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/agdg/ - Amateur Game Dev General
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It just works 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/
>>
Why aren't you making your engine in Rust?
>>
Xth for VIDEO GAME MAN
>>
Is there anything wrong with saving my game state every tick?
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>>145598484
Overhead.
>>
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Am I stardew valley yet?
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>>145598592
Fucking retarded me posted in dead thread.
>>
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Progress on Not Silent Hill
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>>145598580
He already made it. You're too late now.
>>
>>145598580
Keep going, you can release it in 3 years when people will be starving for another harvest moon clone
>>
So how do most multiplayer games work? Does the game basically send and receive info from a server?
How much do they cost too? Like for example how much would it cost me to host a server for 100 people.
>>
>>145599256
>How much do they cost too? Like for example how much would it cost me to host a server for 100 people.
Generally a lot.
For 100 it might not be bad, just figure out your bandwidth usage based on what data your game is sending per second.
>>
Which way should I handle entities that are overlapping with walls already (no velocity known)?

A, B, or C?
Anything different?
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are these explosions just a couple of large, animated billboards that always point to camera?
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>>145599361
B
Though I don't see why they should already be overlapping with walls, use collision detection to prevent that from happening in the first place.
>>
>>145599361

Is it a platformer?
Then I'd say C.

Otherwise probably B.
>>
>>145599731
The case is ambiguous

>>145599519
they will overlap in case a wall appeared or moved into them rather than the entities hitting the wall. My code works for static walls but not for moving ones since even an entity with 0 velocity can suddenly overlap.
>>
>>145599256
Most multiplayer games are just peer2peer which means the clients communicate with each other without a server. Usually it's one player hosting a temporary server and the other(s) joining.

Only in a case of an MMO do you as the dev really need to host servers for the players.

If you're this clueless about multiplayer then making a multiplayer game is too much for you for now.
>>
>>145592868
>>145593485
>>145594256
>>145593860
I think I'll just roll with Box2D for now to see how it works but I'm 100% certain I'll go back to the collision code I was familiar with, it just feels more right. I also feel like while Box2D might help getting things started... more quickly I guess, in the long run I can see it impending me on mechanics I'd like to add.

Right now I'm still at a point where I'm learning things and building my prototype anyway. Thanks for the opinions.

>>145590986
>Anything beyond "this rectangle intersects this one and goes down this slope" is definitely grounds for considering a physics engine.
Sorry I'm not sure whether you're in favor or not of Box2D for what I intend to do.
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trying to get some bloom going on, geometry wars style
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>>145600029
>Most multiplayer games are just peer2peer
pretty sure it's the opposite
>>
>>145599361
Using the smallest possible movement to resolve the penetration, i.e. C in this image. The vector describing this is easily found using a technique like GJK and for AABB-AABB will always be either horizontal or vertical (with one biased over the other in the case that they are equal).
>>
>>145600029
Player-as-server is not P2P, it's still a client-server architecture. True P2P (which requires some sort of matchmaking server, although THAT could be player-hosted) doesn't privilege any one player over the others.
>>
>>145600451
This seems reasonable. Thanks!
>>
>>145600617
This. Usually one player is hosting the server whether they realize it or not.
>>
>>145599361
What is the difference between A and B?
>>
>>145599494
>billboards that always point to camera
Billboards, by definition, always point to the camera
>>
>>145600620
Full GJK is overkill for AABB-AABB collisions, actually, although you'd still use the Minkowski difference in the process. Checking if a point is inside an AABB, and then finding the shortest vector from the pointer to an edge, is purely analytical (just comparisons & arithmetic, no iteration).
>>
>>145600754
B's origin is from the wall's center. A's origin is from the intersection
>>
>>145600754
A is overlap direction (the diagonal of the overlap rectangle and B is center-center

>>145600807
Yeah, I was thinking some pretty simple math to find the smallest movement required. And my boxes ARE AABB
>>
>>145599494
That's all particle rendering is, in general.
>>
Whats the appile of atomatotchi?
>>
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progress for my spoopy space game
pls no bully
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>>145600882
Do A and B cause different results (like B and C), or are they just different algorithms for the same result?
>>
>>145600617
>>145600741
>Player-as-server is not P2P, it's still a client-server architecture
>Usually one player is hosting the server whether they realize it or not

From the player's eyes it's usually all the same.

