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/agdg/ - Amateur Game Dev General
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post progress edition

> 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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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/hVhvNWLw

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for rapedev
>>
>>145371919

that sneaky removal of links

http://alloyed.github.io/agdg-links/

wtf OP
>>
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Nth for shameless reposts, 3d in GM and senseless deltatiming

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...
>>
>>145371162
>2D in Unity

>>145371217 >>145372302
>3D in Game Maker

What the hell is wrong with you all
>>
>>145372183
I removed the old website that is outdated and replaced it with the new website that is updated
Why should we keep the outdated website in the OP?
>>
Can someone help with how to do parallax background in GM using the draw_background function?

I've tried googling and forums, but most people seem to use background_x[0] etc..., but this makes the background lag for me
>>
>>145372478

how is it outdated? the website doesn't even have all the links in the github link.

if OP insists on pulling stuff out of OP text, I suggest we remove his site.
>>
>>145372496
Disregard, I'm dumb and figured it out. Having new problems now, but that's the fun of it
>>
>>145372673
>BLD is the only person who can advocate his site
good one m8.
not even OP
>>
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>haven't made a single demo in all the time demo day has been around
>haven't worked on my game since mid 2014
>>
>>145372673
>how is it outdated
Did you look at it? Several links are outdated, it hasn't been updated in almost a year.
The aggydaggy site is getting updates regularly, And the creator is asking for feedback regularly so if he missed a link give it to him to put in there.

If his site goes to shit then maybe you should fork the github site and update it so we can put that in the OP.
>>
>>145372302
Wow, that's awesome.
What's the goal with this game? Is it going to be a shooter, a dungeon crawler or are you just messing around with the engine?
>>
>>145366662
Yes it is the same model and animations, except hands which i had to split off because otherwise it would be impossible to do some things like looking up while reloading (because animation blending is annoying as fuck to get looking not shitly).
The camera is attached to the model, but follows the head on a curve instead of being glued to it because that would cause it rock too much, by lerping it i can set exactly how much head bob i want, which is great
>>
>>145372496
>>145372834
Parallax should be as easy as drawing the background from -(focusPoint/scrollSpeed) to the end of the view.
>>
>tfw no qt polish level designer gf
>>
>>145373574
I'm a male mostly Polish level designer etc, I could be your friend
>>
>>145373085
Thanks. The current idea is to make it a shooter/dungeon crawler with guns + melee, but currently I'm just messing around, getting the level building to work.
>>
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Added first enemy. There's no attacking yet though.
Also added a shader to change the two colors on the screen at any time.
>>
Learning Godot which has some silly quirks but i somehow really like it so far.
>>
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>>145373574
I've heard of "entry level" designers

but "polish level?"
>>
>>145373758
>not making it green and purple for the memes
Is this for the Godot jam?
>>
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>>145373727
Friends are gross.
I want a qt to cuddle and make friends with.
W-we can talk about stuff here though
>>145373894
Specifically a Croteam polish level.
>>
Yo where da recap at?
>>
>>145373894
booo
>>
>>145374039
games*
>>
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>>145373921
Yeah it's for the Godot Jam. Gonna have procedural levels.
>>
>>145372302
Looks comfy.
>>
>>145373758
>>145374207
I was skeptical first about your idea, but now it looks pretty cool. This GameBoy-ish feel is very good. Keep it up!
>>
how would you implement something like:
>walk down the road
>see someone getting beaten by 3 bandits
>you can choose between helping or watching/go away
>if you help him he might become a knight and you might run into him later in the game or he might just become a blacksmith and you might see him in town. Lets imagine this has as many possibilities as there are professions ingame
>if you ignore him and dont help him he might die or he might become something like I said before (and maybe try to hunt you down)

any ideas?
>>
>>145375360
>maybe try to hunt you down
Why would he hunt you down? you are in your right to ignore it, it would be the most common action.
>>
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pixel art is fun!
anyone want this slime?
>>
>>145376135
can you make a slutty version?
>>
>>145375360
bottom line is how do I make npc have life on their own? somewhat making them decide stuff from themselves?

>>145375736
because he might become a brothel owner who gives who information on what the evil king is planning ;)
>>
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>>145376183
>>
>>145376259
How the fuck does someone ends up like that?
>>
>>145375360
You'll probably need a dwarf fortress like event system and relationship system for this. Whenever an event happens the NPC will remember it, and the NPC can have relationships with other characters including the player.

So for example when the bandits attack him a new event is started. The victim will gain new relationships with these bandits, he'll hate them. If he becomes a knight in the future maybe he will hunt these bandits down. If he becomes a blacksmith maybe he will try hiring someone to hunt these bandits, or if he ever sees them he will refuse to sell things to them.

If you intervene and help him then he will gain a new relationship with you, he'll have a positive relationship. Then in the future if he sees you again he'll be friendly, maybe he'll help you out, or give you a discount at his store.

Basically the relationship can be a number the higher the number the more likely the NPC will be friendly to whoever the relationship is with. Events will have a type (like combat events, or being saved event) and can have an array of NPCs that participated in this event. You can then go back through the memory of the NPC and make decisions based on the events and relationships.
>>
>>145376469
thats what I want to know how to implement.
>>
>>145375360
>>145376259
You should start with an AI that can get beaten by three bandits before you try make an AI that can exist in the world separately from the scene.

