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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/hVhvNWLw

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first for making your own engine
>>
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>>145952825
Nth for taking an engine and using it for purposes it clearly wasn't meant for
>>
So what's the status of all the games in that pic?
>>
>fire up gamemaker
>browse 4chan and listen to sega genesis songs for 4 hours while fantasizing about my game being finished instead of making it
Every time
>>
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Added a simple health bar and entities will flash red when hit.

Next working on a character text bubble / message thingy on the gui.

Then comes the bosses 2nd attack work which will hopefully involve some laser beams.


https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
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Now that I have weapon/armor types, you now need the appropriate skill to equip the item. You can learn skills either from the trainer or the store, but only the trainer can teach you to be an expert/master in the skill.
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>>145952737
>>
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Now you can pick objects up.

The unity stock particles are probably there to stay
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Spaceship for my space game for space jam. What do you think? I'm trying to go for a low poly/low res texture style.
>>
>>145953883
That looks fuckin' sweet. I love the intakes.
are they meant to look like you could put the AGDG logo in there
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>>145953972
Ha, I didn't think about that.
Unfortunately it would be 3x3 pixel per letter, it's just too small to fit there.

I will put it somewhere in the game though.
>>
>>145954170
What're you making with your good ol' tanks, anon? You gonna have some sorta basic 2d tanker shooter?
>>
When people animate combo moves for 3d models, do they animate each action separately and play the animations in a sequence or do they make a single long animation and then control how much of that animation is played?
>>
>>145953883
That looks amazing.
>>
>>145953684
What sort of game will this be? 3D puzzle, like that one game I forget the name of that was on steam and made in unreal?
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>>145954239

Senshadou (from Girls und Panzer) game with mechanics similar to X-Com, hopefully.
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Babymode progress: can now shoot the gun with z key
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>>145954681
your walk cycle looks like he's doing a jig
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>>145952737
Whatever happened to that one anon who supposedly was going to make an update to that pic? He asked for everyone's main protag/OC for their game, but I don't ever remember the promised pic being posted. So did he just take our characters and patent/trademark them? Was he just trolling and now he's gonna sue us or demand money when we publish our finished game?
>>
>>145954974
Dead. Like all the games in that pic.
>>
>>145952902
nice quake 2 clone
tumblr?
>>
>>145954918
she's excited about make game
>>
>>145954248
Single stringed animation is more modular.
Ask Mayhem Dev when he's around how he does his system.
>>
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A miserable pile of pixels in 8 colors.
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>>145955591
>pure colors
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>>145955591
don't people hate meme pixels now? i remember people on greenlight being angry about this style of pixel art
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>>145955743
What the fuck are "meme pixels"?
>>
>>145955817
single blocky features.
1 "pixel" limbs.
etc
>>
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>>145955817
"lowres" pixel art usually has 1 pixel limbs
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>>145955885
Tried with 2 pixel legs, looked weird as fuck. Does this mean I should stop making video games?
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So I've been working on saving/loading, but I can't really show that in a webm. So here's an update on the main menu.

I made it so the characters play random animations every few seconds. Sometimes it looks like they're reacting to each other which is pretty neat.

I think I need to start settling on character names soon. So far some ideas I've had are:

Dude - Rad or Nick or Rick or Max
Girl - Mimoko or Ami or <insert anime girl name here I don't know>
Robot - Tek (aka PRO-TEK-T)
Ghost/Invader - Spookie (aka Ms Spook)
Hand - Sim (as in simulation game) or Dex

If anyone has character name ideas I'd love to hear 'em.
>>
>>145956015
>Does this mean I should stop making video games?
No, it means learn to actually draw so you can do regular pixel "art", or just regular drawn assets.
>>
>>145956107
I'd go with Picks for the hand.
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>>145956021
how to get me to drop your game.webm
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>>145956021
That's pretty cringeworthy desu
>>
>>145956231
And you still use the word "cringe" and ironic japanese, so I guess that makes two faggots.
>>
>>145956107
Mimoko isn't a name used in Japan.

Momoko, which you might have been going for means peach, but since she's a sailor moon copy, I'd say going with something like Tsukiko (moon child) or just Tsuki (moon) is better.
>>
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my first pixel art, I call him jon.
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>>145956231
That's the point.
>>
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>>145955206
No progress in Tumblr as of yet. Maybe some day.

>Made the holes in the ceiling have diagonal walls for less blocky look
>Still a few problems, apparently
>>
>>145956276
>ironic japanese
where do you think you are baka
>>
>>145956356
is he naked?
>>
>>145956445
I know exactly where I am. This does not make you less of a faggot.
>>
>>145956015
you got the pretentious indie attitude down perfectly
you're on your way to success
all the color-haired ladies will be flocking to you if you continue down this path
>>
>>145956484
Nothing ironic about it you god-awful normie.
>>
>>145956518
I'm not getting off your board. You'll have to live with it.
>>
>>145956356
yes but he has a sword and he smokes, how do you guys post sprites so big? should I work on bigger canvas and then make it smaller?
>>
>>145956484
normies go home
>>
>>145956424
>You made that in one fucking day
>tfw I can't even get simple 3d platforming working
Jesus Christ.
>>
>>145956460
>>145956606
sorry quoted myself instead of you
>>
>>145956639
pls, it was mostly just copying existing code from other parts of the level building script and then hacking it together.

u can do it

i believe in you

:^)
>>
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>>145956606
Zoom in with your editor, take a screenshot, paste it in a new canvas/file and crop+save it.
>>
>>145956743
Prepare for this to be the new AGDG m'lady meme
>>
>>145956606
I upscale them in gimp before posting
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>>145956295
Well she's actually meant to be from a bootleg rip off of Sailor Moon, so it doesn't necessarily need to be a real/fitting japanese name (it might even be better if it was like a misspelled version of Tsuki(ko)).