The anon I responded to seemed to be under the impression he'd have to host all servers. Though more recently even FPS devs have taken to hosting all the servers themselves like DICE with Battlefront and Blizzard with Overwatch when they traditionally were all player or 3rd party hosted.
>>
>>145601213
wr-wr-written in b-bloood?!!!
>>
>>145599042
Nice

Got any gameplay webms?
>>
>you have 10 seconds to give me an easy original game idea i can finish in a week
>>
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Changed the inventory cubes to shards. Still working on the textures of them though. Going to add the magical effects for grabbing each item.
>>
>>145601523
>From the player's eyes it's usually all the same.
Sure, but this is a game development thread, so the distinction is important. Client-server is more secure, but P2P has less latency and uses less bandwidth.
>>
Today is a good day to post progress and nutrients.

Btw, is it possible to make co-routines in GameMaker or are you stuck with state machines only? How would you approach it?
>>
>>145601932
what the fuck
>>
>>145601932
You should just stop using GM, to be honest. Coroutine support is non-existent, and GML is abysmal for any non-trivial state machine (i.e. anything more than a state index + switch).
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>>145601213
>Gpd left us
h-he's coming back right
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>>145601932
>>
What are co-routines and state machines?
>>
>>145601932
kek that picture
>>
Is there any real reason to not do stuff outside of a room's boundaries in GM?
>>
>>145602217
A state machine is a system whose behaviour depends on the state it's in. This behaviour includes changing states.

A coroutine is essentially a nice way to implement a system that would normally require manually implementing a state machine.
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Reminder that if it's your first game, you have to post progress.
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>>145602217
A state machine is something that moves from one state to another. For example if you're handling player input, instead of a bunch of if statements and shit, you can have states instead. IE

if(state==jumping) do shit
if (state==running) do shit

It's a lot easier than having a bunch of booleans for like attacking, jumping, moving, etc
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https://a.uguu.se/jKzoyHsCGHsW_output.mp4
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>>145602438
ok. it's a 3d platformer
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>>145598484

disk writes are stupid fucking slow. would not recommend even if you were on SSD.
>>
>>145598484
If it doesn't slow the game down or you do it async it's fine
>>
>>145602874
Well, technically, with buffered I/O, writes alone will not stall your program. They will probably lag behind a lot, and lead to a MASSIVE stall if you ever want to load something.

>>145602986
Same issue. It's not "fine".
>>
>>145602986

node programmers, pls leave
>>
>>145602817
Nice.
>>
>>145599042
really well done but that overkill glossiness is not realistic if that is what you are aiming at

nevertheless its excellent work
>>
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Doing some style exploration.

What are some games with similar styles? (tech/steam/pipes included into medieval setting)

I know there is thief, but beyond that I can't really think of anything I could get inspiration from (steal from).
>>
>>145598484
Every tick seems a little too much for me. I can imagine why would you need it too. is not like you would gain a lot by loading a state made exactly one tick before the load.
>>
>>145602850
Pretty pleasant, anon!
>>
>>145603259
Asynchronous programming is far more than just a Node thing.
>>
>>145603506
>I can imagine
meant can't
>>
>>145603580

only a dumb js programmer would recommend such a thing though
>>
>>145600252
quick question, are you using linux?
i noticed because of the font and that tiling of windows behind
>>
>>145603481
Arx Fatalis, to some extent.

>>145603669
Ah, you're that clueless "kys" shitposter from /dpt/.
>>
>>145603481
Possibly Warhammer Fantasy, especially the Skaven machines
>>
>>145603572
Thanks! I'll take a proper video when I get to my desktop computer. The cloud platforms disappear, so you have to jump off them quickly. Your character can jump and do a roll attack similar to Donkey Kong in DKC.
>>
>>145603724

nice to know that people on /dpt/ hate you too.
>>
>>145601669
Haha, that's clever, anon
>>
>>145603719
not him but using a tiling wm changed my life
>>
>>145603914
>tfw love Haskell already
>tfw xmonad
>>
>>145603481
off the top of my head, wakfu does this with the sufokia setting (rural mediterranean/atlantean style fishing society + pipes everywhere)

not a lot of games include steamcraft/pipes/magitek without going full steampunk
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>>145603580
Isn't asynchronus programming basically just event-based programming?
>>
>>145603481
Legacy of Kain.
>>
>>145603951
i3 here. Gave up on haskell because of cabal/stack shit but I loved it real bad. Thinking of xmonad just hurts my heart. i3 is nice though.
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>>145604105
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>>145603719

Yeah it is, nice catch.

I removed the transparency from the config because of that.


