be impossible, but you have to be really dedicated to make one in RM. You might want to ask the same question in the RPG Maker General.
>>
>>145352374
why are there needles falling from the sky?
>>
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>>145353396
do you mean my sweet spellbooks?

this is the only thing in the game I've made myself
>>
>>145352374

cellshading / 10
>>
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i'm back
look forward to new progress in the coming weeks
>>
>>145353608
>>145353520
You guys need to step up your UI box game.

The slightest of decoration goes a long way. Then again I'm sure you're in earlyish dev so whatever.
>>
>>145353282
>>145353402
looking good

is it a racer?
>>
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>>145354074
nah
>>
>>145353402
This looks fun as fuck
>>
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>>145354467
>>
>>145329145
I want 2 make music for u game senpai
>>
>>145353402
These hovering physics look pretty fun.

>>145353462
>Wind inside water is just currents
Clever. Glad to see you're still working on this!

>>145353608
>Microscopic map view
>All these empty windows
Please no.
Also I think the 'looking' mechanic is going to be a pain in the ass, just like searching for traps - it requires you to press a button a few times per room (or, here, four for N/S/W/E maybe?) so your strategy is optimal, because if you don't bad things will happen, and it's boring as fuck.

I like the way you're using unicode box characters for walls, though.
>>
>TFW No qt game grill dev
>You will never have someone so share this passion with
>;_;
>>
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how do you like my meme game
>>
>>145355430
nice ancient repost
>>
>>145355426

plenty of trap devs in the thread mate.
>>
>>145354467
I don't know what I'm looking at, but it looks great.

>>145354074
Have you played with TIS-100?
>>
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Working on a generic sword. Ideas or thoughts?
>>
>>145343107
The new doom or old one with snap map.
>>
>>145355561
Generic as advertised.

His posture for that last swing looks weird as heck.
>>
>>145355561
seems alright for a two hander
>>
>>145355561
Is that some kind of battle peasant? It looks fine but I wonder if maybe that sword is a little too nice for him.
>>
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>>145355669
>His posture for that last swing looks weird as heck
Noted. I'll have to put on some skivvies and make the attack with an actual reference then.
>>145355685
Thanks, anon
>>145355871
All the equipment is modular, I just use the battle peasant for testing out. If you found him in a cave he'd probably be fit with his gory fists, a rock, or a tenderizer.
>>
>>145305238

What's fullbright? Google doesn't yield anything immediately useful
>>
>>145354583
Then contact me or leave contact info, man. I'll take any help.
>>
>>145356149
you must be over 18 to post here
>>
>>145355470
But they don't have vaginas or boobs? or an ass I'm attracted to.
>>
>>145356235

Congrats on being paranoid, but that doesn't help me.
>>
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>>145356718
>>
>>145356773

It's okay if you don't know either.
>>
>>145351235
this is the correct answer
>>
>>145345276
Guys?
>>
>>145356498
Wow, check your fucking privilege.
>>
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Improved the memory clearing transition, some walls still disappear instantly, but it's too fast to visually notice.
>>
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how much would it trigger your autism if slower than light travel to another star would take the same amount of turns as going to a near planet?
>>
Any sort of "all in one" tutorials for GM:S I can download?

[Sort of thinking like a book, but not necessarily a book or even a pdf.]

Might be without internet access for a while. Need something to do. Some kind of guide will surely be more useful than figuring literally everything out myself based on memories of making drag and drop games 10 years ago.
>>
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What reasons are there to use a framework like MonoGame instead of Unity?
>>
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i'm stumped with death sequence, this is what I came up with but it still feels like there's something missing
>>
>>145357832
max payne music?
>>
>>145357832
There's no "WASTED" screen, seriously, the sequence is a bit uninspired.
>>
>>145357829
you specify the degree of specialisation --> more control, less bloat, more learning, more architecting, greater variation of efficiency
>>
>>145357783
GameMaker Essentials
GameMaker Game Programming with GML
GameMaker: Studio For Dummies
>>
>>145357832
It looks like a PSX game.
And I love it.
>>
>>145351119
Generally it's good to
1. Hint at what each branch contains (from subtle details to in-game tips that flat out sum it up)
2. Let players revisit old branches and get all the content without starting a new game.

