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/agdg/ - Amateur Game Dev General
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Updated 6/16/16

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
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/
>>
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Waifus
>>
>>145659651
Douglas, Fucking retards think they can ring my phone and except me to just talk to you, fuck you
>>
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>>145659651
trashdev reporting in
>>
>>145659651
>tfw I'm Douglas minus the nihilist part
>>
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>>145659651
>>
>>145659651
Douglas... minus the crippling anxeity
>>
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>>145659651
The kind who says
Yeah I'll start today
Then spends the whole day playing Rocket League
>Everyone here is some sort of crazy shut in
Im not surprised Brothers
>>
>>145659651
For me it’s Douglas – intelligent, nihilistic and with a wicked sense of humor.
>>
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>>145659880
a nihilist with crippling anxiety doesnt even make sense.
>>
>>145660063
Tell me a joke
>>
>>145660129
Its inconstant, which is a trait that is not excluded from nihilists.
>>
>>145660129
Yeah it does
Like how I hate people and never want to spend time with them
>>
Is referencing by address only for debugging?
I don't understand why you would use it over regular object references.
>>
>>145660320
that's not very nihilistic of you.
>>
>>145660467
Pointers?
Every non primitive object you pass is a pointer. Now your language might hide this from you, so i can understand why you would be confused.
Now use a language that doesn't have babbie gloves.
>>
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>>145660725
>Now use a language that doesn't have babbie gloves.
I'm using c++ m8

w2use address?
w2use value?
>>
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What if I made a survival horror about Social Anxiety?
>>
>>145660876
Charlottedev made one
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>>145660876
So Silent Hill?
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>>145660849
>C++
Thats a tight fit.
>>
>>145660993
I don't want to do ASM
pls
>>
Anyone know how to handle a 3d blendspace in UE4?
>>
>>145660964
Well less symbolism
But like when you walk past a large group for big teenagers they start beating the shit out of you, but its all in your head and you take mental damage, until you take to much and you snap
>>
>>145661125
For what purpose
>>
>>145660876
tumblr tier
>>
>>145661180
How would that work exactly?
I'd be down for another Catherine-type though.
Even though that was dreams.
>>
>>145661058
C nigga.
There are 2 parts to data.
The data itself (1's, 0's).
The pointer to where that data is saved.
The pointer will always be on the cache so you wont have a pointer to it, unless you make one.

If you want to change or access the data then edit the data itself.
If you want to let another function change or access the data, you need to tell that function where the data is. So pass a pointer. Then that function will edit the data itself (where the pointer points to)
>>
>>145661282
Inno, Im just spit ballin here
>>
>>145661187
For example blending movement throgh 3d-space, aka for x-y-z speeds of a character.
>>
>>145661393
>blending movement
Is this any different than moving character from (0, 0, 0) to (0, 0, 1).
Its called a translation. It a math term.
>>
>>145661287
>C
But I like my strings,bools,classes and paradigm options.
I think C added modern pointers though.
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>>145661393
Z speed? Like falling?

Is it a walking biped type thing?
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I am starting to realize that I probably don't play enough conventional RPGs to make a game with good RPG combat. Right now it just feels like I added a useless menu to roguelike combat. Maybe once I add more skills and items it will help? (´・ω・`)
>>
>>145661527
He's just memeing.
You can use whatever the fuck you're comfortable with using. Use Python, use Lua, whatever man, just make game, that's all that matters.
>>
>>145661498
Blending in UE4 refers to blending between animations, who's the fool now?