From the fact that your asking how to do a whole concept rather than just specific parts of an implementation, It seems like you're nowhere near ready to do what you want to do.

At this moment, is it even possible for your player to fight the bandits?
>>
First for OOP is bad and you shouldn't use it for games
>>
>trying to figure out how to keep the mouse inside the view in gm
this is fucking annoying
>>
>>145376984
yes, the next step is try to make that part of the game. I had something like this in mind >>145376651 the events, and the value of each interaction. But making something that make a storyline for each npc you encounter is complex like you said, i'll keep trying increasing the depth more and more. but thanks for the help.
>>
>>145376456

Can you make an even sluttier version?
>>
Can I get anywhere with just hacking the fuck out of Game Maker's official tutorials?

Or will my credibility always be non-existent if I do that?
>>
>>145377549
Nobody cares if they have fun playing it. Just look at Blizzard for example.
>>
>>145377549

Tutorials are like templates, you can build off them to create your own game and save time, or recreate the same content then create your own game on top of that.

But either way, you're going to need to make your own game. You can stretch and smear shit around forever but it'll always be shit unless you add something new.
>>
>>145377549
As long as you're just like making game nothing else matters. So just make game, when you're done making game make more game. Keep making game and you'll get good enough to make any game you want.
>>
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>>145376135
It might be a tad big to be a default enemy.

Good sprite though anon, wish I had half your ability.
>>
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Anyone want to be my UI designer?

I really need a UI designer
>>
>>145378396
Not him, but you gotta scale it down, ya doughnut.
>>
>MS literally bringing all it's games to PC
I love video games /agdg/.
>>
>>145378396
>mixels
>>
>>145378417
I'm sick as fuck of doing UI.
>>
>>145378564
I know I just thought it'd be funnier to shove it in as is.
>>
>>145378564
Did anyone really expect them to make any more Xbone exclusives?
>>
>>145378564
Carmack though

What happened to him
>>
>>145378808
I don't know.
Not too keen on W10 though.
>>145378816
Makes sense though, he's one of the largest autists out there.
>>
>>145378816

He was a major stakeholder in Oculus before they got bought by Facebook. He's all about the corporate money now.

The sad part is that he went to Oculus because he wanted to make a "no restrictions" VR experience free of red tape and business-oriented decisions. Now he's shackled to the same restrictions that caused him to leave ID.
>>
>>145378962
I mean, with all the Xbone exclusives they already brought to Win 10, it was pretty obvious they wouldn't make any more.
>>
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If you have inventory menus on both hands that allows for the player to have whatever weapon or item in any hand. Also duel wielding.
>>
>>145379223
genius t b h
>>
I have the opposite problem of most people. I'm a professional programmer so I know what I'm doing, but I keep starting and restarting, making systems, engines, toolchains, etc. Then I get to the point where I need to start creating content and actual levels and gameplay, and lose interest. Part of it, I think I need an art guy, since programmer art and reused SNES sprites isn't very inspiring, the other I think is just not settling on an idea.

Should I spend some time writing up a design document and full plan? Should I just create a bunch of proof of concept style first level demos and see which gets the most attention?
>>
>>145379223
Hate when the inventory is like that, breaks immersion a shit-ton. You should go with spoopy-vr devs holster inventory system instead.
>>
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>>145377408
what am i doing with my life?
>>
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DOES YOUR GAME HAVE HIGH QUALITY UNCOMPRESSED PIXELS?
>>
>>145379841
>Meatspin
>>
>>145378396
gif is scaled up x4
thanks!
>>
>>145379820
I didn't want to mimic reality with holsters, I wanted to make something you may see out of an anime. (Touching UI and magically getting your item).
>>
>>145379970
>I wanted to make something you may see out of an anime
There's the problem. If you haven't noticed already the UI you have now will not only be clunky but make switching items in combat suck.

Might be cool if you juice it up a ton though and change the menus being tied to the opposite controller.
>>
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>>145378396
i like your game, here you go!
>>
>>145379841

That's pretty good. Damn good. Only way it could have been better is if it were a cock & balls instead.
>>
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>>145379808
Do a bunch of prototypes and then create a short design document to flesh out the one you like most or the one that gets the most attention.
>>
>>145376135
That is a cute slime, though the outlines are a bit strange (but maybe that's because it's zoomed in).

>>145377308
What I do is make a mouse cursor object that has the mouse's x/y coordinates and otherwise replaces it. Not sure it's very efficient, but it does solve my problem nicely, and helps a lot with menus/clickables.

>>145379808
Maybe you just need some practice making content. Have you considered taking a break from regular gamedev and modding new levels/etc. for your favorite games?

You could read up a bit on level design, make some proof-of-concept levels, and then plan the hell out of everything (but it's nice to know that a mechanic works and is fun before you get to making a level around it).
>>
>>145379808
>that
>the opposite problem of most people
No?
>>
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>>145380227
Thanks dude!

