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/agdg/ - Amateur Game Dev General
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make progress every hour.

> 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/
>>
Lets do this here.

>>145718952
It's a roguelike dude. I remember Azure Dreams also had a central town that could develop in some form. The concept is a perfect fit to roguelikes in my opinion.

Also ignore the autists who get angry when someone calls a roguelike that isn't literally Rogue a roguelike.
>>
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First for progress only, no shitposting or memes.
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Better get that demo ready, kiddo.
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>>145719923
If it's a roguelike where the city develops naturally, that's fine. I thought he was calling Fortress mode a roguelike.
>>
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Reposting because dead thread

More progress on this.
Nothing you can actually see but i reworked the collision code and made it into a function, now its a proper Circle-Rectangle collision and the ball speed increases each bounce on the paddle.

Next thing is finally adding some blocks to be destroyed.
>>
how many monitors are optimal for devving?
>>
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Reposting for new thread:

hey /agdg/, comfygame dev here. (http://nacidev.tumblr.com/ if you don't know my game yet).

i want to make a demo for DD9, but i'm fucking horrible at planning. help me decide what i should add to the game before DD9!

let me know here: http://poal.me/ze8gbq

you can also add your own suggestions and stuff!
>>
>>145720105
>still using monitors
The in thing now is to use a VR set.
>>
>>145720236
this to be very honest
>there are people in this thread not devving within a virtual world with 20+ virtual monitors
>>
>>145720236
and until you dev in VR you can't criticize it :^)
>>
>>145719923
It is pretty much.

>>145720012
The extents of town building would be limited to making random shit for villagers. Better term I guess would have been "community building" with predetermined town/farm upgrades to "build" for them.
>>
>when you have an idea but someone is already doing it and better than you ever be capable of
>>
What movie should I watch while dev'ing?

Having noise in the background really helps me groove. I was thinking the Clue movie but I've seen it like 30 times so looking for something fresh
>>
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>>145720236
>using virtual reality when you could be using actual reality

Get with the times gramp
>>
>>145720417
me on the right
>>
>>145720376
You don't have to be better than everyone else, you just have to be good
>>
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>>145720386
The Hunt for Red October
>>
>>145720105
I have 2 but one is solely used for watching videos
>>
>>145720417
Lightning bolt!
>>
>>145720541
would you play a mmo dungeon crawler where everytime you get killed you get warped to a dungeon in hell and you have to find the exit to respawn?
>>
>>145720386
Watch an anime movie with subtitles off
>>
>>145720791
So Redline?

>>145720775
That could actually kind of be interesting. Say you start on floor 0 and ostensibly your goal is to climb to floor 100 or 1000, but each time you die you are warped X number of floors down in the 'hell' dungeons.
>>
JS dev available for collabs
>>
>>145720985
>JS
No thank you, barbie
>>
>>145720775
>mmo
No
Also Hell should be a sweet ass place to train like in DBZ, so that when you finally get resurrected you're stronger than ever.
>>
Agda dev available for collabs
>>
fuck the thread died.

reposting for insight.

>>145699106
>>145721225
>>
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LibGDX must use a 16-bit depth buffer, even setting the near plane to be a good meter in front of the camera still causes crazy z-fighting.

Well now that I have to set up a framebuffer anyway, perhaps I should add bloom and shit.
>>
>>145720775
Stolen for my game, unironically.
>>
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Woohoo, more progress on basic 3D stuff! Using placeholder assets here and there to speed things up.

I still need to figure out how in the heck to texture this starship. It took me forever just to model this simple little thing, since Im a powernoob at 3D, and texturing it seems like its gonna be difficult too. I also need to look into how games with a perspective like this, such as Star Fox, handle things getting too close to the screen and blocking vision until they pass the camera object.
>>
>>145720961
Exactly

>>145721216
Well we can get rid of the mmo part.
I like the idea of a training area in hell.