>>145661546
Imagine a something that requires aiming its thrusters differently for all 6 direction, like a a guy with a 4 nozzled jetpack. Point is I can't "trick" it easily.
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>>145661642
For most player, roguelike only lack of menus, so let's be clear: that's a big plus. I'd rather play just a roguelike with a in-fight-menu system than a rpg.
>>
Why is every indie dev making a fucking roguelite? Make something original.
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>>145661642
I like this!
>>
>>145661739
Whats the point of making something original?
>>
>>145661730
I'm not intending to make a roguelike though, just to use that style of control/event system since I don't like the regular rpg overworld to battle transitions.
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>>145661703
>>145661125
Spoopy has that kind of enemy but got bullied out of here yesterday, he posted his mail ages ago if you want to go archive digging
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>>145661739
They're not, ya cunt.
>>
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What's your opinion on FPS roguelites?
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>>145661703
Pictures would help
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>>145662042
Why are you so obsessed with him?
You know thats literally why Hoppo left right?
>>145662059
shit
>>
>>145662059
Haven't played any.
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>>145662059
Haven't played any
>>
>>145661739
>Why is every indie dev making a fucking roguelite?
They are fun
They are easy to make
They are easy and fast to test
Has a lot of focus on gameplay rather than a background and graphics
>Make something original
That would require more effort and more time. Something they aren't willing to spend.
>>
>>145662059
Good FPS games are about weapon and level design, randomisation doesn't suit them at all.
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>someone literally just reskinned the kirby mini-game with pixel shit and is selling it for a dollar
I fucking hate indie game "devs".
>>
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>>145661703
Im just trying to help
As sarcastically as possible.
Why dont you give more information so we dont need to play 20 questions?
>>
>>145662059
Delver is pretty darn fun.
>>
>>145662059
I'm not sure what a roguelite even is. It seems to be used to describe games with death penalty and random levels but I don't think that is enough to be a genre.
>>
>>145662118
>Why are you
First time posting his name though.

>>145662113
>>145662332

Its still in its concept stages so have none i'm afraid and the drawings would be hard 2 do.

But essentially, you can for example embed 3 dimension in 2 in ue4 by having one axis be "direction" going from -180 to 180 and then have the other dimension be speed.

The problem is how can I also embeed ANOTHER direction into it, so that the enemy blends between 6 + animations depending on its current movement vector?
>>
>>145662392
A methodology in which game design is replaced with skinner box elements.
>>
>>145660768

accurate
>>
>>145662314
I wish I thought of that tbqh
>>
>>145662392
Roguelites from my understanding typically take out the RPG system of rogue, nethack or similar games, and instead only implement the randomization and perma death elements. Hence the "lite".
>>
>>145662476
>First time posting his name though.
Well don't do it anymore. Less talk about devs and more talk about games.
>>
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>>145662713
don't be a hack lad
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>>145662025
That's one of the few things that differentiates a roguelike and an RPG.
Roguelike combat is non-modal, it takes place in the same mode as the rest of the game. RPGs have separate overworld and battle modes.

Perma-death and procedural generation are pretty much the only other things that differentiates a roguelike from an RPG.

If you use hand made levels instead of procedural generation, and you have a focus on story like most RPGs, then that should differentiate it enough that it wont seem like a roguelike.
>>
>>145661125
>>145661393
>>145661703
>>145662476
You explained the wrong shit, i dont care about what backwards ass "embedding" your trying to do.
Are you even dealing with 3d modeling?
Because your just trying to apply animation.
Learn how bones and animation matricies work. Then you need to know the correct shader to use to apply the matricies.
>>
>>145662504

>skinner box elements
>roguelikes roguelites

you literally don't know what a skinner box is. skinner boxes are devices which train you to do something for an artificial incentive. how are roguelikes skinner boxes? what is the player trained to do over and over again? the simple fact the people like to experience random elements is not enough to call it a skinner box.
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>>145662808
>didn't even change the proportions for luggy and wario
>>
What's the name of that game where you draw vertical lines, then add horizontal lines to join the vertical ones, then pick one of the vertical lines and traverse it and when you meet an horizontal line, you traverse that too etc until you reach the end? looks kind of like this

| | |
|__| |
| |__|
| | |
O X X
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Do you have your Whooper?
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>>145662476
It's hard to give decent advice without really knowing the situation, but you could blend between two 2D blendspaces.