>>145603914

This so much. I can't go back to windows because of this, its amazing that windows doesn't come with a fully featured TWM yet.
>>
any of you linuxers rock zsh/oh-my-zsh?
>>
Post dev music
https://www.youtube.com/watch?v=OCqzd-gYJXE
>>
>>145604163
Asynchronus programming is basically just event-based programming. [/spoiler](This is the part where you correct me with more passion and thoroughness than if I were to form that as a question)[/spoiler]
>>
>>145604220
>its amazing that windows doesn't come with a fully featured TWM yet.
It barely got multi desktops on Win 10. Probably about 10 years for Windows to have TWM.
>>
>>145604105
No, asynchronous programming uses a system like futures to start an asynchronous task and then immediately allow you to do other stuff before asking for the result (which blocks until the task is complete).
>>
>>145603914
nice to meet a linux user
i3 was majestic experience, i dont know how floating is the norm nowadays

>>145604138
mah nigga

>>145604220
doddamnit i MISS linux!!! your setup is fantastic, extra points for pink floyd!
funny thing the distro i was using was Semplice, and its code name was (comfortably numb) lol like the album you are listening to
>>
guise im still super sad my linked recap wasnt included with the recap monday thing =[

I feel like im not on of the cool guys :/
>>
>>145604424
We just had one of these. But here you go, more 90s electronic sorta spacey jamz. Probably too distracting unless you're familiar with the album though.

https://www.youtube.com/watch?v=Bcsdkk_ON1c
>>
Hey guys, looking for an engine recommendation.
Basically I want to make a bullet-hell game, with some heavy focus on shader effects. Think newer Touhou games, a lot of particles and chaos on the screen.

Not really afraid to dig in some code, I'm a computer science grad, but I don't want the development process to be *too* painfull, like going through raw OpenGL. And obviously I don't want it to be too limiting. I have some experience with Clickteam software, but it doesn't fit my needs - it's horrible performance-wise, and it lacks any scripting utilities.

Considered GameMaker and Unity already (don't have experience with either), with no strong preference between the two. Any hints/suggestions/alternatives? Main target is PC, but console exporters are a plus, definitely not going mobile with this one.
>>
>>145604826
Just repost it. And make sure you followed the exact format and use a .png for the image.
>>
What's a good book for openGL
pls no bully
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Raise a tiny little man inside of a tiny little jar.
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>>145604480
this may interest you if you are a windows user and want tiling:

>AquaSnap
Tiles and arranges windows by "drag & drop" or hotkeys, can "snap" windows side by side like magnets. Supports multi-monitor setups
>SplitView
Tiles windows using caption buttons and keyboard shortcuts, optionally maximizing windows to a screen part (commercial)
>Mosaico
Tiles windows using "drag&go" feature or keyboard shortcuts. Saves windows position and size in a snapshot and can restore up to 8 snapshots (commercial)
>HashTWM
Tiling window manager with automatic tiling
>GridMove
Tiles and arranges windows on sophisticated layouts with hotkeys and multi-monitor support
>bug.n
Amongst other flavours is a dynamic, tiling window manager, which tries to clone the functionality of dwm
>Windawesome
A highly customizable dynamic window manager written in C#
>MaxTo
Tiles windows on user-defined grid by intercepting windows that are maximized or using hotkeys. Supports multi-monitor setups
>Twinsplay
Tiles windows using keyboard shortcuts
>Plumb
Automatically aligns windows for you while you work
>Python-windows-tiler
Very basic tiler
>Divvy
(Commercial)

also for windows ricing:
>https://wiki.installgentoo.com/index.php/Windows#Ricing
excellent ricing tutorials for windows
>>
Can anyone recommend a book for Unity?
>>
>>145605431
Thanks anon, I'll give them a try.
>>
>>145604848
I prefer the more haunting melodies when it comes to space music. Ambient stuff.

https://www.youtube.com/watch?v=nTXeWIL1vhA

I like that floaty, endless feeling.
>>
>>145605475
>reading books to learn anything

TWENTY SIXTEEN

you could be spending that time MAKING GAME

especially in an engine as fucking simple as god damn unity, seriously
>>
>>145605475
The official tutorials are pretty good. Any reason to look for a book in particular?
>>
>>145605426
That looks sweet
>>
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>>145605426
take my money already lol
>>
>>145606103
>>145605913

Thanks anons, I'm trying to finish a rough version of this within a few days
>>
>>145605321
The SuperBible.
>>
>>145605626
Right on. I like the idea of massively strange things awaiting just out of our current reach, or our observable universe being some kind of substrate for higher beings' observation/mating rituals

https://www.youtube.com/watch?v=rVz2qCvjPDg
>>
>>145605743

It's just a nice way to learn and it's how I've been learning everything else. I'm still using the reference site but would be good to get some insight on concepts in a more abstract way, if I am making sense.