Choosing what order you do things in is a choice, especially if you need to progress further before you can go back and explore the other branches.
Practical example: Let's say you want a player to choose between 1 of 2 new ability powerups. Their choice will follow them for half the game.
1. Let the player try out each powerup, to see if it fits their style. Make sure they handle the new powerup well enough before locking the other option out.
2. In the second half of the game, the player gets to go back and acquire the second powerup for free.

There. Now your choices have consequences, you get to guess them, AND you can't complain.
>>
>>145357829
Monogame is built off XNA.

Unity is more widely used so using this you learn a skill to use in the industry.
>>
>>145357832
You could do the classic of cutting to multiple angles while replaying the very start of the death animation before slowing down and stopping right as the character hits the ground.
>>
>>145358327
sounds like a great idea, I'll try it thanks!
>>
>>145358287
>in the industry
Who cares if you're an indie dev?
>>
Can I make an enjoyable game without really enjoying videogames myself?
>>
>>145358050
i have no money for violin music license

>>145358054
it really is
>>
>>145358696
Ask Nintendo
>>
>>145358696
no
>>
>>145358675
Because you want skills that you can reuse, coding in XNA isn't a real skill, there's plenty of unity jobs, 3d/2d, you would be better off learning UE4 or unity, for 2d monogame is fine though, I enjoy XNA and how it works.

Gamemaker is shit.
>>
>>145357829

if you're developing a 2D game, which doesn't use UI elements heavily, you can use Monogame and avoid paying the hefty Unity tax.
>>
>>145359049
>using unity for a "UI heavy 2D game"
hoo boy
>>
>>145359132
>making your own ui framework
hoo boy
>>
>>145358186
>2. Let players revisit old branches and get all the content without starting a new game.
I disagree with this. I think it waters down any choices so that they're really not choices at all. What you say in the example makes some sense, but in general I've been strongly missing games where choices made shut out the possibility for other choices, but in a way that feels fulfilling. I can only think of a small few games I've played that have given me that feeling in fact, baldur's gate and morrowind immediately come to mind. I'm not sure what these games did differently for me to feel fulfilled by it. I also don't understand the mindset of needing to see all the content in a single play-through. I somewhat see your example realized in Bravely Default, where having higher job levels makes it pretty easy to get at least some levels in other jobs. But then again, I haven't felt like playing Bravely Default again (and not for the poor end-game design either, I didn't mind that)
>>
>>145359280
There are free UI libraries for plain programming so...
>>
>>145358696
I think absolutely, why not. Work with your strengths. Do you enjoy crafting Good Quality (tm)? Do you find enjoyment in giving other people enjoyment?
>>
>>145320573
torille?
>>
>>145357715
Why have travel time at all in that case?
>>
>>145359347
>Do you enjoy crafting Good Quality (tm)?
I'm a lazy corner-cutter most of the time, although sometimes I get really dedicated and polish things to an obscene degree.
>Do you find enjoyment in giving other people enjoyment?
It's quite possibly the only thing that still gives me enjoyment.
>>
>>145359418
>I'm a lazy corner-cutter most of the time,
Sounds like you need to work your way up and become a creatives director.
>>
>>145358696
My tips would be
1. Know why you're making a game, and not something else. Know what you enjoy and what you want to do.
2. If you don't like making your own game AND you don't like playing it AND you don't like the thought of having made it, drop that shit.
3. Even if you don't like playing video games for fun, you need to play them to study them. What works/is enjoyable/is interesting? What isn't?

>>145359291
The problem you brought up is not knowing what happens in each branch; I suggested two solutions. If you would rather the player not see everything in a single playthrough (that's something I don't understand, either) you'll need to resort to #1.