>>145721434
You better post progress on it, fagget.
>>
>>145721425
I want to explore this level.
>>
>>145721425

Nice SHOGO 2 tech demo
>>
In the game Receiver, when the player is listening to a cassette tape and then pauses it, there's a sort of audio distortion effect right before the sound stops. Anyone know how they achieved that effect? I'd like to do something similar in my game.
>>
>tfw spent awhile reading about type systems
You shitheads always trick me into learning things
>>
>>145721703
i like it
>>
>>145722516
And now you know why dynamic typing is cancer.
>>
>>145720126
im giving you attention
>>
>>145722482
I haven't played it, but perhaps it's a tapestop? Is it just the audio slowing down real quick so it pitches down?
>>
>>145721425

I dont know that much about the technical side of things, how does z fighting even happen?
>>
How to get into the procedural meme?
Can I make procedural music?
>>
>>145722719
Can't find any videos unfortunately, but it basically sounds like that weird sound you get when you fast forward through a cassette tape.
>>
>>145722773
Floating-point uncertainty.
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You can now have every status effect in the game at once, but there should never actually be an instance of this happening probably. Heavy and stun are the only status effects that do anything so now I have to make the others do things. Also the status icon cycles between every status effect you have currently, unless you are dead, then it shows you are dead.
>>
>>145721703

even though you said the assets are placeholders I like the style.
>>
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the time you should spend on game development is roughly enough to the word count devoted to each aspect in the diablo design doc summary
>>
>>145722778
jukedeck
tones.wolfram.com
for examples that yeah you can kind of. Procgen stuff is probably best coupled with hand-crafting though.
>>
>>145722858
placeholder the game.
>>
>>145722778
>Can I make procedural music?
If you know how to program and how to music theory and are ok with it sounding like random notes and stuff yeah.
>>
>>145722895
>is roughly enough to the word count
>>
>>145722990
sorry, enough means to equivalent in my language
>>
>>145722858

It looks like its doing a face like this

°3°
>>
>>145722885
Thanks! The general style I'm going for is Star Fox for this simple space segment, so I'm gonna try to emulate that somewhat when I go back and draw up everything.
>>
>>145722895
They also have 3 programmers for 6 artists.
>>
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>>145722895
>>145723145
You also just know that this was written by one of the art guys.
>>
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Does anyone else watch these? Its fascinating to watch NoDevs with no concept of fun with a lot a money fail at developing anything.

https://www.youtube.com/watch?v=OVNReJfQRt0
>>
>>145722934
Those rectangles (with special appearances by non-edgy shapes) are the result of long hard work ok.

>>145723053
Yeah, I can kinda see what you mean.
>>
>>145722858
You should make status effects display a small icon instead, having to wait for it to cycle so you know which effects are active is pretty bad design
>>
>>145723663
The plan is to have each status effect like how the heavy/stun status effect is, a little sprite follows the character that shows your current status that don't overlap each other and can be seen individually.
>>
>>145723647
I'm waiting for the day you sneak a crudely drawn penis into one of the frames
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Are these girls qt? Suggestions?
>>
>>145722858
I loooooooove your game, even though it's just placeholders. I think it will be really great!
>>
>>145723591
That's babby's first GM game tier bugfixing.
>>
>>145724181
all but the bottom right look qt. No sound reasoning as to why just my opinion.
>>
>>145724258
10 gorrilion dollars for buggy internet spaceships/10

That motion blur and headjerking looks awful.
>>
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>>145724017
Well you can pretend that the arrow showing the rectangle's facing direction is its genitals, like this image. I put it in my backup location so I never lose it.
>>
>>145724181
Not really waifu material, all their eyes make them look too mean. The one with a visor is good, except her arm is fucking broken and twisted.
>>
>>145724425
I love how fast we get rule34 fanart of the weird stuff .
>>
>>145724425
sauce on mouth
>>
Is there any downside in working with xscale directly in GM?
>>
>>145724720
jesus christ who even cares every piece of anime porn has a mouth and dumb tongue these days its literally all the same and it looks fucking retarded
>>
>>145722858
>>145722934
>>145723647
>>145724425
I actually think it could be neat to release a game with only placeholder programmer "art" and in debug mode.
>>
How much money have you made off your gamedeving adventures?