>>145605659

I'm not always at my computer, and in that time I still like to learn. I think this is a silly way to look at things honestly.
>>
>>145601932
>cheese and ham

guarenteed to have a stroke before 40
>>
What does agdg think of Yandere-dev?
>>
>>145601932
the beans are getting into the honey nut cheerios
how bout you eat that shit over the span of 3 meals instead of cutting out the middle man and eating breakfast lunch and dinner at the same time like a degenerate
>>
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Reminder that if you wanna be entered into the collab system for the up coming jam on July 14th, Email me at [email protected] answering these questions: http://pastebin.com/NEPv0pPC

groups will mostly consist of groups of 3 and a few groups of 2. If you have a preference over 2 or 3, let me know in your submission.
>>
>>145607692
he gives gamers what they want
kawaii(lewd) and ultra violence is cocaine to them
>>
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My average fps was 60 before I added my lasers, now it runs at 55 (when I'm not recording).
It's gonna be a pain in the ass to improve my fps.
>>
>>145608683
what engine was that game made with anyway?
im a new jew so sorry
>>
>>145609035
good work
practice makes perfect and this is a good core mechanic to have down
>>
>>145609035
>40fps
how?
>>
>>145609073
he uses unity
some assets he bought and others are donated for him by his fans, along with art works, music.... ect

also welcome to agdg :)
>>
>>145607692
I don't like him because he's a patreon whore

Also http://pastebin.com/mcAGt3w9
You can guess which one of these is him
>>
how to make webm?
>>
>>145605426
i am ashamed to ask you this
but can i use your idea to make a similar game?
if no, i respect that
>>
>>145609773
http://tools.aggydaggy.com/tools.html
>>
>>145609773
webmcam is the easiest
>https://github.com/theTarkus/WebMCam
>>
>>145609802
no
>>
>>145609802
sorry the idea is my registered trademark
>>
Any pro Amateur Gamedevs like Googum , what kind of company/corporation did you guys set up to sell your game? Do you have one? Did you make an LLC? Or are you a Sole Proprietor?

How do you guys deal with all the fees and taxes? I don't even have enough money to upgrade my computer right now and I don't know if my game is going to flop, but I don't want to just finish my game and then upload it to Steam only for some troll to sue me for physical injuries from playing my game or some bullshit and then I end up with a huge debt/jailtime. Or maybe he/she patents my mechanics or something and then sues me for stealing their idea since I didn't patent anything yet. I've read some pretty shitty stories about Indie devs and small businesses getting screwed over by petty bullshit just because the way laws are written.

And of course, I don't have money to hire a lawyer so that's also out of the question. How did you guys do it? Are you currently getting sued for stuff and throwing your profits (if any) at the court system just to cover your ass?
>>
>>145607692
Have you seen my senpai was honestly the cringiest shit i've ever been subjected to tho
otherwise i like his videos
>>
>>145609802
>but can i use your idea to make a similar game?
I'd prefer you didn't
>>
>>145610119
probably not him but good job
>>145609802
think of your own ideas nig nog or steal it and make something different enough that no one will know but possibly suspect and then never tell him you stole it
>>
>>145606832
Can you go into a little on what's going on?
>>
>>145610119
>>145610212
>>145610281
i dont know which one is you but okay i wont, fantastic game tho
>>
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r8 unit sheet thing

top: name, level, race, class
left: attributes
right: items
bottom: abilities
center: unit model (not shown)

seem ok?
>>
>>145605426
im stealing this idea, kiddo
>>
>>145610370
>or steal it
i wouldnt ask in the first place if i had that mindset
>>
>>145610731
i already stole it, patented it and sold the patent to microsoft
>>
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post perfect dev music
https://www.youtube.com/watch?v=KXctarOxRz8
https://www.youtube.com/watch?v=ysPtBjY8o_A
https://www.youtube.com/watch?v=-TGKJ9MgCOQ
https://www.youtube.com/watch?v=dFgGhYu2RxQ
>>
>>145607692
Love his dev/progress videos. Seems like a hard worker too. Although he's probably a hard guy to work 'with'. Takes a lot of stuff personally, and some of that old drama has followed him around. He delivers though, I think that's what is the most important. Not everyone needs to be a super outgoing/social team-player. He found his niche and he's doing great imo. He's a yesdev.
>>
>>145610731
Farcraft is a registered trademark. I own over four copies of world of warcraft you snake.