Also, I'll argue that the order in which the player experiences content is a pretty damn important choice, because between 2 pieces of content they'll have learned things, improved as a player, and possibly leveled up in-game, which is a form of permanent consequences that doesn't require starting over.
>>
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Making a level in UE3.

Wanting to figure out how this looks?

I have the bottom walls cut away to allow the water to not suddenly stop, I might add a no collision wall with a grate texture.
>>
http://research.microsoft.com/pubs/262301/washburn-icse-2016.pdf

“What Went Right and What Went Wrong”: An Analysis of 155 Postmortems from Game Development
>>
>hexadecimal escape sequences
good lord
>>
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Just a reskin of the small templar for now, but I think I like the robot. Time to implement its own abilities.
>>
Well guys, what engine is best engine?

strawpoll.me/10473184
>>
>145360478
kys
>>
>>145358696
could you write a good book without enjoying reading yourself?
>>
>>145360247
That's a good read. Thank you for sharing!
>>
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how to functional game programming?
>>
>>145360913
You don't.
>>
>>145360913
monads
>>
started some test project on unity, is it me or it's crap to load external assets? I feel like even using a config.ini to be unnatural since there's not real post build option to create files and add folders in the working directory.
I suppose I can do it with a "check at launch, load what you find" but for testing purpose this is going to be umpractical
>>
>>145360478
>best
>>
I think I'm going to aim for 45 FPS for my game. It's smoother than 30 FPS but not as resource hungry as 60 FPS.
>>
>>145361295
>aiming for an fps not divisible by the refresh rate
>>
>>145361360
how do you know what his refresh rate is shitlord? Maybe it's 5 or 15
>>
>>145361440
screen refresh rate?
>>
>>145361360
he's shitposting m8
>>
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Gonna make a game where you act like a smug cunt on twitter and then get destroyed I think
>>
>>145361775
Ohoh fuck
>>
>>145361775
AYYYYYYYYYY
>>
>>145361775
>notch making snipes from his ivory tower made of diamonds
>>
>>145361775
I wish notch really did come to /agdg/

someone ask him if he's making something for DD9
>>
>>145362110
he will be greeted with
>java
>>
>>145361775
>The anti joke is JBlow has actually been to E3 on stage while Notch hasn't
>But Notch didn't have to waste his time doing that nor worry about money
gamedev is fun
>>
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>>145361775
As A Swedish dude Notch gives me hope. Would seriously like to just casually hang with him without ever bringing his success money into it, would be so interesting to converse with someone who (in a good way) is so philosophically above it all.

Anyone else feel the same?
>>
>>145362342
And Notch has been on stage at his own convention
>>
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>>145362326
>>
>>145361775

for all intents and purposes, he's dead to me though
>>
>>145362461
Yeah, that's true
>>
>>145362454
where is your DD9 game notch
>>
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>>145362326
.
>>
>>145362543
GOOD LAD
Fuck Stallman.
>>
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>>145362579
Oi I'm candle dev not Notch. I Swear
>>
>>145362543
I sincerely hope this faggot is ironic
>>
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>>145362658
I believe you
>>
>>145362583
>Anonymous
>>
>>145305156
still looks quite polished and well animated

can you show/explain how you did it or link/name to tutorials/software you've used?

>>145333189
firing huh. maybe its time to look at a how to juice video. Add a red ball to the first frame of the laser bullet.. might look cool.
>>
>>145362697
Gnu is a cancer though.
>>
>>145362797
pls gib $500 for game making license
>>
>>145362797
I know right. I have it when companies don't treat me like a product and sell all my user data.
>>
>>145362797
but a lot of the software I use was made by gnoo
>>
>>145362868
What companies choose to charge is their own problem.
I sincerely wish the world was a wonderland of milk and honey, but you commie ideology is unrealistic.
>>145362872
freedumbs are the PETA of the software industry.
>>145362930
And the compiler, I just hate delusional stallmanites really.
>>
>>145362984
>I sincerely wish the world was a wonderland of milk and honey, but you commie ideology is unrealistic.