any source related counts
>>
>>145724753
>directly
As opposed to?
>>
Reminder that if you're thinking of doing a simple project or want to perform a community service, you could start the first official /agdg/ open collab on github.
>>
>>145722052
Then I must be doing something right. I'll make sure there's interesting stuff to find!

>>145722230
I never got to finish Shogo, my copy always crashes just before one of the later boss fights. Clunky, but a classic

>>145722773
Pretty much >>145722840 half of all the precision is in the first tiny percentage of the scene, leaving stuff further back to 'fight' for an index in the z buffer
>>
>>145724801
I care.
>>
>>145724181
I'd only say bottom middle and maybe top right are cute, but top left is attractive in another way, and I like what you've got going on style-wise. Some of the faces could use more differentiation and I'm not sure what's going on with the angel character, she needs more detail or definition. Also bottom middle's clothing is completely ridiculous unless there's some ties that aren't shown. I mean, I'm not going to get on you about the design being revealing and unrealistic, but I don't think it would work well as actual clothing. It looks like that top/crotch-cover piece would blow around and not cover anything, and it also looks like the first damage it took would rip it apart.
>>
>>145724905
Having a variable to change as you please, then handling it to the extended draw function
>>
>>145724965
Me too.
>>
>>145724941
You know, it's possible to make the depth buffer linear, or at least lower the "curve" of the depth "ramp".

>>145725012
I don't know why you'd bother.
>>
>>145721703
This is lookin good.
I don't know how GM works, but if there's a way to set a minimum render distance for the asteroids that would stop them from blocking the view, they would just be cut off if they get too close.

Or maybe you could push the asteroids away from the center of the screen once they're past the ship, this way there's no weird cut offs or disappearing asteroids, they'll just move out of the way.
>>
>>145725169
Ooh, I like the idea of them pushing off to the side. Whenever they're past the player and no longer in a position where they can hit you, they just start to push off. Thanks man, I'll try that.
>>
>>145721703
why are there swedish meatballs from IKEA in space?
>>
>>145725367
>The space was filled with floating meatballs.
>Kaboom! went the orbital IKEA factory.
>>
>>145725164
>I don't know why you'd bother.
I already have it implemented that way and I honestly don't know why either, hence the question. It's not hard to rewrite it but I have the feeling that once I do I'll need to use it
>>
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>>145725551
id buy it desu
>>
>>145725012
image_xscale IS a variable, you can change it as you please too.
>>
>>145725367
>>145725551
There's little black endtables and bookshelves floating out there too but damnit theyre just hard to see against the background.
>>
>>145725000
>>145724618
>>145724315
Appreciate the feedback, I'll make some changes and throw on some color. Hopefully MMBN-dev likes the designs
>>
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>>145725882
start up the kickstarter
>>
>>145725813
I know, I'm just used to having auxiliary variables and applying the changes in the step event. I'll change it now and see if anything breaks
>>
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>he actually believes that his game will sell
>he actually believes that people will play it
>>
So what are you guys working on, or what did you finish?

I made some placeholder art for an attack and an enemy, but I like the enemy so much I might keep that design. I also pared down my code after getting it working and am about to try to change how jumping works and implement the attack and the enemy.