>>145610734
I can see right through this act >>145610404

>>145610841
Fuck you dannycraft
>>
>>145610841
i am microsoft and we just sold the idea to xbox and windows computers so good luck now you fucking hack
>>
>>145610508
Font rendering seems messed up.
Attributes area will look good if it gets filled.
The bottom area for abilities is a little strange. It's hard to judge without the model, but along the way you could try to remove the bottom division and just overlay the abilities over the model's feet.
>>
>>145610508
All the icons seem like up/downscaled pixel-art
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>>145611063
Fucking sell me my idea back you dicks. This used to be a nice community.
>>
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>>145610989
do you see any (you) there? i am not him

>inb4 photoshop
its a webm
>>
>>145600072
I wrote my own collision and it took something like 7 weeks, but then I also had some pretty preventable/fixable mistakes in that time period that held me back. I'd recommend you look at another collision system or two and read up on or at least think a lot about the concepts behind them before you try to make your own.
It's fine to just get a library. No one will care except you and anyone you share your code with-- unless it's buggy, of course. If the implications bother you, you can look for a library that's fast, or one that's small, or both.
>>
>>145610214
>company/corporation Do you have one?
no
>Are you currently getting sued
no
>How do you guys deal with all the fees and taxes?
by paying them
>>
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>>145611227
meet me out behind the dumpster and you can uhh pay me back for the rights to your game
hehe
>>
>>145611290
man this was photoshopped
i saw the behind the scenes with michael bay on the special features of the DVD
go back to bollywood mikey
>>
>>145611209
well, it is

everything there is just hasty place holder
>>
Still got the sale going on for a variety of platformer and jrpg mechanics. Got some great stuff, let me know what you're looking for I'll dig through our patents. We do monthly licensing or a sales percentage, very negotiable.
>>
>>145611441
At least I'm still sucking less dicks than phil fish had to, to get to the top.

>>145611290
hurdur I just learned aftereffects and im trying to steal a REGISTERED TRADEMARK FARCRAFT from some god-dev
>>
>>145602425
>>145602581
Thanks.
>>
>>145599494
>a couple of
Hardly dude. The more particles, the more nex-jen.
>>
>>145605275
>I'm a computer science grad
wew

Game Maker is good, HaxeFlixel is good if you want flash, Phaser is good if you want HTML5, Monogame/LibGDX are good if you want lowlevel frameworks. Game Maker is the only one with a full blown editor.
>>
>>145601815
looks awesome dude. I don't know how no one has commented on this yet.

How is that controlled? Looks like some kind of wiimote thing.
>>
>>145611385
Thanks for your input.

>7 weeks
I'm confused as why it'd take so long though, but perhaps it's because I'm still a beginner. So far I've had used a pixel detection collision system using parent masks for my sprites and it's worked well so far. Can't imagine it taking months to code. Reminder that I'm making a top down game.

Are you also talking 2D wise?
>>
>>145609328
It runs at 55 when I' not recording.
I'm running it on my phone, that's why
>>
>>145611412
>How do you guys deal with all the fees and taxes?
>by paying them
Are you using the profits from your game or are you paying out of pocket? I'm worried the taxes/fees for my potential LLC or corporation in my first year will cost me more than my game's entire lifetime of sales. Just starting an LLC is like $800 for the first year, which I don't have, and that's not including fees and other stuff. And it's like $800 every year from then on. It's impossible. I can't expect my game to be some massive hit. I'm already in debt as it is.

How are you protecting yourself in the case of trolls coming after your business? It's scary as shit, famicom. Makes not want to release my game until I've made at least $1,000 in personal savings. Might have to just do gamedev as a hobby since it's cheaper then trying to sell the game. wtf how does that even make sense.
>>
>>145605321
http://learnopengl.com/
docs.gl
https://www.opengl.org/wiki/