I doubt anyone here expects, or even want, all software to be fully FOSS. But to call free software a virus that should die is just mongoloid when it's proven to be a hell of a lot more user friendly and a hugely useful license not just for casual users, but for businesses and institutions as well.

There's just no reason why anyone should hate some software because it's FOSS, and I don't get why anyone would.

Hating on the Stallman "everything must be free" movement I can understand, but not on the actual software.
>>
i pity lotto winners because they'll never have the security of causation in their lives
i pity notch
>>
>>145362543
He's right though. at this point the whole "muh GNU" is just social pressure to get free stuff. coding is no different than art creation, you can't force people to do it for free just because you do, or are poor.
>>
>>145363181
>Hating on the Stallman "everything must be free" movement I can understand, but not on the actual software.
I just don't agree with forcing everyone to make their stuff open-source. I think people have a right to privacy with their code. And if others choose not to download or support them because of this, then that's perfectly okay.

Honestly, traditional software industries are dead anyway. Most anyone is on donationbux and github anyway so it's a moot point.
>>
>>145362872
nothing you state is related to gnu.How uneducated can you get.
>>
>>145363181
>But to call free software a virus that should die
he didn't say that, he called GNU a virus that should die, which is correct

us an actual permissive license like MIT or BSD if you want "muh freedumbs"

GPL is literally cancer
>>
>>145363401
>>145363345
Nobody is forcing anyone though.

Just because some people complain about it on the internet doesn't mean they are being forced.
>>
>>145363246
I pity notch because he is still /r9k/-tier beta even after becoming a billionaire. But he didn't win the lottery, Minecraft was a great idea.

>B-but he just stole the infiniminer code and made it more like Dwarf Fortress

Yeah, he brought those mechanics away from autistic neckbeards and to the casual masses. He was the first to do it, so that's why he's a billionaire.
>>
>>145363401
>I think people have a right to privacy with their code.
So do I.

But corporations aren't people. :^)

>>145363447
>Use a licence that lets other people take your open source code and toss it into a closed program, goy. :^)
>>
>>145363493
GPL does force you. If you use GPL code you're forced to have GPL licence on what you release.

It's literally programming aids
>>
>>145363680
So then don't fucking use GLP code?
>>
Wooo Game State almost finished, left to do WIN condition
>>
>>145315048
remove the health bars
>>
>http://felwig.com/
>someone already made the game
>in 3D to boot with
Shit. This is why I told the dev working on a similar game that he was taking too much time.
>>
>>145363680
>Waah, when I use code under a certain licence I have to stick to the terms of that licence!
>Waah, why can't I just take other people's free public code and put it into my proprietary program?
>>
>>145363936
It's not about cynicism, it's just about the simple idea that forcing you to reveal your code is the opposite of freedom. That's it.
People just use the MIT license because it's not a ball and chain. If you don't want your code to become private and profited on, then you don't have to. But if you don't care then you don't care.

License dependencies are dumb.
>>
>>145363729
Lookin good, will we get a demo for demo day 9?
>>
>>145363729
What's the nodes variable keeping track of exactly?
>>
>Nvidia just killed AMD's only price-bracket they had left
You ready for your GPU overlords, /agdg/?
>>
>>145362583
Anyone can go and take a look at the code which he has done for his multiple Ludum Dare entries, looks fine to me.

"yea he maybe rich but he can't code!" :^)
>>
>>145364426

lmao are you talking about this?

http://www.pcworld.com/article/3082708/components-graphics/nvidia-quietly-kills-3-and-4-way-sli-support-for-geforce-gtx-10-series-graphics-cards.html
>>
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>>145363246
>>
>>145364426
Looks very similar to the old GPU overlord to me
>>
>>145364529
Nah, they undercut the 480 by making the 1060, $170
>>
>>145364461
>RoR is coded like shit, with awful networking code
>Undertale is coded like shit, with 600+ switches and can't even into console port
>Minecraft is coded like shit, in java kek