One handles lateral movement, the other upwards and downwards.
Then you have variable(s) based on your rotation which controls the strength of each respective blendspace.
So for example when you're going up, the second blendspace has prominence, and gradually loses it as you go left.
>>
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>>145663073
Shit. The formatting fucked it up.
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>>145662809
>If you use hand made levels instead of procedural generation, and you have a focus on story like most RPGs, then that should differentiate it enough that it wont seem like a roguelike.
Thanks for your reassurance. I just hope I can make the combat still interesting and fun. I'm considering adding some kind of dodging which might go well with trying to avoid getting surrounded. I guess first I should frontload testing out some more story features and then continue based on what works well with that.
>>
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Working on some boss attacks for the battle.
Also need to texture stuff.

Bullets are probably too quick for a fair battle.

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145662898
If you can't help you can just be quiet you know. I know how to blend these manually, which is painstakingly slow and tedious, which if you knew anything about what I was talking about you'd know.

>>145663164
This is the easiest one that i've come ups with so far, with 3 2d blendspaces. One when moving on a plane, one for when going upwards and one going downwards, and then blending between those using the z vector. Thanks for trying to help man.
>>
When should you choose a true top-down 2D view (hotline miami) compared to a top-down side perspective with only one animated side that most indie games like to do now (nuclear throne, enter the gungeon, etc)? Is it just an aesthetic decision?
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>>145663291
Ghost leg or ladder lottery.
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>>145663359
I don't think you need 3x2D, the upwards and downwards can be done with a 1D, then a 2D one for on a plane.
>>
>>145663125
No.
>>
>>145663434
Thanks. I was thinking of using it as a microgame in an RPG
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>>145663471
Sadly that fucks the animations right overor rather makes them look to unatural for my taste no matter how much i tweak it, same thing happens if you don't have enough nodes in the blendspaces
>>
>>145663324
Heh, that enemy/boss introduction reminded me of the first boss from SNES Star Fox.

Lookin' neat so far.
>>
>>145663125
No.
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>>145663691
>>145663582
what a fags
>>
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>>145663324
Tried to make another one.
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84 posts. 84 fucking posts, and 3 progress posts.

Seriously, fuck you AGDG. You are complete garbage compared to a couple years ago.
>>
What's the best control system for a top down space shooter?
For now I was thinking of doing tank controls. What do you think?
>>
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>>145663125
Nigger I dont even have a fan Yet
Im getting better
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>>145663871
>he said, while not posting progress
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>>145663871
currently im programming for my job, i might do something later
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>>145663871
chum do you have any idea what time it is
i'm wrapping my brain around a dynamic 2d class array to hold tiles on a map
this shit can wait til tomorrow its already midnight
>>
>>145664057

>go to doctor
>he tells me that I've got stomach cancer
>the very second he finishes his sentence, I yell WELL WHY DIDN'T YOU FIX IT ALREADY, I DON'T WANT A DIAGNOSIS

Are you dumb, anon?
>>
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I think I'm happy to leave this MiG like this now till I get better at Modelling and Texturing.
>>
>>145664239
>he added, while still not posting progress
>>
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finally finished all levels of world 3
>>
>>145663871
We didn't have multiple 750+ post threads per day, either. Theres probably the same amount of progress, its just theres tons more socialposting that dilutes it.
>>
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>trees are the only model that can possibly model human conversation
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>>145663871
I have no progress to post
Just a bunch of doodles to learn to art
I drew something that didnt make me want to kill myself, that something?
>>
>>145664224
>chum do you have any idea what time it is

are you somehow so underaged that you don't know what time zones are?

if you're not gamedevving, why are you even in the thread. go to sleep

>>145664301

the plane's looking good, but one thing that always irks me about flight sims is that the terrain looks uninteresting. not just yours, but the genre in general.