There are the only sites you'll need, mostly.
>>
>>145609212
Thanks anon
>>
>>145610214
There's a guy who calls himself 'VideoGameAttorney' on reddit, he sometimes does threads to answer questions about this kind of topic. You may want to look through his old posts as he answers alot of relevant questions.
Here's one thread; https://www.reddit.com/r/gamedev/comments/4fdisn/four_hour_delay_on_my_flight_time_for_a_legal_ama/
>>
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>>145602136
He is.
>>
>>145611985
>this fear of being sued
how about you stop making disney princess porn games?
>>
>>145612185
>https://www.reddit.com/r/gamedev/comments/4fdisn/four_hour_delay_on_my_flight_time_for_a_legal_ama/
thanks senpai I'll check this out
>>
>>145611593
If you're going to ask for feedback you should perhaps mention that half of what you're showing is "placeholder."
>>
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>>145611620
have this after effect lol
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>>145612358
what does ("placeholder") mean?
if you mean placeholder, i said all. not half
i was referring to the general layout of things
>>
>>145605275
Godot Engine is pretty good and you won't ever have to pay anyone anything to use it. The documentation is sparse, but as a comp sci guy, you should be pretty good at figuring things out for yourself by now.
>>
>>145612306
I'm not making a porn game. Have you noticed how many sociopaths are walking around stepping on others? Some people just don't give two shits, and they're just living the way they do for fun because they can. With how many crazies just take a gun to some place and just shoot someone in cold blood, there's even more that don't give three shits if they sue you into oblivion. You look at the wrong person the wrong way, they're gonna come after you because they can. Just being in the wrong place at the wrong time might get you fucked up. I just want to cover my ass when (not 'if') that happens. I've had two many irl close calls to not take certain things for granted.
>>
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>>145612396
>>
Ok thread, who's worse

PHIL FISH VS JONATHAN BLOW

which of these two are more dog meat than the other
>>
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>living where the US legal system has jurisdiction
>>
>>145613173
Cunt with a shit game
vs
Decent dude with a shit game
>>
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>>145613173
They're both just as unbearable as each other but at least Jonny is making games.
>>
>>145613173
jon at least has technical knowledge and some interesting ideas. phil just had one gimmicky game idea and died choking from sucking his own dick so much.
>>
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>>145613315
honestly cant tell which one you are talking about
its more like
psychopath vs autistic man making a game
>>
>>145613483
phil's art is good
he arguably has more creative ideas, since time reversal was directly ripped from some prince of persia game in jonny bois own words
>>
>>145613082
SCIENCE
>>
>>145613032
keeping in mind im in favor of corporations being bullshit...
not forming a corporation will make you harder to track down and most likely seem like youre not worth pursuing
also when sued you can just not show up (saving you money) which may result in a default win by your suer but then it's still on them to enforce it since it would be a civil case and you can just not pay them ever. they might annoy you for a while.
>>
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https://www.youtube.com/watch?v=QuDqraUlUcM

i geniunely believe phil fish is psychotic
not like some contrived sociopath "im so edgy" persona that he adopts, hes just got a screw lose
>>
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those goddamn turtles
>>
>>145613818
>not forming a corporation will make you harder to track down and most likely seem like youre not worth pursuing
Oh dang, didn't even look at it that way. But wouldn't your personaly information have to be somewhere since you're selling a product? Couldn't the customer just look up your info or ask the service provider for the store you're selling on for legal purposes? Like you can't post a product to a service like itchio or Steam without also giving the financial/legal information to them too.
>>
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is the witness out? any good? if not out, does it look good?
no one else from igtm (other than edmund) has done much with their life since then other than get rich and lazy
>>
>>145614178
tHOSE TURTLES CLARLY JUST SWAM BACK ANDFORFTH, THERE ARES NOT ai FRiend
>>
>>145614178
They're an important part of the eco-system. You did good, sea-man.
>>
>>145614309
It came out a while ago. Not everyone is a fan of it, I haven't played it myself so I can't really comment (Though the NES clone was alright, but the fact it was short may have helped it avoid getting repetitive).
>>
>>145614220
itchio dont really have much information to give.
steam has a ton of information but as an individual non-corporation i would sue the shit out of them for giving my personal information away so it's likely they take that into account.
you could ask them what they do in those situations unlikely you'll ever hear back from steam though.
>>
>>145614309
Are these indie devs really that rich? I get Notch, his game is just super popular and he made all that money by selling it off to MS, but someone like Phil Fish or Hopoo, do these guys really make enough money to live in a mansion and do nothing the rest of their lives? I highly doubt that. At max, I guess they could live on profits for maybe 3 or 4 years, but after that they'd need a job or something. then there's taxes, legal protection, marketing fees and all that for their game so I find it hard to believe they're all living the good life now.
>>
>>145614309
It gets boring after an hour or two

It's just the same puzzle with different gimmicks and the big "point" of the game is supposed to be that it's fun to discover how the different rules work instead of having them explicitly explained but at the end of the day it really isn't very special.