>The devs are now rich
This is why agdg should spend less time talking about pointless coding shit and make more games.
>>
>>145364607
>they undercut the 480 by making the 1060, $170
Now I remember why I stopped keeping up with hardware
>>
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>>145364461
>>
>>145364345
Nodes instanced
>>
Any devs currently streaming?
>>
>>145364247
On theory yes, but I could upload a more simple demo maybe this week
>>
>>145363539
>he didn't win the lottery, Minecraft was a great idea
>he brought those mechanics away from autistic neckbeards and to the casual masses.
>He was the first to do it, so that's why he's a billionaire.
surely you can see that that is far too little effort and smarts to end up a billionaire.
the causation involved goes far outside anything he personally did , being the first would've been meaningless if didnt come at exactly the right time to also be the first youtube driven hit.
>>
>>145364240
>forcing you to reveal your code is the opposite of freedom
If you don't integrate GPL code, and you don't release it under the GPL licence, nobody forces you to do anything.
>>
>>145364809

it was a perfect storm of youtube and reddit. most of his early followers were from reddit, if I recall correctly.
>>
>>145364809
Who deserves to be a billionaire googum? What is the amount of effort that is deserving that much money?
>>
>>145364938
Revolutionizing the adv-detective genre
>>
>>145363709
>then just don't use GPL code
i won't. a lot of people won't. if i released free code, i'd like people to use it, either by making an UI and selling it, or changing it and also releasing it under MIT. I don't want to release something that people won't touch because it's under GPL.
>>
where da recap at
>>
>>145363925
No reason to give up. If someone makes the game you want to make, better than you, earlier than you, it'd not something you could have predicted and avoided.
And it's not that bad: It shows you whether your idea is viable or not.
>>
>>145365038
DELET TEHS
>>
what fucking decade is this mate? Suddenly arena shooters, Quake, Unreal, Doom..

Also, rumors that Duke Nukem 3D might come out this year.
>>
What GUI framework do you use for GM, bros
>>
>>145365357
Quake Champions is pretty much confirmed a moba.
Unreal has been its own genre for years.
And Doom is just Doom.
>>
>>145365357
Can't wait to see what Anthony Burch has in store for Duke!
>>
Is there room in the roguelite market? For a 2d castlevania-style arpg, I'm deciding between full roguelite or just a roguelite dungeon you can grind in inbetween main missions.
They're doing really well right now, and I absolutely adore them personally, but it might start to seem overused.
>>
>>145365038
>I did it again
>>
>145365038
>145365706
>samefag as googum
>then pretend it was a false-flag by deleting your post
>then call said post out
sort your life out m8
>>
>>145365691
by the time you finish it, the fad will probably be over.
>is there room in the roguelite market
probably not.
>>
>>145365691
Level design is a big part of castlevania-likes, random generation will just make it worse
>>
@145365763
Are you not entertained? Is this not why you are here?

He made a good point about Minecraft being the first youtuber hit, so I agreed and seasoned it with some funposting.

Is the E3 stream worth watching? The last couple years just seemed showcasing how casual and graphics-based games are getting.
>>
>>145365980
this E3 is showcasing how little jonny's games have sold
>>
>>145365980
>are getting
lol
>>
<<145365980
>Is the E3 stream worth watching?
EA was god fucking awful.
Beth was underwhelming as usual, no new TES, another Hearth clone, a literal Skyrim remaster etc. And much of their conference dedicated to Dishonored 2 which is meh.
MS is up today at 12:30EST
PC's is up at 2:30EST

They're always fun with /v/ regardless.
>>
I think it's disgusting that a game developer wouldn't want to watch E3
>>
>>145364938
>Who deserves to be a billionaire googum?
someone that does something big to benefit humanity or the earth or whatever. yknow something objectively massively worthwhile.
>>
>>145365691
I'd say for a castlevania roguelike game Rogue Leagcy comes pretty close, but its random level generation was pretty shit. If you're going for the metroidvania, you should design your own levels.
>>
>>145365980
>Is the E3 stream worth watching?
As long as you treat it as comedy
>>
>>145366215
You're living in a dream world Neo.
>>
>>145366215
kek. Gogum is a romantic!
>>
>>145366205
how so?
>>
>>145306024
did the first person camera shows the same model as third person?