is that just how the ground looks from that elevation?
>>
>>145663940
Full movement with normal WASD movement, you're in space, there's no resistance, ships can move in any direction as long as they have thrusters to move in that direction.
>>
>>145664329
iterations?
>>
>>145664329
Those bubbles add a lot mechanically
>>
>>145664401
>trees are the only structure that can model human conversation
Sorry was laughing too hard at people actually believing this

>what other structures are there though?
HAHAHAHAHAHAHAHA
>>
>>145664329
Do you have to practice your own levels to get trough them? How do you figure out if a level is impossible or just simply ball bustingly hard?
>>
>>145664329
A suggestion for other worlds. You could have heat seeking missiles or something that chase you loosely, then have secondary objectives where you bait a missile to follow you, then it crashes into the secondary objective while you go to the submarine. Just a thought.
>>
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>>145664353
>Theres probably the same amount of progress, its just theres tons more socialposting that dilutes it.

I'd be happy with heavy-handed janitor action to cull this shit down, to be honest. Having a high noise to signal ratio

>forces visitors to wade through garbage just to give feedback on games
>reduces the amount of help for specific questions
>makes people waste time hopping threads all day
>dev time efficiency is reduced. you're never going to finish your game if you spend all day shitposting or responding to shitposts
>>
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>>145664445
Yeah flight sims always have uninteresting terrain in general. Maybe higher budget games that can afford actual satellite imagery and a team of artists might be able to alleviate that but for an Indie/hobbyst it's much harder unless I go with a simpler artstyle.

That being said I have a new terrain pipeline coming up that should improve the general look of the terrain (not by much though) to replace this near 5 month old terrain I used for the demo back in March.
>>
>>145664678
4chan here, we've heard your request, thank you so much for the feedback, now stop shitting up the thread.
>>
>>145664678
>feeling like your dev progress is tied to the content on /agdg/
Wow. I'd put any amount of money on you either not having any game, or struggling profoundly with gamedev and seeking reasons outside your own failure.
>>
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>>145664445
angry words for an angry man
keep workin' on that superiority complex you're developing, you might be able to put it on steam greenlight in a few days
>>
/agdg/ did you ever think, that if you die, it will end your suffering?
>>
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>>145665030

Do you not know how to read?

If you spend all day shitposting on AGDG, you won't finish your game.

Drop in here, post progress, give feedback other other people's progress, leave and go dev more.

Not do literal garbage like
>>145659628
>>145659651
>>145659914
>>145659925
>>145660006
>>145660129
>>
At this point the scripting system rpgmaker has would be amazing but that seems like a lot of work to create something like that so maybe I will just use custom C# scripts for everything. It pains me to have compiled level scripts though.
>>
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how do i detect drawn string lengths?
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>>145665269
Social Police here to make sure your having the correct type of fun, and only the correct type.
Fuck off dude this is an anon board lower your expectations.
>>
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Added a bug net, so you can now catch butterflies. Also made inventory icons more consistent. Complete inventory (re)design coming Soon™!

haven't been posting prograss on this thread much, only on tumblr, sorry senpaitachi
>>
>>145665807
Since I made my own font and load it through a .lua file, I know the dimensions of individual characters. I sum those together, multiply by level of zoom and then do the checks.
>>
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I decided to try out enemies who have a short queue interval so they player can't run forever. Maybe it would make a good skill that the player or enemies could activate once in a while and last for a couple turns?
>>
>>145665807
Why do you hate yourself?
Just use an invisible border.
>>
>>145665807
Most engines have a built in function, what are you using?

>>145666121
You're not using love, are you? Because love has a built in function for that.

https://love2d.org/wiki/Font:getWidth
>>
>>145666358
using java
>>
>>145666358
I'm using love, yeah, but I'm not using the built-in Font functionality.
>>
>>145665925

What do you do with the butterflies once you catch them?