Happy to put a wee cute thing in my game, been stuck on GUI stuff for like two weeks now.
>>
>>145376135
What program did you use to make it ? Photoshop ? Gimp ?
>>
>>145380507
i've been away from agdg for awhile so maybe it's different now.

back when i was posting a lot it was mostly "how i do programming?????"
>>
>>145380462
tried doind some grainy outlines or something because white background, i see how bad it looks in a dark dungeon like this >>145378396

time to clean up!
>>
>>145369829
I like the first fifteen seconds. It real hype but then it just drops of and becomes chill for some reason. I don't like the chill!
>>
>>145379808
Maybe you need to find a game idea that you are excited about and actually want to finish.
Spend some time learning how to do art too.
>>
>>145380616
sweet! at that size it didn't need any outline cleaning either.
good luck with the GUI! hope to see more
>>
recap ded?
>>
>>145380686
pyxel edit, i love it so far even though i've probably put down less than 10h playing around

takes like 15 min to learn everything in the software
>>
>>145381194
I actually went around it and made the whole outline the dark green because it looked weird on the dark floor, the light middle bit clashes a bit with the dark.

Don't worry though little slime dude is doing great in his new home.
>>
Haven't been on agdg in awhile. Is anyone working on any HTML5/JS games?
>>
>>145381474
It's E3 dude.
>>
>>145382051
Not him, but after the fiasco yesterday I decided to tune out.
>>
>>145382269
>he hasn't seen SCORPIOOOOOOOOO
I pity you.
>>
>>145382374
https://www.youtube.com/watch?v=7IRil_R5sEI&feature=youtu.be
>>
>>145382374
>>145382417

UNCOMPRESSED
>>
>>145381713
oh neat!
i'm working on a death animation now
>>
>>145382417
>we can render uncompressed pixels
what the fuck does that even mean
>>
>>145382585
It means they're the highest quality pixels.
>>
>>145382585
IT MEANS THAT
THEY
CAN
RENDER
UN
COMPRESSED
P
I
X
E
L
S
>>
>>145382640
but how will people know if they haven't seen them before?
>>
>>145382726
Your retinas will burn up. Then you'll know.
>>
>>145382417

>tfw my pixels are compressed
>>
>>145382417
>tfw my 2D 16 bit pixel art platformer will never be uncompressed highest quality pixels
>>
>>145382417
>this is what people are watching instead of devving
>>
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>>145384047
>indiecucks blown the fuck out by AAA devs yet again
stay mad lil indie, you'll never have uncompressed pixels like an AAA game.
>>
>>145382585

It means that 4K output on a 4K display is native 4K rendered, not 1080p/1440p upscaled.

Currently games on Xbone are 900p upscaled to 1080p.
>>
>>145384172
Alive?
>>
>>145384263
makes sense then
>>
>>145384047
>tfw i'm actually working
>tfw no face

I got the map editor working this morning, now I can save and load maps for my game.
>>
>>145384247
>implying my game has pixels at all
>>
>decide to read tutorials
>eyes start hurting
pretty sure god is just fucking with me at this point.
>>
>>145384504

God doesn't exist, you're just lazy.
>>
>>145384172
That's rad. However I wouldn't notice the last picture because it was too dark.
>>
>>145384545
the laziness is pretty obvious, but it's pretty fucking obscene for it to elevate to physical pain instead of just letting me distract myself elsewhere.
>>
>>145384303
Yeah, but I've found someone to work with, but they want a different project. I'm going to fold my work over to the new project. It will still have a stealth/theiving system, but the setting is all different.
>>
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>>145380616
think it needs more juice?
>>
>>145384475
so Flash?
>>
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====Weekly Recap===
Hello everyone,

Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
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Early prototype enemy testing. Thinking about making it so each monster you fight has a soul, and you strike the soul to kill it.
>>
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>>145385598
Game Name: Ancient Saga
Dev Name: Plessy
Tools Used: XNA
Website(s): teamessell.tumblr.com
Progress:
+All pages of the status screen done. Took a whole week due to hella icons.
+Netcode base coded, starting to get into it.
>>
>>145373316
It is, I just realized that I had to draw the background myself, not trust the native background drawing Game Maker provides. Although now it draws the background on top of everything but the player sprite. I can put the background drawing object last on the instance order, but I feel like there's a better way
>>
>>145385703
Fucking cool. I wonder how you could smooth the swords position without making it laggy
>>
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>>145385598

Game Name: Plok 3D: a fan sequel
Dev Name: anonymous
Tools Used: Unity, Blender, GIMP
Website(s):http://thekingofakrillic.tumblr.com
Progress:
+Started work on second level
+Changed "Gershwin" and "Lily Mace" enemy behavior
+redesigned player character model
+improved flea gunge model
-not sure if this will be done by Demo Day
>>
>>145386107
The swords are 1;1 without lag, I just have jittery hands.
>>
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>>145385598
>Game Name: Two Color Dungeon
>Dev Name: -
>Tools Used: Godot
>Website(s): /agdg/
>Progress:
+Added an enemy
+Added attacking animation
+Added shader to change screen colors
>>
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>>145385703
>Goes from experimenting with menus to having tons of assets the second time he posts

Please don't chill your game here, go do that on the Vive subreddit.
>>
>>145386720
Oh, I forgot, no quotes. Did this mess it up?
>>
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Well, it was harder than I thought.
>>
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We arms now
>>
>>145387098
Iv posted these assets and that scene work like a week ago here so I think I will chill here thank you.
>>
>>145385085
No that'll be great, thanks kind anon!