if it is it looks neat and not motion-sickly
>>
>>145366148
>a literal Skyrim remaster
anything a person could say about this, we're probably all already thinking

I'm looking foreward to Deus Ex, and theres Deus Ex Go, Deus Ex Breach, and Deus Ex MD spread out over the next three days. Not exactly hyped but its the last vidya franchise I care about, after Paradox shat out Stellaris
>>
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Anyone use this piece of shit?

https://marketplace.yoyogames.com/assets/649/zui-engine
>>
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Added new animation for the ultimate. It's not very impressive but it should be clearer what's going on now

>>145363729
This honestly looks sick. can't wait to play it.
>>
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>>145366780
>https://marketplace
>>
>>145366780
Not here and probably not a lot all together.
UI is tedious, but it's not hard. If you're not completely useless, just with that example code they've given you, you could probably write it yourself.
>>
>>145366567
Its a sad state of affairs when the pinnacle event of an industry is scoffed at by the people inside that industry >implying agdg has any connection to the games industry at all
>>
>>145367132
>Tfw Fifa has a story-mode now
What a time to be alive.
>>
>>145367132
You don't have to like video games to be a video game developer

I mean it's 2016
>>
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>>145366813
>christfag
>using magic
>>
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more progress soon
>>
>>145367209
Is it a Spike Lee joint?
>>
>>145367295
What about exorcisms and that
>>
Is this an okay way to do procedural mission generation?
Who/what/where/when/why

>Who
Is it a military target, civilian, company, church, the set dressing

>What
Whats the mission objective, is it steal something, destroy something, escort something

>Where
The size and shape of the area

>When
Maybe time of day? Sneaking into someones house at night would be different from daytime when they're at work

>Why
The story setting for the mission, why are you supposed to do the thing
>>
>>145367352
exorcisms consist largely of calling on jesus to do it for you
>>
>>145366215
Humanity's great benefactors should be rewarded, yes, but we don't need to take money from those who were successful for less grandiose, yet perfectly harmless reasons.
Like, arguably there are a lot of people over the world who made $$$ on other people's ruin and misery and don't deserve a single cent.
But when you think about it Notch made his video game by himself, didn't steal from anyone, and sat back while it made literal millions of kids happy. Sure, he got a bit too lucky, he's not a saint, and he's not the best at gamedev, but to say it would be fair to take away his millions is stupid.

>>145366780
Ultimate Arena dev from here used it. Maybe you could try and get in touch with him via Steam, or just check out his source code.
https://github.com/triverske/ultimatearena
>>
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Wait, nvm spoke too soon.
progress now
>>
>>145367473
Is that one supposed to be out of place?
>>
>>145367295
https://www.youtube.com/watch?v=J9RJ74stJzc
>>
>>145367361
>Is this an okay way to do procedural mission generation?
if you don't mind me not caring about your game.
>>
>>145367401
This is channeled Jesus power then. I might actually call it divine protection or something like that.
>>
>>145367352
>eyo jesus, could you please remove the devil from this mofo?

why do you think people use holy water and saint imagery, and not a rod or a magic circle
>>
Threw this up in two days

A friend made the graphics, so far I got a simple room-based metroid-like map system that actually spanws the player at the door of the next room.

Absolutely no idea what to do with it
>>
>>145367554
Jokes on you, already no one cares about my game

But what specifically do you not like about procedural generation? Things are too same-y?
>>
>>145367650
not that guy.

you aren't generating missions. you are copy pasting the same mission (escort, destroy, w/e) with different names
>>
>>145367593
you could do something like that

daily reminder that yahweh is a god of war
>>
>>145367643
>threw this up
please don't puke on games!
Looks cute though, keep it up. Will it have combat? The little guy looks like a scientist, maybe he could use alchemy/science-y attacks?
>>
>>145367650
>do you not like about procedural generation?
Most times it's just laziness and rarely used properly.
Dork Fort is about the only game I can respect with proc-gen.