>>145666128

That looks like it could get annoying really fast. I'm not sure if you're making a horror game, but if you are, human Zubats are not scary.
>>
>>145665269
It's a thread for people to talk about all aspects of game dev, not just to post progress for people to admire.
If you want to see more progress then post some yourself.
>>
>>145666128
That action effect is pretty obnoxious. You should really work on something more subtle. Also this guy. pretty much sums up everything else I have a problem with >>145666487.
>>
>>145665269
>an ass clenched so hard it could crush walnuts
>>
>>145666716
None of the posts he quote (or yours) have any kind of gamedev discussion.
>>
>>145666487
I would want to use it pretty sparingly either by only placing a few enemies with that speed or going the skill route. The intention is to discourage the player from running all the way across a level to find a choke point since this would allow enemies to catch up or even get a few free hits in. I've also thought about accomplishing the same with some ranged attacks but I would love to hear other ideas.

I'm not really intending for a horror game but I do intend to have character designs inspired by by urban legends from here.
>>
Do you think a limited palette like GCA or green tint Gameboy would cripple a game's reception? I'm going to use what I want, but I'm curious if anyone's done any research.

>>145666847
Pointing it out is just contributing to it.
>>
>>145666847
Double think is a trolls best friend. That's why /agdg/ will continue to be so shit. Best thing to do is stop trying to police the threads and just let shitposter have their fun. Focus on your own goals, that's the key.
>>
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i actually progressed a bit
most of interface functionality is not there yet
it's now possible to load map from a file to the game
units can now attack
you can set positions of your units before game starts
now i need to finish editor and create game goals
>>
>>145662212
>they aren't willing to spend.
something they don't have, indies have jobs and families to take care of
>>
>>145664224
>i'm wrapping my brain around a dynamic 2d class array to hold tiles on a map
this shit can wait til tomorrow its already midnight
lol wat? a retarded monkey can make a tile map.
>>
>>145665264
I wish I was immortal so any ephemeral suffering would be irrelevant
>>
>>145665264
No, you were born from nothing, you return to nothing
I have comfort with this thought because, what, you gonna feel sad when you feel nothing?
No
>>
>>145665915
>The quality of posts is extremely important to this community. Contributors are encouraged to provide high-quality images and informative comments.
>>
>>145664301

nice I like it a lot!
>>
>>145663125
do i look like blizzard?
>>
>>145665264
Its not that I'm suffering, its that I cause other people to suffer, is why dying would be a good thing

But I need to make this game first so all those years of narrative curation won't have gone to waste
>>
>>145667690
you might be cold bitch
>>
>>145664552

yes, i have to practice them. My process is something like: make the level -> test it -> change it until it feels right.

if i can't beat a level, i just assume that it is impossible and change it.
>>
>>145668452
If i was a hot piece of ass i wouldn't bother with game dev i would just do lets plays on youtube for easy money
>>
>>145666128
What do you call that white outline with black pieces in it, how do I make that?
>>
>>145664601
the next world will have enemy torpedoes that chase the player, already got them implemented.

i'll think about secondary objectives, though.
>>
>>145664424
cute. keep going.
>>
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>someone posted this in the dead games thread
RIPIP
>>
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>>145666806
>That action effect is pretty obnoxious.
Yeah I see what you are saying. I want to make it feel sort of like when there is a close up on someone like in manga or our variety shows. Maybe I will go buy some patterns and scan them and see.

>>145668656
I think they are called speed lines. I threw them together in the particle system so here are the settings if you like.
>>
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Is it a good idea to overlap matching UVs?
>>
>>145669172
>AGDG tactics games in charge of not dying
>>
>>145666423
lol

But seriously, I have no idea. Just make button sprites and use their dimensions. That's what I would do.

>>145666446
>I'm not using the built-in Font functionality
Why not?
>>
>>145669602
Do you want them to be the same?
Just make sure you use up as much uv space as possible for best resolution.
Your only using half right now.