>tfw you fix up your code
>tfw the fix is much smaller than the attempted fixes
>tfw your code lost about 30% of its size in line count and 50% of its size in byte count
>tfw almost all your work on a problem is gone, but now you have something that works
it's an bittersweet sort of feel
>>
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new friend in town.
I hope I don't get branded as a furfag for making this game.
>>
>>145726654
Fuck off scalefag
>>
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>>145726445
I can list like 10 successful devs so your argument is invalid, I'm just as good as them

gonna be rrrrrrrrrrrrrich!
>>
>>145726445
>implying my game won't do great because i have aggy daggy and 4chan culture to shill for me
>>
>>145726654
Dont make them fuck
just make her an npc
i beg you
if you are going to be a fur (scale) fag, at least make the fem-lizzard attractive
>>
>>145726654
I know that feel. I want to make a game with non-sexual anthropomorphic animals, but I don't want to be labeled a furry
>>
does anyone make games using visual studio?
>>
>>145726947
this isn't an h-game. Its a kids game for christ sake. get your mind out of the gutter
>>
>>145726748
>>145723284
>scott adams
>>
>>145726654
>>145726963
Just make the game you know is right. Make your heart's game. Let your soul be the map of your destiny forever. Congratulations, you've made it.
>>
>>145726580
Sounds clean/elegant
>>
>>145726748
Hellooo fish tits
>>
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>>145726654
Just don't let it bother you. If all they have to say is some variant of "fuck off furfag", ignore it. You're posting progress and they most likely are not.
>>
>>145726997
prefer not to say
>>
>>145727236
A true badass doesn't let talk like that get to him.
>>
Im having trouble finding the 'soul' of my game
wat do
>>
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I'm apathetic as fuck and can barely get myself to do anything, which sucks because when I do finally sit down to do stuff (code, draw, etc..) I love it.

I see a lot of you guys talking about being dependent and habitual, so basically what I'm asking is, how do I become dependent on gamedev or just coding in general? I want my desire to dev/code to be stronger than my desire to not do anything.
>>
>>145727394
Start a new game.

Prototype first, next time.
>>
>>145727394
a) Call Miyamoto-san
b) Post your game idea on nodev-gaggy and let the ideaguys devour it
>>
>>145727456
read Masters of Doom and get inspired
>>
>>145727456
Get rid of all distractions. Set up a work space where you have nothing to do but dev or sit there doing literally nothing.
>>
>>145727456
I've got the same problem anon. It seems like I have the problem less when I'm making a game for a jam though, it might be the "strict" deadline. It forces me to make game.
I haven't tried it with non-jam games, but maybe give yourself a deadline every two weeks or so, tell yourself that you must complete a few certain mechanics or systems before the deadline.
>>
>>145727456
Figure out a good amount of time per week you can spend on gamedev (and if you're neet, don't say all-day-erry-day! because it doesn't work like that, an few hours a day at MOST). Or perhaps stuffing more of it into a day, so I don't know, 4 hours on Wed, 4 hours on Sunday. Something like that, something that works for you. Not too little, not too much, and try to get it as simple and consistent as you can. Specify the time range too. Like "4pm-8pm, Wed and Sun".

Now, after you've done that. You DO NOT break this agreement with yourself. So make very certain that it's a reasonable schedule. DO. NOT. BREAK. THIS. AGREEMENT. Like, it is not even an option, from the time when you decide, to say "nah I don't feel like it." This is the hardest part, because you aren't answering to anyone. There will be no consequences if you skip some Wednesday because you'd rather watch anime. But there will be a consequence, you'll start to eat away at the integrity of that dev time. It's extremely important to take your established devtime seriously.