I don't care about a random name I rolled.
I don't care about rolling a number and getting that assigned <do something> job.
And especially I don't care about why I'm doing something if it's just picked from a pool of things.

And because I don't care, I'll find your game boring thus it have extraordinary gameplay.

I DO care about a hand-crafted experience. Metal Gear Solid as dumb a series as it is. Would not have gotten so insanely popular had not been for Kojimbo's westaboo obsession with hollywood and his silly writing.

Make me care about the characters I'm playing and why they're doing what they're doing. It's really the most basic thing about video games next to F U N.
>>
>>145367756
How would you generate a mission then? At some point you have to step in as a designer and dictate things in order to give them some sort of form.
>>
>>145363493
then why do you immediately label people who refuse it as evil jews? It's basically "do it OR ELSE" situation.
>>
What do you do when you are not sure what to code next?
>>
>>145367426
>but to say it would be fair to take away his millions is stupid.
i never said anything like that, i said i pity him.
>>
>>145367593
>>145368021

but make it something he starts to pray and projectiles bounce off, or something
>>
>>145368316
Make a list of all the shit you need from now to game completion.
>>
>>145368113
And also the important flaw with proc-gen I forgot is that the work needed to produce something that won't be glaringly repetitive is often more time-consuming than the non-proc-gen version.

And if you aren't a good designer, proc-gen isn't the cure. Which I feel like a lot of people tend to think.
>>
>>145368121
don't randomly generate them.

i'm talking out of my ass, since i don't know anything about the game you are making.

if the game is literally "manage a bunch of X going on randomly generated missions", add specifics to the missions. Destroy a bunch of weak targets, destroy a single strong target, destroy an heavily guarded not-acting target, etc..
>>
>>145368113
>Dork Fort is about the only game I can respect with proc-gen
Why? Just because its so well done or does it do random generation better in some way?

One tactic I'm a fan of is keeping things out of sight, metaphorically, and making/allowing the player to project their imagination onto a situation. I learned about it from a random city generation project called Dark City I think, and the person was talking about instead of trying to generate all sides of the thing, he was just going to generate areas he'd highlight, kind of a directed, selected attention, and obscure the uncrafted areas.
>>
>>145368045
we were thinking about something time travel related, maybe I'll have him chuck potions
>>
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>>145367643
>>
>>145368605
Just the amount of detail to it really. No one else has gotten close.
And the fact that his game wouldn't be what it is without PG. Which is pretty rare.

>and making/allowing the player to project their imagination onto a situation.
Which I think is strengthened by good immersion, which you can rarely get from PG/RG.

>and obscure the uncrafted areas.
I don't agree with that, unless I'm taking it wrong.

I get what you're saying, but i think you're going about it wrong. Atleast in my shitty subjective opinion.
>>
>>145369083
no
>>
>>145369083
please tell me where I fucked up with the pixels sizes, other than the misaligned feet because I haven't properly tweaked the colliders...

oh right the UI sprite
>>
>>145369296
Look at the top left corner both the coin and the text are at different resolutions
>>
>>145369296
are you blind?
>character is not on grid at all
>ui at the top is all sorts of mixed
>>
>>145369324
Your MC and your tiles don't match either m8.
>>
>>145368605
DF has (very in depth) proc gen. The basis of the world is basically created randomly, and then the world evolves following rules.

What that mission anon made is pretty much random gen. Randomly pick between options.
>>
>>145369324
>renders at display resolution
how about you just upscale it LIKE YOU'RE SUPPOSED TO?
>>
>>145369445
better
>>
>>145369443
What do you mean, the character is just slightly misaligned but the pixel sizes are the same
>>
>>145369445
It's still mixels

You should be rendering at a set resolution and then upscaling, not upscaling your assets.
>>
>>145369531
They don't look like they belong in the same world to me.
>>
>>145369563
Seconding
MC is a little less detailed than the ground and it shows
Otherwise good progress! I hope you'll find a neat idea and stick to it. (You could sort of do a micro-metroidlike about collecting coins. Kinda like Seiklus.)
>>
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>>145369541