I overlap my leaf Uv for my tree and have the trunk take up the rest.
>>
>>145666128
>everyone making pixelshit in Unity
>at least 2 people making 3D games in GMS

/agdg/ pls

pixelshit in Unity is so much worse
>>
>>145669383
ty
>>
Publishers.

Y/N?
>>
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No idea if the text on the label even makes sense, its just google translate.
>>
>>145670041
What do you mean use up uv space? Make them bigger?
>>
>>145670238
Your only using the left 60% of that texture.
Make your shit bigger so you get better texture resolutions in game.
>>
>>145670236
You should have a floating agdg logo in somewhere in space.
>>
>>145670212
A source of QA and advertising money, right?
So yes
>>
>>145670212
Nope, i give my shit out for free.
>>
>>145666487
>What do you do with the butterflies once you catch them?
Right now you sell them, but later on I'll let you use them as decoration or put them on your property so you can kind of raise butterflies and breed them and stuff
>>
>>145670358
Or as a patch on the astronaut suit
>>
>>145670212
For PC? Fuck that
Will they get my game on consoles? Hell yeah
>>
>>145670236
what did you mean to say?
>ocтopoжнo: гopячий
It means warning: hot, doesn't make a lot of sense
>>
>>145670498
This also means open sourcing? I'm not trying to meme you, I'm just curious.
>>
>>145670236
Russian should be Ocтopoжнo, гopячo!
>>
>>145670065
I'm using Unity because I am familiar with it so it saves me a lot of time, especially not having to write my own editor and data serialization. There are ways to get Unity to not fuck up pixels so much but I'm focused on gameplay at the moment. If I can't end up getting the 2D functionality to work right I'll try the GL API's and if I fail I can port to MonoGame.
>>
I have so many things I want to dev... how am I supposed to choose just one??
>>
>>145670871
Yeah.
But Im nervous releasing the mmo server source because it might make it vulnerable for hacking. So i think ill hold onto it until someone asks for it.
>>
>>145670951
choose one randomly
if you don't like it, throw it away and choose from the rest
repeat until you have no things to choose from
>>
>>145670951
Pick whatever you can prototype the fastest for now.
>>
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>>
>>145669602
Only if you make a separate map, or the model doesn't use baked lighting.
>>
>>145659526
im trying to texture a model i made in blender with photoshop but its a little tricky cause i dont really know where the verts are if im in photoshop.
>>
>>145670951
Make prototypes for each idea. Don't worry about optimization, or if you'll be able to expand it or anything like that, just make a prototype that gets your idea into game form. If it takes longer than 3 weeks to make a functioning prototype the game is probably too big for you currently.
Once you've completed several prototypes, choose which one you've had the most fun with and expand it into a full game. (note, you will probably want to remake the project entirely, start fresh, and make sure everything is coded well this time)
>>
>>145671358
Did you export the uvs? You can set the color layer to multiply until your done so you know where shit is at.

If you did export and just don't know where your uvs correlate to an actual model, then I'm sure there are ways to fix that.
>>
>>145671358
Blender can export the UV map as an image with transparency.
>>
>>145671462
Hmmm... That's not a bad idea, thanks!

>>145671179
>>145671229
And thank you for your suggestions as well.
>>
>>145669602
you are better off using a mirror modifer, unwrapping then applying the modifer so they overlap exactly
>>
>>145671358
>>145671667
ahh ill try it thanks
>>
>>145671325
so funny, so base
>>
>>145670918
>>145670859

Okay thanks, already changed it.
>>
>compile game
>error
>windows becomes unbootable

EBIN
>>
>>145672083
>>windows becomes unbootable
What the fuck did you compile
>>
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>>145672083
how did you manage that?
>>
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>>145672083
More like virus
>>
>>145672083
Skiddies will never learn.
>>
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>>145670358
>>145670614
>>
>>145671003
Well, it's a two sided sword. On one hand, yeah, it might compromise it's security, yet on the other, if more people see it, the more fix and help you can get to make it more secure.