Even if you get absolutely nothing done in your devtime, that's better than skipping it. Anyhow, that's my suggestion.
>>
Make systems, not goals.

http://jamesclear.com/goals-systems
>>
>>145726445
I'm making a porn game for money on the side. I know my actual game won't make any money.
>>
>>145727456
I got this problem bad. I'm thinking I might set up a dev user and do all kinds of self-nannying.
>>
>>145728662
what kind of game is this?
>>
>>145727704
Already deleted all my games a few days ago but I end up laying in bed on my laptop.
>>145727880
This is a nice idea but the problem is that no one but me is holding me accountable so it's easy to let myself off for not getting anything done.
>>145727993
I like this, I usually attempt to dev before work, but maybe I should just use chunks of my days off. I'll give it a shot, thanks man.
>>145728493
It's rough.
>>145727614
What's it about?
>>
>>145728069
>the author is bald
NEVER trust a bald guy.
>>
>>145728837
Good luck, I think getting over the initial hump of setting up a schedule that only you are accountable for, is the hardest. So remember to just stick with it, even if you make shit progress one time because you'd rather be doing something else, at least you stuck with your habit and that's a win because it's a lot easier to maintain a habit than rely on motivation/inspiration.
>>
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When his game doesn't include any traps
>>
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>>145719767
Meet the newest cliche enemy... giant rat!
>>
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>>145698801

>You have the part of the camera that should lag and the part that should be fixed with the player mixed up. The camera's position should lag while remaining focused on the player, but you have it the other way around.

Locked the camera's rotation to the player. Makes some things look better, others look worse. Will post old version in a minute.
>>
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>>145728662
>heart over the vulva
>thigh highs
>ponytails
FFFFFFFFFFFFFFFFFF
>>
>>145729228
I think that looks WAY better.
>>
>>145729040
ebin

>>145729196
Cute movement animation

What happened to that other fame about punching rats? The first person black and white

Also where has Pitch gone?
>>
>>145729228
Have you considered gradually pointing the camera towards where the character is going (based on movement vector)?
>>
>>145729196
Rat wants a hug
https://www.youtube.com/watch?v=VMDkpfJLt6o
>>
>>145729228
you've really made incredible progress on this, good job buddy
>>
>>145729453
You'd get the same effect by slowing down how fast the camera catches up. 3D cameras should always focus on the player and orbit around to change the angle.
>>
>>145729527
>You'd get the same effect by slowing down how fast the camera catches up.
No, you point the camera where he's going, not where he was.
>>
>>145729627
You point the camera at the player always, but let it rubberband behind. It will swing around and make the angle closer towards where the player is going.

Can you really not visualize this?
>>
>>145728662
that looks nice, I wonder what you used as reference.
>>
>>145729704
>Can you really not visualize this?
Of course I can, you just didn't describe it until now you little prick.
>>
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>when you spend 5 minutes rendering a webm and it comes out to 3,050KB

>>145729453

I think I get what you mean. Predict where the player is going based off velocity and direction? I've never heard of a game doing that, but I guess I can give it a shot.

>>145729196

sleep tight squeaker

>>145729704

That was another one of my ideas, have a rubberbanding effect for the camera tracking. I started out by disabling the tracking for this comparison because it's the easiest for me tod o.
>>
>>145729981
>it comes out to 3,050KB
This is literal bullshit, I don't get why gifs can be 4MB but webms only 3MB
>>
>>145729981

Disabling the tracking lag, I mean.
>>
>>145720386
waking life, before sunrise/sunset/midnight, dinner with andre
>>
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>Alright, I'm gonna do it, I'm gonna make game
>Going to open gamemaker, import a sprite, and just move it around in a room, no animation no nothing
>open gamemaker

I'm so fucking overwhelmed already
>>
>>145730990
Come on dude, that's like 1 tutorial
Do it you lazy shitter
Do you want those rorbucks or do you want to be just another failed nodev?
>>
Edited it a bit

https://clyp.it/vqoqp0qx
>>
>>145730990
Shit gets easier after you dick about and stuff becomes more and more familiar.