It has remarkably good graphics for being an indie joint but I mean, this game had a multi-million dollar budget and a 10+ people team working on it for 6 years or something, so comparing it to a normal indie game isn't really fair.
>>
>>145614178
At least they are not frogs.
>>
>>145614661
how do you explain negative 400 in sales for your rock paper scissors clone?
>>
>>145614761
They made a couple million bucks dude, unless they're retards they should be able to live off that the rest of their life
>>
>>145614914
googs is paying people to play it
>>
>>145614761
mcmillen is definetely a millionaire
meat boy sold 1 million copies in a year at 15 dollars and that was like 4 years ago i think
so you do the math (ontop of isaac) fez and braid also grossed millions
>>
>all this talk of goin' PRO and makin' it BIG in G A M E D E V
holy shit I am so glad I'm not this delusional.
>>
>>145614309
>>145613173
Jon is better as an """"""intellectual"""""" than as a dev. His games are fun but not as deep as he thinks they are. I do admire him for pushing for games to be treated as more than entertainment.
>>
>>145615303
b-but there's literally dozens of devs who have done it, it seems pretty lucrative
>>
>>145615303
thats not even what were talking about
you are clearly too delusional to read the thread, dumb nigger
we're shit talking these faggoty devs
>>
>>145613173
savannah brown is worse than both
>>
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>>145615554
didn't know she developed games
>>
Unreal 4 devs, is it possible to make things visible/invisible to only certain cameras?

For example, I want my first person camera to not see my character model, but other player's cameras should see the model.
>>
>>145615672
You just asked who's worse. You didn't say anything about developing games.

Anyway, Phil and Jon are both great devs that AGDG can only dream of being as good as. Their personalities don't matter one iota. Overall, they've both made a positive impact in the games industry, so asking "Who is worse" is a troll ass question and I'm not going to humor it.
>>
This thread was really good for awhile. Showed it to my g'ma and all she said was "Where's the progress?"

Come on guys, you let me down.
>>
>>145615901
https://wiki.unrealengine.com/First_Person_Shooter_C%2B%2B_Tutorial#Adding_a_First_Person_Mesh
>>
>>145615901
Most components have 'Owner No see' and 'Only Owner see' checkboxes, under the Rendering heading.
>>
>>145616170
humor my troll ass question harder, daddio
>>
>>145615901
yes. get reference to camera, set visible if camera true
>>
>>145616865
>>145616903
Thanks.
>>
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want to make a population sim demo/toy where families pass down genes, dominant and recessive traits

what are some good physical traits I should include besides obvious (height, skin/eye/hair color, talent, testosterone levels,high iq, good bone density,symmetrical, being born with big bones or small bones, wealthiness gene, mental illnesses, Religion and ethics, Talent, sexual promiscuity, cunny slickness, dick size, a eugenics simulator, bone structure (wide chest, narrow hips, large head, short arms, etc.), temperament (happy-go-lucky, hot-headed, kind of a downer, always seems calm, etc.))
>>
>>145603481
i know it doesn't have the tech aspect but this immediately reminded me of the Fable art style.
>>
>>145617259
dev/nodev gene
>>
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>>145616402
here is some DANK progress i made models show up on unit ui's with some trickery
>>
>>145617259
Make it Lamarkian instead of Darwinian
>>
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>>145616402
I just got home from work but this was my progress yesterday
>>
>>145617603
>Not just adding a canvas renderer to the mesh

lol what year is it holmes?
>>
>>145615303
You realize that if you have no ambitions or if you aren't aiming high you'll never achieve anything worthwhile? Besides you can still aim big while being rational.

Now you can also choose to keep playing it normie and never release anything that'll be remembered aka like 99% of what /r/gamedev does.
>>
>>145617259
We answered your question last thread, nodev
>>
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Thoughts on starting a game with a quote? Too pretentious?
>>
>>145617603
Haha that is really funny to me. Also I like it.
>>
>>145618303
yes
>>
>>145618303
Your game has to be really really good for this to be acceptable.
>>
>>145618303
I think it's fine for a trailer but not for your game. I'd be pretty annoyed seeing the same quote whenever I open your game.
>>
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Will I be an immense faggot if I make a mecha game that plays similar to risk of rain
>>
>>145617259
how does the game play? is it just text based?
>>
>>145618303
>unity splash screen
>this quote
>followed by a pixel platformer or whatever
I'd tone it down.
>>
>>145618303
It's not pretentious if you're a guy like Kojima but it is if you're a guy like Jonny
>>
>>145618595
>not doing whatever you want
>>
>>145618595
It might as well not be a mecha game
>>
>>145618595
>stealing money from Hippo
You wouldnt be our enemy, you'd be our hero
>>
>>145618668
My fucking sides
>>
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>>145610891
https://www.youtube.com/watch?v=V5s-KLGVcTI
>>
>>145618595
Do it.
Instead of character classes you unlock, you could unlock mech upgrades. Completely different game
>>
>>145618303
Not if you quote some anon from agdg
>>
>>145619339
That's the idea. You start with a base mech and find upgrades for it.
>>
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One day a 3d engine will allow me to play with shadow casting fresnel effects through a noise filter, until then I'll dick around in c4d.
>>
>>145619780
sounds gay
>>
>>145619604
No. "Pheromones" and shit is just a myth.
>>
>>145618595
Phantasy star was a nice game. Especially the fourth one.
>>
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Currently working on a space game with a friend. We decided on making a top-down space exploration RPG. We're working to find an intersting way to do combat so that it has strategic depth but at the same time doesn't slow down the gameplay too much and doesn't get repetitive.