My biggest issue with putting my stuff on Github is that I usually do not care if my code is readable or not. I try to make the level loading part as clear as possible, so if someone would like to add a new stage he could easily do it, however I wonder if anyone could go trough the engine itself.
>>
Does anyone want a hand in programming their game. I don't want money or to "collab" I just want to work on a game and get experience.
>>
>>145669080
That means a lot to me anon
Im finally getting somewhere
>>
>>145672602
Yes.
>>
>>145672602
>free programming
With all the artists here constantly whining I'll be surprised if you don't get any offers.
>>
>>145669906
I was changing frameworks from Moai SDK to Love2d, and I ported over some classes and code that only required a few tweaks to get working. In the case of the TextWriter class I have, that meant just swapping out the draw calls and minor tweaks to quad handling.
>>
>>145672772
>all the artists here constantly whining
?
>>
>>145672602
Do a PR on one of the /agdg/ open collabs
>>
>>145672659
Do you have a game you're practicing for, or are you learning for whatever the future holds?
>>
>>145672884
WHHIIIIIIIIIIIIIIIIINNNNNNNNNNNNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>145672884
If it's not
>Tfw no art no game
It's
>can art
>but can't program
>>
>>145672770

if you are serious do you have a way to contact you to talk details of your game
>>
>>145672884
Artists complain programming is too hard
Programmers complain they can't art
They never work together
>>
>>145672969

where can I find an open collab
>>
>>145673010
Its a multiplayer survival game.
The goal is to take minecraft, and remove the grid. So its not a voxel game, its a vector game.
Its about 5k lines of C.
But its broken into neat parts.
>>
>>145672083
literally how?
Or is this some anti-windows meme
>>
>>145673228

What would you need me to do.
>>
>>145672427
how the hell is that movement so spooky? Is it because of the narrow FOV?
>>
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>>145673008
>>145673032
Hopefully collab jam will change things for them.
>>
>>145673494
Nope they'll still backspace their post because they're 2beta
>>
>>145673000
Bit of both
Gonna see where how far I can run
>>
>>145673373
Do you know C, do you have any programming experience?

You need a IDE, I would recommend Code Blocks.
You need to download my code, and decide what you want to do with it.
Im working on porting my gravity library from the test program over to the server.
But the next big part of the game is making terrain editing feel smooth. Which means you need to understand how my terrain mesh works.
>>
>>145673143
There are a few basic projects with stable branches for newdevs/forking/cloning, find a project in a language/engine you prefer and either start hacking on the stable branch or PR someone's fork.

Oh, this is fictitious, but wouldn't it be perfect?
>>
>>145672083
Reminds me of this one time I was fooling around with OpenGL, and accidentally assigned a decimal value to a newly created window as one of its parameters.

Apparently this broke something in the library, and it kept creating new instances of those windows until the process hang and my computer somehow BSOD'd.
>>
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How do I make sure that two pixel-sized objects moving extremely fast towards each other don't just clip through each other but actually collide? Specifically in Gamemaker since I don't think it has a function to automatically deal with this.
>>
>>145673586
You guys should use github or some other type of version control if you are going to work together.
>>
>>145673032
I think it's because they are usually working on something. Like artists have a shit ton of assets for their game, and programmers have a nice engine with blocks and circles. The chances that the two fits together are slim, so one of them has to bend to the other's dream, or they both have to start a new project, but now together.
>>
>>145673832
Im happy with git, but i have heard that github takes sometype of ownership over its opensource projects. So i need to look into their terms before i upload to them.
A personal git server would be ideal.
>>
>>145673832
I don't do HTML5 stuff, but that Superpowers tool may be of interest to some. Of course, I'd rather recommend git.
>>
>>145673947
> i have heard that github takes sometype of ownership over its opensource projects
wut
>>
>>145673732

instance_place or place_meeting?
>>
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If she devs, what's your excuse?
>>
>>145673586