I'll hopefully have more regular progress in the threads after I get all this GUI and inventory stuff sorted.
>>
>>145387324
He probably meant Shill.

He has a point though, if you have just bunkered up a ton of progress and suddenly come and post it all at the same time pretending like you are making it live is kind of a douche move that is usually made to ramp up sales/intrest for a coming game. That's where the "who" meme came from.
>>
I accidentally my Wikidpad.

I have the wikiovw.sli and all the .wiki data

what do now
>>
>>145385598
What's the name of this game? I saw the anon working on it post progress yesterday
>>
>>145387572
>>145387098

This prototype is nowhere near ready for any shilling. Hence progress reports here.
>>
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How do i start commenting my commits like someone who knows his shit?
>>
>>145387391
and now i say goodbye slime, you are free to roam the dungeons in a real game, no longer confined to the borders of your .gif

tell me if he needs anything else! good luck again and may progress flow on your path
>>
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>>145385703
>New guy comes in with tons of premade assets
>Want to call him a whodev but have no game of my own

Can someone with progress tell the who-dev to shill elsewhere?
>>
Heads up /agdg/.
Sci-fi horror is the new gimmick trend
better get started.
>>
>>145387709
I think 'game quality doesn't matter as long as they have a girl protagonist' is the working title
>>
>>145387890
>new
>>
>>145387709
It's an abandoned project he was blogging about yesterday, he's not currently working on it.
>>
>>145387182
What're you making?
>>
>>145387098
>>145387803
This meme is simply epic. Are both of you from reddit?
>>
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>>145385598
Game Name: Knightly Terrors (WIP title)
Dev Name: Razmig, Theonian
Tools Used: GM:S
Website(s): http://theonian.tumblr.com/
Progress:
+Made more tiles for the outdoors
+Made a lot of particle effects
+Did a lot of work on a new enemy animation
+Arrow trajectories deviate slightly
+Basic knockback when taking damage
+New basic enemy AI pattern
-Slow week, due to finals and moving
>>
>>145388476
But reddit is all about shills
>>
>>145388476
No I just prefer my devs to be all cozy in the thread rather coming in here once a week to whip up hype for their already made game, do you not?
>>
>>145389074
Are you pretending to be stupid?
He posted progress just like every other dev does in this thread. Are you upset that he's made more progress than you? Why don't you make progress then?
>>
>>145389258
>Hey you didn't make any progress so you shouldn't have a say in the thread.

Ok with you so far

>Nah I don't have progress either but if you don't agree you are retarded!

What.

Sorry just trying to not make this into "Trying to advertise my game general", not sure why that triggers you so much because as you can see only one guy in the thread was actually called out for being a who.
>>
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>>145385598
Game Name: Dark Elf
Dev Name: Anonymous
Tools Used: GraphicsGale + Aseprite
Website(s): None
Progress:
+Drew dancing idle
+Drew crouch
+Cleaned walk cycle
-Still needs cleaning
-Might have to redo arms...
+Switching to Aseprite
-Have to learn new program
>>
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>>145385598
>Game Name: Pulse :(
>Dev Name: Jetadex / Pulsedev
>Tools Used: HTML5 / Javascript / nodejs
>Website(s): N/A
>Progress:
+Added UI using jqueryUI
-Got rid of UI using jqueryUI
+Adding UI using custom programming
-Probably going to go back to jqueryUI
>>
>>145388445
Well, it will be a game, where you throw asteroids at the aliens. At least I want it to be so.
>>
Looking for some help

When an attack generates a hitbox, it makes a collision rectangle and destroys that instance. But collisions rectangles only detect one instance, so I have to find a way to detect every instance in the rectangle in one frame. I would create an array of ids and then iterate through it to deal damage, but I have no way of ensuring I don't fill an array with the same id.

Anyone have some suggestions?
>>
>>145389709
That pixelart is bad, I can't tell what it is even knowing its supposed to be a female dark elf
>>
>>145389579
Because he hasn't shilled anything, his progress posts look exactly like any other progress post. You're calling him out for being a who even though he isn't any more who than other devs that post once or twice a week.
>>
>>145389709
What's the benefit of Aseprite over Graphics Gale?

I've been using Gale and loving it, but I honestly just don't know the benefits/weaknesses of each
>>
>>145390018
Have the objects being destroyed do the detecting.

I am not a programmer.
>>
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making a top-down thing instead of 2d platformer because its more fun to make assets for, starting off by getting a texture blending solution i found on github working
>>
>>145389709
You went too low res.
>>
>>145390118
>Random guy comes in thread for the second time ever
>Look at this fancy menu I made since last time!

Kewl, keep it up.