>nostalgia purist fag
>>
Hey /agdg/, tell me what you think of this wip im working on. maybe it would be good in a bike chase or something huh? still gotta fix the drums
https://clyp.it/kgx2qbft
>>
>>145369787
not the guy but if you're going to emulate a style then why half ass it? it's just going to look like shit with mixels, that's a fact
>>
>>145369563
oh I see, the artist made the character too small I guess, I'll have her fix it somehow either by making the background stuff smaller or the sprite bigger

>>145369762
thanks, I'll look into that game

>>145369541
It bothers me too so I'll surely fix it eventually
>>
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>idea guy
>started learning prog
>career on programming
>things are looking good
>suddenly i fail at my career miserably
>parents economy crash
>gotta work so i can pay my studies
>can't keep up the pressure
>its fine i will put all my knowledge on gamedev
>tutorials time, first steps
>starting working with an artist
>we can do it
>5 months later
>game is nowhere to be finished
>artist left
>its time to work again
>its fine i've learned a lot, let's finish what i already have
>...i-i'm stuck, i'll work on something new instead
>can't think on anything
>B-BUT I WAS AN IDEA GUY
>tfw knowing my limitations and skills, i can't come with any game ideas that i can do.
>tfw i have no hope
>>
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>>145369869
>>starting working with an artist
>>
>>145369869
>knowing my limitations
You don't have limitations. You can do anything with a computer.
C'mon man, I thought you said you were a programmer.
>>
>>145369869
ebin blogpost
>>
>>145369847
>eventually
this is a crucial thing you getting right at the start. alternatively just stop pretending you care about pixel graphics and do something decent instead
>>
>>145369847
Seiklus isn't really that good. It's an obscure game made 13 years ago with Game Maker, there's not much to take from it. But it's about exploring a weird tiny world and I think it's cute and that we need more games like that.
>>
>>145369787
nice transparency, retard
>>
>>145369950
that bulge.
>>
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>>145369950
>>145370140
>puffy vulva
>>
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>>145370140
>>145370302
>>
>>145369829
Sounds like a sonic song
>>
no excuses nodevs.
>>>/v/341020774
>>
Are 2D physics a programming nightmare in GM:S?

Say I wanted to make something like SimpleRockets, but with win/loss states. [Like launching and intercepting ICBMs], would it be doable or would I end up just wanting to kill myself?
>>
pixel perfection: achieved
>>
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Started adding static vertex "lighting" (that is, simply colouring). Almost works, lights still bleed through walls a bit and the walls seem to be lit differently than the floor/ceiling...


oh shit dying thread
>>
>>145371162
I would sex those pixels now.
>>
>>145371162
Would get high and play/10
>>
>>145371020
No harder than 2D physics in any other system. The only problem I could see is that you've only got floats to store values in.
>>
>>145371217
Looking nice. You can post it again next thread of course.
Also why is the delta 0.3? Doesn't that mean process is only being called 3.333~ times per second?
>>
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FUCK YEAH I ACED MY EXAM

NOW IT'S BACK TO FAPPING, ANIME AND GAMEDEV FOR THE WHOLE SUMMER
>>
>>145371162
Good job. I approve.
>>
>>
>>145371531
Thanks, and I might post it again (shamelessly). The Delta is 0.3 because I programmed the game logic to operate at 60 fps, and cranked the fps to 200 for testing purposes. So the process happens every frame, but movement is affected by the delta.
>>
new thread
>>145371919
>>145371919
>>145371919
new thread
>>
>>145371779
you did what? is it realtime or not?
>>
>>145371779
ah alright, that makes sense, thanks.
>>
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>>145371162
It's never going to be right unless you stop cheating and actually do it right.

>>145371698
>>145371337
>>145371231
Nice samefag btw retard
>>
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>>145354117
That's just the fastest tank.
Thread replies: 754
Thread images: 147
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