I'm familiar with the C language family as I'm finishing up my cs degree. I don't know much about terrain meshing. but I'm willing to research and learn.
>>
>>145673947
Github doesn't have free private repos, that's really the only problem with it.
Sourceforge is the one that's sketchy as fuck.
>>
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Added a starting countdown, end results screen and a happy face when jumping.
Only problem is that sometimes that happy face gets stuck even after she lands.
>>
>>145673947
Github claims no ownership over your code, as stated in their ToS. However, it retains the right to refuse or remove content from the site. Additionally, if someone sues you over the content you upload, you take the responsibility.

>>145674316
Bitbucket is free and has private repos.
>>
>>145674170
Alright, let me gather my files and upload them somewhere. Ill post an email too.
>>
>>145674316
If you don't want anyone to see your code, you should be hosting it on your own server anyway.
>>
>>145673732
make a line from where the bulled was the previous frame to where they are in the current frame, and if the line crosses with the sword, trigger collision.
>>
>>145674316
I suggest Gitlab. You can have private repos there.
>>
>>145674542

also I'm not guaranteeing results but the way I see it you don't anything for someone trying for free
>>
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Imagine:

A multiplayer game, which sends packets as 4chan /agdg/ posts that are indistinguishable from normal posts
>>
i want to collab
>>
>>145674902
Already made, that's what all the dogposting is about.
>>
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>>145674902
A game in which you are a gamedev, and each time you make progress it gets posted here.
>>
>>145674416
Can't you pace the celebratory animation with beats as an indicator; chain dance moves. A canned clap after a combo is really bland.

Do you have to manually enter notes or did you write some audio analysis code to generate them automatically?
>>
>>145674964

What is your million dollar idea?
>>
>>145675132
dead game
>>
>>145675132
The juicy part is that it'll never be necessary.
>>
>>145675204
im artist
im not qualified to idea
>>
>>145675313
Is that you cristian?
>>
>>145675313

Son, you are allowed to have an idea.
>>
>>145674170
>>145674542
http://jaboct.com/Footh/Footh2016-6-16.zip
This is a zip of a couple iterations of the same project.
Do you want to communicate over steam?
>>
>>145675632

stolen for my game. thanks
>>
>>145675719
Did the download work?
>>
>>145675313
If you are for real, I could use an artist help.
>>
>>145674964
Just do collab jam
>>
does anyone here have experience working with 3d in godot? is it shit?
>>
>>145675632

Sure what's your steam
>>
>>145675853
http://steamcommunity.com/profiles/76561198035324560
>>
>>145675470
no

>>145675483
i only give bad ideas

>>145675789
i do 2d
>>
>>145675313
Don't listen to him >>145675483, you are not
>>
>>145674416
Small girls make me want to sin.

No pedo btw
>>
>>145674416
what the fuck is she wearing
>>
>>145675146
The animations are all placeholder, I'm just testing out the feel of the game for now. I want to make a lot of different dance moves so that her dance never becomes dull.

I'm entering them by hand (though for now they're random since there's no music). I wish I knew how to code a song-analyzer.

>>145676074
Don't sexualize her. I'm serious.

>>145676129
Some kind of idol costume, I don't know. I made it up as I went.
>>
for open collabs, who cares about private repos.

It'd be better to just have projects people can collab on and fork if they want.
>>
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Post space inspo.
>>
>>145675997
2D is good. I'm sorta in the middle of a project where I'm using other's assets, however for the final thing I suppose it would be better to have original stuff in it. At least for the main character. I don't want to earn any money with it, and I'll just probably put it on Github when it's done. If it's ok for you, I'll leave here my e-mail so we can talk or, you know, you could register it to any porn news letters.
>>
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>>145676521
>>
>>145676521
https://www.youtube.com/watch?v=MNyG-xu-7SQ
Thread replies: 255
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