>Oh I also made a weeks worth of assets

RIght.... Why didn't you post that earlier? Now everybody is going to call you out for suddenly shilling with never contributing anything real to the thread.

The only reason I can think of you got so triggered is because I hit the nail on the head with me calling you out for shilling.
>>
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>>145390118
Yarr, true-true, except that it came from ye old nowhere I
>>
>>145387906
I just liked his model and overall game aesthetic
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>>145388862
Here's one of the animations I worked on.

She will probably be dressed in the final version.
>>
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>>
>the pro-OOP pirate is also the one crying about "whodevs"
>>
>>145390420
Look up Dreamknights and Bokube iv been here for awhile.
>>
>>145390420
Sorry, I'm not the anon that posted progress. But I can't sit by and let shitters like you put down yesdevs just because you're jealous of them making more progress than you.

So why don't you call out all the other devs that post progress without posting their exact process for every thing they add?
Why don't you call out other devs that use assets that they didn't make?
>>
>>145390240
That doesn't really work with the system I have, especially because that would mean running a massive switch statement based on which projectile you got hit by every frame. I'll keep thinking, thanks though!
>>
>>145390136
I'm switching mainly because gale doesn't work nicely on linux. Gale is nice m8, I've used it for over 3 years. It's definitely enough to do lot's of cool stuff. I don't know much about aseprite but from what I've seen it has some nifty tool, like improved pixel art rotation and I use that a lot while animating.
One thing I find bad about Gale and that I think it's better on Aseprite (thought I haven't had time to check it yet) is that when you want to add a new layer on an animation in gale you have to add that layer to every single frame and when you move from one frame to ther other the current frame is changed based on the layer name. This happens because the layer is a structure of the frame. In Aseprite the layer has the frames, so if you want to add a new layer you just do and new frames for every frame you already have will be added. Gale also receives very little updates and aseprite seem to be getting updates all the time so I think it is the future.
>>
>>145390902
Neat thanks!
>>
>>145390042
You have to use your imagination also yes

>>145390281
You can never go "too low res", you can only go "too much detail for the res"
>>
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>>145390818
I be lurkin' the waters now, matey! Ye be more paranoid than cap'n Blackbeard's barber!
>>
>>145390831
But Bokube kinda came out of nowhere on demo day
>>
>>145390856
>All this defensive posting

Devs that don't shill don't get this mad. Sorry for calling you out, I enjoy progress but dislike obvious shilling for their blogs/games. If you are an adult you would have known that if you had just ignored the 3-4 people spotting your shilling it would just have gone away. Its not like I'm deleting his posts, and if we are so wrong then everyone will just think we are retarded and ignore us.

Except we where right as it turns out.
>>
>>145390275
Nice camera movement

>>145390898
You sound like you're pretty new to programming

>>145390018
You could use a Dictionary, or hashmap, if you re-add the same object instead of appearing twice it'll just update the entry in the collection. Or I mean, just look through the array before you add something to make sure you haven't already added it, what the fuck man
>>
>>145390898
I don't understand why the collision can only detect one instance but you could keep checking collision and destroying until nothing is destroyed.
>>
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>>145385598
Game Name: Dwarf Merchant
Dev Name: Galaban
Tools Used: GM:S, aseprite
Website: http://galaban.tumblr.com/
Progress:
+ Got an awesome new slime sprite from a kind anon!
+ GUI now scales to screen size properly when fullscreened
- Lost all work on the inventory due to using a bad array type to make it, starting again
>>
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>>145385598
Game Name: Stellar Jets
Dev Name: Gremolin
Tools Used: Unity, Paint.net, Blender, Spacescape
Website: https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
Progress:
+ Created player, asteroid model
+ Spacescape created a nice skybox
- Work stalling with progress

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145390831
>>145390856

This

>>145391190
>>145391197

Progress is nice and all but those kind of games/progress updates is better to post on your blog or to chill on reddit.
>>
>>145391197
If you were a retard you would notice
>Sorry, I'm not the anon that posted progress.
>>
>>145391338
tbph you guys buttposting over and over because you're mad about it is worse than just letting the guy post his game and move on.
>>
>>145391509
>being defensive again
How about you just admit that you were shilling your game and we can all stop posting?
>>
>>145387758
Thanks anon! I'm currently working to get my enemy states working properly so I can get that death animation for the slime working. Nice to work on something that isn't the GUI.

Hope you have good luck with your art stuffs, if you make anything ridiculous and you want it in a game feel free to hit me up. I can work in almost anything at this point.
>>
>>145391621
Thats not even the dev posting that.
>>
>>145391338
Fuck off or post progress
>>
>>145390691
>She will probably be dressed in the final version.
;_;7
>>
>>145391229
>You sound like you're pretty new to programming

Started at the beginning of the year so yeah

>Or I mean, just look through the array before you add something to make sure you haven't already added it, what the fuck man
The only reason I'm not doing this is because, as I understand it, Game Maker checks a collision rectangle either for the first instance it finds or randomly. So if I just keep checking through the array, there's a pretty good chance I'll just keep adding the first one it finds and never adding the next instance, because that will always be the first one it finds. Not to mention I'll have no exit condition for the loop because it won't be able to detect how many enemies got hit or if there aren't any left.