No shit you can't just drop straight into making your masterpiece
>>
>>145731256
The cadence is a little complicated, but after listening a couple times, it's pretty darn neat honestly. The mix is so-so, but I like it anon.
>>
I'm not going to stifle my creativity making fucking pong like a sperg
>>
>I'll make a game
>oh it takes effort

I give up
>>
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I have a strange question. Does Valve just let people make their own games based on their properties as long a they don't charge for them? I've noticed a lot of things on Steam that are fan made but set in the world of Portal or Half Life, like it's an official thing, often even using assets and things from the actual games.
>>
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Making progress on my first game
>>
>>145731872
Yeah
>>
>>145730990
Dick around for a bit, suck at it, quit, get your mind off it, come back, rinse & repeat. Eventually, you'll suck less, which means you'll be able to handle working longer.

Watch some tutorials on youtube if you feel that lost.
>>
>>145731913
Do you have to like request permission from them or can anyone just fanfic their own game right away?
>>
>>145732015
>Do you have to like request permission from them
Of course not
Do you think they have time to deal with all the 12 year olds making fanfics?
>>
>>145728662
I missed some loli right? Fuck
>>
>>145727456
The correct and long-term answer is to develop self-discipline. I got self-discipline by my own natural nearly crippling self-shaming that I had whenever I fucked up (which I don't feel that much any more).
The short-term answer is set up things that reinforce your behavior, the less dependent on you the better. If you can have someone nag you, that should work wonders. Setting deadlines and alarms will help. Putting yourself on some kind of rewards program might help (I can't have a snack until I bang out this function, or the like).
If you do short-term solutions long enough, even if you don't develop much self-discipline, you'll be so attached to your routine and the good feelings you get when following it that you'll be drawn to it and miss it if you skip it.
tl;dr Pavlov yourself
>>
>>145732221
Just check the archive
>>
>>145731905
Progress acknowledged
>>
>>145729196
That reminds me, what happened to that hand drawn style black and white, rat punching game?
>>
>>145729196
Rodents of unusual size? I don't think they exist.
>>
>>145732302
Woah, lewd
>>
what happened to all the games that dont get posted anymore?

they were finished and sold many copies on steam and were enjoyed by all, right?
>>
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I got home extra late today. Try to do something small or just chill tonight... hmm. Maybe I should take a break. I've only skipped like 2 nights since I started.
>>
>>145732694
>what happened to all the games that dont get posted anymore?
Either on steam, or dead.
>>
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What do you guys think of these berries? Would you grab them?
>>
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>game design is easy, the hard part is programming it

True or false
>>
>>145733039
amathysts/gems
>>
>>145733039
They look like gems. Berries are typically rounder.
>>
>>145727456
this is what i understand from your post

>hey guys i love gamedev (code,draw,etc.) but the thing is im too fucking lazy. how do i stop not doing anything
>>
>>145733039
Another post about how they look like gems.
>>
>>145733128
False. There are far more programmers in the world than there are good games.
>>
>>145733128
nothing about game dev is easy in general, though there may be specific games where some things are easy
>>
>>145733128
False, game design is hard.
>>
>>145728837
https://www.amazon.com/Masters-Doom-Created-Transformed-Culture/dp/0812972155
It's about the making of Doom, but really, it's about John Romero and John Carmack. Carmack is something of an idol in game dev circles, because he did stuff with real-time 3D rendering that was pretty much unprecedented, especially for games, and because of his influence. Wolfenstein 3D and Doom and Quake had plenty of influence on their own, but the game engine he worked on for those (which became the Quake engine AKA the "id Tech" engine) served directly or indirectly as the basis for basically every popular 3D game engine there is and ever has been.
>>
>>145733128
>Laying in bed all day thinking up 'fun' mechanics/playing games for a good sense of what's 'fun'
vs.
>Considering how to implement these design choices into machine understandable code and then making it function properly and efficiently.
>>
>>145733128
False, they're both hard. Unless your'e doing something thats been done 100x times before like a platformer so all the rules are already written
>>
>>145731760