However I came to ask if anyone has any tips on how to make quests interesting. I really want the quests to feel more natural rather than follow a dot on minimap, kill someon, return. Yet I have no idea how I would diversify quests especially in a game like this where you're just looking top-down on spacship and some planets. Any tips on something interesting we could implement?
>>
>>145620665
considering we know absolutely nothing about your game (which may or may not even exist) other than some buzzwords, I don't think you'll get much helpful information
>>
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it's something
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>>145620665
>I really want the quests to feel more natural
Ask story-related questions about every single thing you can. Who's flying the spaceship? Is it a good spaceship? Where'd the spaceship come from? Why is it where it is? What's up with that planet over there? Does it have inhabitants? How far from home is this spaceship? What was the upbringing up the crew? Why are the crew on board? How does each crew member feel about each other crew member? Questions like that, as many as you can.
>>
>>145618303
it's getting old even with hollywood movies
>>
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How do you mirror weight paints in blender?
>>
>>145620665
Capture rare aliens and trade them for money or whatever like in Space Dandy.
>>
>>145620665
Make each planet like a dungeon where you have to solve puzzles with different items.
>>
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What goals would you add to a gardening game? Something to drive the player. I can't think of anything besides being able to grow more plants.

Alternatively, if it was a mechanic in a game like Oblivion, how would you make it something the player would actually want to use?
>>
>>145604424
Keeps me motivated and puts me in the right state of mind for my project.

https://www.youtube.com/watch?v=Tme4c-p6IM0
>>
>>145621543
HAHAHAHA You can't just magically transfer weights to other bones and expect Blender to know what the fuck is going on
>>
>>145621661
Community garden competition
>>
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>>145621661
>What goals would you add to a gardening game?

Something like Harvest Moon where you're trying to recover the family farm (florist) for a certain period of time, based on your sales and your ability to befriend the villagers. HM usually does 2 years or 3 years with time passage. It factors in nicely because you can link time to sales
>>
>>145621661
showing off your prized pumpkin at the fare and getting a trophy
>>
>>145621786
You joking right?
>>
>>145607034
You heard of Lustmord?
https://www.youtube.com/watch?v=ZVs1x8s7Ono&list=RDZVs1x8s7Ono
>>
>>145621543
If I remember right, if you set it up so your rig is a mirror, you should be able to turn on weight pant mirroring
>>
>>145621661
>something to drive the player
That doesn't sound comfy at all.
>>
>>145621661
Something kind of like Dark Cloud. You need to meet certain requirements like "have 8 sunflowers planted around a fountain", and you unlock something when you reach the goal.
>>
>>145622070
Think of any "comfy" game ever, they all had something to drive the player
>>
>>145621661
I'd say go a little silly. There's too much of this "Farming is the serious way, such comfy" stuff right now.

>>145621815 Something like this. Or you just start a backyard garden, and after a point, your neighbor starts comparing their garden to yours, and it kind of irritates your character (oh noes, not giving the player choice-- deal with it) so they either fail to make a better garden than their neighbor (and essentially repeat this phase until they do) or they make a better garden than their neighbor, and get recognized in a broader scope, like the neighborhood association who wants to shut it down for having too "rugged" of a backyard. But you grow it big enough and the local community garden steps in and supports you.

I think shit like that, neighborhood association politics, sounds more entertaining than "Farm is my true calling determined-anime-face.jpg"
>>
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>>145618847
Ready to steal hippo's dosh
>>
>>145622536
>risk of rain sprites with overwatch palette
genius
>>
>>145622005
yeah it never really clicked for me. Zoviet France and Rapoon hits a good point between droning/ambience and activity. Especially for deving.
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