>>145391235
Similar problem to above. Even if I mark enemies that have been hit with a certain variable, there's no way I know of to detect "all this except those with a variable."
>>
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>>145385598
Game Name: The good book
>Dev Name: Candle-dev
>Tools Used: UE4, Blender, Photoshop
>Website(s): N/A
>Progress:

+ Walking cherubs (second enemy) implemented
+ General AI implemented for walking enemies that will be added later
- Walking cherubs now follow me everywhere with no exit in sight.
>>
>>145391820
Then again, maybe I will just beg for patreon bux with pixelporn once my game fails.
>>
>>145391912
Wow so fucking unlike me to fuck up the post. Better luck next week I guess.

Can anyone point me towards the suicide booth?
>>
Is it possible to make an original doom style game in GM:S?
>>
>>145392048
prefer not to say
>>
>>145392048
Yes see: >>145372302
>>
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Added a model to the placeholder enemy AI.

Animations work, you can push away the enemy with the sword, but you still have to strike the soul *the white ball in the center of the gator*.

In this webm I push him away since he came at me too fast with my sword at his neck. Going to make it so if his sword strikes mine, mine breaks.
>>
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>>145390856
>>145391486
Still not a shill huh? >>145392265
>>
>>145391849
Man I still don't understand what you're trying to do. Are you making a projectile that can go through multiple enemies, and the problem is that the projectile is being destroyed when it hits the first enemy?
>>
>>145392048
Someone was making an FPS point and click adventure a while ago that looked like that 2.5D DOOM style
>>
>make progress so fast people will think you're cheating
The Power of Unity
>>
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>>145385598
Game Name: Uplifted
Dev Name: ElevatorDev
Tools Used: Java
Website(s): https://donpommelo.itch.io/uplifted
Progress:
+New NPCs and encounter
+progress on 7th Floor Infirmary quest
+On equip/unequip effects fixed.
-Will hopefully make more progress after learning libgdx.
>>
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>>145392534
kek
>>
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>>145392534
Dat thumbnai tho
>>
>>145391646
i don't want to sidetrack you.
if i gave you a motivational boost i'm happy, seeing my creation flop around in a game sure motivated me!
>>
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The launch-able thruster missiles are now activated instead of just activating after a set time. You can have 3 of them out at any time, set up traps with a crossfire of suddenly moving asteroids. Or put all your eggs in one basket and put 3 thruster on a single asteroid to get it running at incredible hihg speed!
>>
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Any OpenGL nerds here? I desperately need some help, been banging my head against the wall for hours.
I'm trying to render a simple image with lwjgl but it's just showing a white square, as if my texture code is meaningless.


Loading the pixels from PNG:

PNGDecoder pngDec = new PNGDecoder(inStream);
int w = pngDec.getWidth();
int h = pngDec.getHeight();
ByteBuffer buffer = ByteBuffer.allocateDirect(w * h * 4);
pngDec.decode(buffer, w * 4, PNGDecoder.RGBA);
buffer.flip();


Generating openGL texture:

int texID = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,
GL11.GL_RGBA, width, height, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);


Drawing the texture:

GL11.glColor4d(1.f, 1.f, 1.f, 1.f);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(w, 0);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(w, h);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(0, h);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);


The coordinates are in the right place, in fact all of the other GL drawing I've tried to do works, but the texture won't show up, just a white square. The width and height are registered correctly and I've confirmed that the pixel data is read correctly. Every tutorial says that this is the right way to do it but nothing's working.
>>
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>>145392427
Sorry, I tried to be as simple as possible, here's what it is.

Webm related, the projectile is static. You can see that the boxes get destroyed in different frames, because it only detects one box per frame. It's fine for this, but if I had more enemies than there were frames the hitbox was present, it would be a problem (which it is for other enemies)
>>
>>145392803
learn2pastebin
>>
>>145392803
You don't have texturing enabled.
glEnable(GL_TEXTURE_2D);

You shouldn't use immediate mode, by the way. VBOs and shaders are how OpenGL is supposed to be written now (fixed-function has been deprecated for six years now).
>>
>>145392803
Aren't your vertices supposed to be in screen space? In which case using the texture width and height doesn't make sense.

But I've never used immediate mode OpenGL because that shit's been deprecated for 10 years.
>>
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>>145392764
That looks great anon1
>>
>>145389709
>1 pixel arms
>>
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>>145392393
When will you be done being triggered?
>inb4 b-but you just edited the post and/or image!!
>>
>>145392803
>>145393075
Oh, oops, I didn't see that you do have it enabled.

I think the issue is still with the drawing, because it's solid white instead of black or garbage. Solid white in core OpenGL means that you don't have a shader bound (usually due to a shader compilation error), so it's likely a similar issue in the fixed-function pipeline.