Thanks, I'll continue messing around with it.
>>
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Not really progress, but things are back in working order after a couple days of cleaning up code rot
>>
>>145733136
>>145733138
>>145733227
Noted, I'll try to make them look less like gems. Thanks.
>>
>change a bunch of code relating to jumping
>also change some other things
>suddenly player character won't move at all
>get sad
>eh, before bed I'll just quickly switch the jump code back since I didn't delete it
>character still doesn't move
>character now disappears after about three seconds
>character is in parts unknown, never to be seen again
I'm not even mad, it's like a magic trick
>>
Is there a soundcloud group or something where I can look through the profiles of agdg musicbros?
>>
>>145734535
nope nothing like that
>>
I love love love my gf
>>
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>>145734705
>tfw no game
>>
>>145734535
google "agdg soundcloud"
https://soundcloud.com/groups/agdg-audiofriends

I don't even know how to make fun of you, so I hope you have a nice day
>>
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>>145721425
>>145725164

I did see something about that involving an extension, but I think they still need at least a fragment shader to apply the ramp.

Turns out LibGDX just doesn't specify the depth range correctly by default, probably overriding it with whatever GLES uses.

One quick: Gdx.gl.glDepthRangef(0f, 1f); and it works as I was expecting.
>>
>>145734173
better have implemented the uplink sound effects for that page
>>
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what the fuck
>>
>>145735805
speedrun POTENTIAL
>>
>>145735459
Thanks nigga
>>
>>145735805
BUT FIRST
>>
>>145733039

They look delucious. I'd grab the shit out of them.
>>
are you guys still making platformers
>>
>>145736330
I have an unfinished Castlevania clone trapped in development hell. Does that count as a yes?
>>
>>145733039
To be honest they look kind of spooky. I would use extreme caution.
>>
>>145699854
That grass and flowers are really nice additions.
>>
>>145735805
you must be QPU missaligned.
>>
>>145734478
> switch the jump code back since I didn't delete it
>not using git branches
wow I remember being like this
>>
How I does can make game with 0 programming knowledge??
>>
>>145737047
How I does can write a book with 0 english knowledge??
>>
>>145737047
By using unity.
>>
>>145737047
Games are 90% idea, let's hear some game ideas Pidor
>>
>>145737168
You mistyped unreal engine. Thats alright friend, lots of people suck cock.
>>
>>145733128
game design is hard because nobody has any idea what they're doing
>>
>>145737307
un-ity
un-real
The same shit.
>>
>>145737047
the OP should include getting started links
>>
>>145737047
Be good at manipulating people into doing what you need them to do.
>>
>>145737047
by being female
>>
>>145737390
>real
>ity
>reality
WOAH
>>
>>145737251

I don't want people to steal my ideas fampai

single player ultima online
>>
>>145738102
I honestly want more SPMMO.
Kingdom of Amalur was fun.
>>
>>145738198

I think Dragon's Dogma had the same style of gameplay that KoA was after but was strictly better but that's just my opinion man
>>
>>145735805
The coathanger of great travel
>>
>>145738607
Two different games, senpai.
>>
reply to me
>>
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~~The Goyim knooooww~ shut it down!~~
>>
>>145739203
I will. Which is your post?
>>
>>145739258
here >>145739203
>>
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Where do I look for someone to help with a short script/storyline? There's got to be someone wanting their work featured in a game.