>>145393080
Texture coordinates are in UV space.
>>
>>145393242
Not sure what that image proves other than you being the guy who didn't believe he was a chill?
>>
>tfw only 5 hours left in a day so might as well not begin devving since it's too late.
>>
>>145393075
>glEnable(GL_TEXTURE_2D);
I have that

>VBOs and shaders are how OpenGL is supposed to be written now
I know I know but I just want to get immediate mode working and then I'll switch over to VBO's. I don't have a lot of experience with OpenGL and VBO's are going to be like a bunch more lines of code that I'll probably mess up on, leading to problems and not getting any indications why they're happening (where I am NOW).

>>145393285
>means that you don't have a shader bound (usually due to a shader compilation error), so it's likely a similar issue in the fixed-function pipeline.
Does that mean I have to write one of those stupid shaders that literally does nothing?
Why does OpenGL make you write so much goddamn boilerplate just to draw a texture?
>>
>>145393335
The other anon kept pretending like I was the dev. The image is meant to prove I'm not the dev, I was just defending him.
If you mean him posting more progress means he's a shill, what the fuck are you even talking about? Posting progress does not make someone a shill.
>>
>>145392914
Oh I get it, the projectile is being "stopped" by hitting the first enemy box, which is then destroyed during the game loop, then next frame it is able to continue on and it hits the second one, etc? You want all boxes to be destroyed on the same frame?

I don't know GM, but it sounds like it does things its own way. Maybe you could investigate the 'solid' flag, that sounds like it might do something
>>
>>145387731
I don't know my shit but when I commit I try to give a good description of what I changed.
>>
>>145393529
>I don't have a lot of experience with OpenGL and VBO's are going to be like a bunch more lines of code that I'll probably mess up on, leading to problems and not getting any indications why they're happening (where I am NOW).
Believe me, when you do shit yourself it's a lot easier to diagnose errors. Right now I have no idea what the fuck is happening since I don't use the fixed-function pipeline.

>Does that mean I have to write one of those stupid shaders that literally does nothing?
No, I just mean that it's a drawing error (a flag not enabled or something) as opposed to a loading error.
>>
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>>145385598
Game Name: Vitomiom
Dev Name: DeppressedTrapDev
Tools Used: Game maker
Website(s): http://maggotdev.tumblr.com/ (empty)
Progress:
+ Weather (like wind and water) effects are made
+ Bug fixed
+ Time to start level design
- Short pause in order to have time to make a videogame-form-CV
>>
>>145392914
nice progress btw, you should post in the recap
>>
>>145393675
If I write it with VBO's (my actual code is more complicated and spread out than what I pasted in so it's easier said than done, but I can manage), do you think that it will be more likely to work?

>(a flag not enabled or something)
What flag could I be missing?
>>
>>145393716
dat mid 90s shareware vibe
>>
>>145392803
I still think your glVertex calls should be in the range 0-1.
>>
>>145393898
It's 99% not the geometry that's the issue, it's the pipeline setup. If you did it through a shader, you'd be doing it explicitly instead of trying to massage all the state machine flags to work.

>What flag could I be missing?
I truly don't know. Try enabling GL_TEXTURE_2D at the beginning of the application and never disabling it (there's no benefit to enabling and disabling all the time)?

>>145394037
He probably has a projection set up elsewhere.
>>
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>>145392752
Ah it's no problem anon, here is your slime dude with his full life and death animation all in game now.

Got enemy states added and some juice to the hit detection other than just the little knockback, think it's looking better.

I much prefer working on this stuff for the game but I'm making a merchant type sim so I need to get inventory and menus tight and working and I am learning all this as I go so meh progress.

It'll be done though, hope you enjoy your slime showing up in future recaps!
>>
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>>145393591
Will do. I think I'll just have to figure out a complicated loop. Absolute WORST case scenario, it's a feature that you can only hit a certain number of enemies.

>>145393772
Thanks! I will as soon as I put in an enemy sprite really quickly to have a good thumbnail
>>
>>145393907
Well, my "gaming education" was made by shareware from the 90's.
When most of you had super mario bros, sonic and other tetris, I had Abuse, Hocus Pocus or Galactix. And I'd love to bring back that vibe for some players that may have not known it...
>>
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WHAT
>>
>>145394141
>He probably has a projection set up elsewhere.
This is correct

>Try enabling GL_TEXTURE_2D at the beginning of the application and never disabling it
No luck

>If you did it through a shader
What kind of shader shenanigans do I need to do?
I just feel like writing tons of shader loading code to do "outColor = texture(tex, Texcoord);" is really stupid
>>
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>>145390042
There. I hope this improves the readability. I can't do much more than this without breaking the 8x16 size
>>
>>145394640
>tons of shader loading code
You look like you're using a managed language so I don't think it will be much work (string from file is typically a one-liner).
>>
>>145394357
>I'll just have to figure out a complicated
Programmer pro-tip, when you start thinking like this, the problem is always on your end. When you think the engine/library "should" be able to do something, and you find yourself coming up with some complex solution, almost guaranteed the problem is you just haven't found the right page in the manual. On the other hand its way more fun to roll your own code, and its a good exercise to building your problem solving skills, but the solution is almost always there
>>
>>145394550
Literally who cares.
You can't get a console dev license.
>>
>>145394550
Just $125 with a 12 month commitment goy

This is the power of the MIT license
>>
i'm just shit, people have literally explained step by step how to do things I'm trying to do and I can't even make that work. I'm too stupid and unfocused to finish anything, let alone a videogame. I just want to make one thing in my life that isn't a joke or a failure. I'm too old, it's too late, and I'm too stupid.
>>
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>>145390042
>I can't do much more than this without breaking the 8x16 size
>You can never go "too low res"
>>
>>145394949
Explain that image
>>
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My long time friend of 10 years' dream is to make a video game (RPG more or less) but doesn't want to commit. He's kind of an idea guy, saying he's a writer and that writing is what he wants to do, because "learning art and how to program is too late for him now" (we're both in our late 20s). He wants to rely on me once I finish my own game so we can collab and so I can fill in for him.

I'm against this idea for various reasons. I'd prefer him to to learn these things by himself, as a way for him to grow as a person and to make him change his perspectives on things, but also because... although I wouldn't mind collaborating with him in the future, if the only thing he does is writing and giving ideas, the game will still more my game than his if I'm the only one doing the art and the code. In the end he might not be satisfied with the result, or worse he'll realize the game is barely his and the merits go to me. I also think that "it's too late mentality" is stupid as myself I'm learning everything and so far I know, while it's not always easy, I can do it. Anyone can do it.

It's frustrating for me. I know we're similar in many aspects and it'd pain me to sort of "leave him behind" regarding gamedev, dreams and all of that.
Thoughts? Anyone had experiences like this to share?
>>
>>145395096
the bear has no arms so he can't eat his pannukakku
>>
>>145395096
A combination of two late-2015 /int/ memes.
>>
>>145395227
Stolen for my game.
>>
>>145394949
>You can never go "too low res"
Last thread I was talking about leaving some things up to the players imagination, and I just realized maybe thats why pixel art "works". You get just enough information for what a thing is supposed to be, and your brain fills in the rest

dank spurdo my senpai
>>
>>145394271
i like the flashing hit detection, looking good.

i need to get better at juice, flashy animations is what i wanna go for and this turned out pretty tame.
practice practice.
>>
>>145395362
>You get just enough information for what a thing is supposed to be
This isn't happening.

Besides, super low-res pixel art looks horrible in motion unless you use mixels.
>>
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>>145394949
What I mean is I can't do much more than this while keeping the same ammount of detail and resolution
I think it looks readable as a female elf now.
>>
>>145395635
>What I mean is I can't do much more than this while keeping the same ammount of detail and resolution
WHICH IS WHY YOU SHOULD NOT USE A RESOLUTION FOR ANTS
>>
>>145395491
>This isn't happening
I agree, there's not enough information in >>145389709 to visibly read that its a person
but even with animation, I bet theres an 'uncanny valley' where if you have too many frames, you start to expect it to be animation, and then it looks bad, but if you use few enough, you only think of it as a representation of an animation. Or on the other end of the scale if you use a bunch of frames, it starts looking nice again
>>
>>145395635
I see it
>>
>>145395227
If you don't want to collaborate with someone, just say so ahead of time. Hell, just don't ever collaborate unless you're extremely excited about the idea or you're getting paid for it. It saves you both a lot of time and effort down the road. I've learned this one from experience.
>>
>>145389709
>>145395635
Most NES games just stacked 4 or more sprites for the main character.

Also, you have too many colors.
>>
>>145395709
This reminds me of that guy a few years ago who was obsessed with making the smallest readable font. It was aesthetically pleasing, but also impractical and mostly illegible. Don't sacrifice readability to the sake of adhering to a theme or a style.
>>
>>145395902
Like I said it's not exactly the idea of collaborating that irks me here. But you're right in that I shouldn't be vague about how I ultimately feel about this.

My post was more about him initially.
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>>145395232
>needing arms to eat pancakes
how normie are you?
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If your image is larger than 2x2 px and has any colors other than black and white, it's not low-res enough.
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File: Untitled.png (2 KB, 256x256) Image search: [Google]
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>>145389709
I'm not an artfriend but Ive heard silhouette is really important to character design, imo time to git gud on the human form
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>>145395227
If you don't want to work with him, then don't. Never commit to something like that out of pity.

If he doesn't want to learn art and programming then he doesn't have to. If he wants to pursue writing then he can pursue writing. But if he thinks he's going to end up making videogames as a writer, he needs to realize that that's an extremely narrow goal and the (few) people who actually do that are people who were writers in some form before they got hired to work on videogames. If he wants to be a writer, he should get an education, write good stuff, and get experience as a working writer wherever he can get work. People with dreams fail because they are too inflexible, and that unwillingness to move forward in life wherever the opportunities arise keeps them from either getting closer to their dreams or discovering other paths in life that are just as good or better.

TL;DR: Tell him to do something, anything, whatever he wants, just do it and pursue it. And if he ends up with some valuable skills someday perhaps you can work with him.
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>spiderchan is now an adware site

When did this happen
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>>145396263
At least several months

RIP in peace, agdg 'tracker'
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>>145395227
I wouldn't collaborate on a game with someone that hasn't at least made a few clone games to get a basic understanding of gamedev.
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