Writing is the only part of the project I can't do myself.
>>
>>145739525
what have you got?
>>
>>145739525
I'd be interested to give it a shot.
>>
>>145739525
fanfiction sites? writers are worth less than programmers, musicians, artists. only better than idea guys
>>
I'd love to hear about any lore or story or characters you have, if you have that type of a game. I think even casual or simple games can benefit from a little of this.
>>
I'd love to steal your ideas if you have any good ones.
>>
>>145739614
I'll post what I have in 2 hours
>>
>>145739778
Alright, just give an email or other contact for me and any other anons to send what we come up with.
>>
>>145739825
also it'd be nice to have some kind of reference for how long the game should be even though that will change.
Any other pieces you'd like such as audio diary entries/examine text/etc.
Character profiles, you get the idea.
>>
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I'm making a 2D browser based multiplayer online arena built on Phaser.io. I'm trying to achieve something similar to Brawlhalla, and this is what I currently have.
Would this interest you guys?
>>
>>145740152
>2D browser based multiplayer
for what reason?
>>
>>145740202
Just for the sake of it because why not? I've been using Unity for the past 5 years and I wanted to try something else.
>>
>>145740152
only if you add cute anime girls
>>
>>145740343
I would if you find me moe anime spritesheets
>>
>>145740152
C R A F T I N G
>>
>>145740152
Sounds good. What do you use to get players connected? It's also good to see another webdev around even tho I don't use Phaser.
>>
>>145740413
Crafting how? As in build your own robots? It could work but I have to revamp my character system since it's based on spritesheets now.
>>
>>145740476
I'm using eureca.io which is based on express and engine.io. Right now multiplayer only exists as a persistent server, I have yet to get session hosting and joining done.
>>
>>145740895
So you'll have to rent some hosting services later on? Or does places like Itch.io or Kongregate support these things?
>>
>>145741083
Itch.io doesn't support node servers I think. Heroku works but it's slow, I have a school email account as well so I can host it on Microsoft's Azure which works great except for the free daily limitations.
>>
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Mirrors are in the final stages of unfuckery, should the top and bottoms be more exaggerated in it's spread? (Wider cone, currently it's a skinny cone) Or is the way it is now ok?
>>
>>145741210
Well, it's something for start, I guess. Keep it up! I'm looking forward to it.
>>
>tfw aced all of my exams (almost) and now it's nothing but a summer break for the next two months
fuck yes, i will do so much fucking dev holy shit
>>
>two months later
>>
>Tfw no game
>>
>>145741741
Oh god the annual summer break
All those losers trying to make a quick unity/rpg maker MMORPG during the summer, even tho they have no prior game dev or coding experience will flood this thread again and it will be horrible ;_;
>>
>>145741628
Thanks, it's good to see that there is some interest in my work. I'll probably post weekly in here to show you guys my progress.

What are you working on by the way, if you don't mind me asking.
>>
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>>145738087
AHHHHHHHHH
>>
>>145741503
How are you doing the light thing now, anyhow? Polygons? Dickton of lines?
>>
>>145742143
The latter. When you're playing in game it makes some moire lines and looks pretty snazzy. I might make some color filters where it only does the outline triangles but functions exactly the same, might be cool.
>>
>>145735805
You use any shaders friend?
>>
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https://clyp.it/wsynwcer
https://clyp.it/jztmruz5
How's this stuff? Thinking Kestlevayneeiah-ish Witches vs. Werewolves vs. The Church kinda shit.

Any pointers on the music?
>>
I'm a newbie gamedev and I'm wondering if I should make the switch to love2D or some other engine frame work. I've been using pygame to make really small games like pong, breakout, blackjack etc... but I want to move on to something bigger like maybe a point and click adventure game or a shmup. Everyone tells me pygame isn't good for big projects, but I'm wondering what that means. What do people mean by "big projects"?
>>
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>>145742063
>devving on drugs
There's nothing like typing one word in a line of code, losing your entire short-term memory, then having to figure out the next word to type by deciphering what your code is trying to do before your mind wipes itself again.

Diphenhydramine, never fucking again.
>>
>>145735805
Is this a 3D remake of that one game for the SNES?
>>
>>145742396
kicks need to be deeper, probably just use a new kit.

Your bell sample at :38 doesn't come in right. That should probably be the time where the lead kicks in and shit gets real instead. Or the direct interlude to it.

Your main melody needs work it's too repetitive without any other layers working with it. Most tracks like that have all its layers bounce off eachother.

Your pitch change interlude needs changed, as well as the actual repeating. I say just fade out at ~2:11 with the monks vocal though.
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