Thanks for the info though, it helps.
>>
>>145953387
Has cactus ever made an actually good game?
>>
>>145956741
You really made this in one day
wow
>>
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Remember, players LOVE super involved displays to make them feel like they're getting a lot done.
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>>145957028
Yes
>>
>>145957154
Please stop.
Retards don't umderstamd sarcasm.
>>
>>145957154
This is f-fake. r-right?
>>
>>145956743
Ah, the elusive bascinet-cum-fedora
>>
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>>145957154
Not gonna lie
Disgaeas Big numbers do make me feel good
>>
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>>145957154

For a non-MMO that's an impressive amount of bullshit crammed onto the screen.

But this is to go a level beyond.
>>
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>>145957448
Don't kid yourself, these little numbers are the real reason you play.
>>
>>145957752
Hnnnngh
>>
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>>145957752
I'd hit it, I'd hit it S times
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Started adding some details to the map, I'm suddenly so envious of games that have a huge library of textures to use, I might start taking some public domain ones to speed shit up.

It's also about time I started placing enemies and such on the map too
>>
>>145957731
This is addons, not the base game.

Can't blame the game for the user.
>>
>>145958002
you can blame the game for enabling it

every user option is a failure of design
>>
>>145958248
Kill yourself.
>>
>>145958248
It goes beyond enabling- the game practically demands it at a certain level.

Granted, WoW has gotten easy to the point where you don't really need to know what's going on most of the time.
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>>145958323
is baby mad that he has to let the player make the game for him?
>>
>>145957731
>>145958002
The funny thing is that, prior to the ability downsizing in draenor, if you to raid at a high level with WoW, you 100% needed all of that shit to be effective, especially as a tank or healer. The only thing I would fault the player on is having his dps meter and player frames too large and that he's not using his right hand side bars. All the individual bits and pieces are useful and necessary.
>>
So what exactly belongs in this thread? I was recently brought onto an FPS mod project to do UI work, and I'm definitely an amateur, but this thread seems to be about people who actually make their whole game from start to finish, and usually with pixel art.
>>
>>145958419
You needed the stuff but it doesn't mean you had to have it all randomly all over the screen.

I had a set up where I still saw 80% of the screen with all my addons as a healer.
>>
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Tell me, does learning how to draw really help in creating texture and sprites for games?

I can almost draw a flowchart about this: get excited about an idea. Time to move on from rectangles and circles to actual visuals. Gets really depressed by the fact that my game will never be. Drop game dev for a few months. Get a excited about an idea, and so on. I want to break this circle. Please, tell me if I finish a tutorial series like this: http://drawabox.com/ I'll be able to draw some brick walls and skeletons for my shitty game.
>>
>>145958385
plot twist they are the player and youre game is shit
>>
>>145958546
Only if you have talent.

If you don't have it, then don't waste your time trying to create something that will always be sub par.
>>
>>145956107
Call the robot Andy. Andy Roid.

Don't laugh. You know it works.
>>
>>145954352
I don't know what game you are talking about, it's just some puzzle game that focuses on space manipulation, for the space jam.

i doubt it will evolve past that since i'm a shit programmer and mesh manipulation is hard for me.
>>
>>145957952
Looks swell

I assume the glass doesn't have any special interaction when you shoot it yet?
>>
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Ideas for Space Jam game please.
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>>145958831
>>
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if infinity + 1 = infinity,

what is infinity halved? infinity/2 = ?

what if we divide infinity by a very large sum?

infinity / gorillion = ?
>>
>>145957952
the clean style looks really nice, too much detail would draw attention to the low res of it
>>
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>>145958896
infinity is not a real quantity
>>
>>145958896
half infinity
small infinity

there's literally no difference unless you plan to compare them to other infinites
>>
>>145958487
As a tank you pretty much needed all your vital stuff like cooldowns, target, ToT and health in the middle of the screen, because even glancing away from a moment could fuck you up. Same with pvp and arena.
That's not to say that his shit shouldn't be resized and in better positions, but the way he has them arranged isn't that bad.
>>
Any way to make Unreal Engine recognise Codeblocks's compiler instead of having to bother with Visual Studio?
>>
If you show off pictures of a game in development where you're blatantly using other games' assets, but only as placeholders, could that get you trouble later down the line?

For example, completely using Samus's sprite set to test Metroid-esque game.
>>
>>145958896
It's all the same. It's infinity. Unless you divide or multiply it by a negative number then the infinity isn't changing.

We rarely look at infinity in terms of its objective value, we look at it more as a concept of a number approaching the infinite. Sometimes you have higher orders of infinity that essentially allow you to answer questions like one negative infinity plus infinity, but context defines those things. There's no absolute answer.
>>
I've been using and learning GM:S for a couple weeks now and I must say it's pretty damn powerful. 2D-wise it can pretty much do anything you want.

I don't understand why we sometimes have people here hating on it.
>>
>>145959223
You can't into legal trouble if you're not trying to sell it and your game isn't popular enough to trigger a nintendo c&d.
People will give you shit for it though.
>>
>>145958896
infinity isnt a number
>>
>>145958896
infinity is not a number you cant perform arithmetic operations on it
>>
>>145958896
stupid anime girl
>>
>>145959360
>>145959439
0 is a number though.
>>
>>145959538
So is 28.
>>
>>145959538

0 is a concept too. it's not an actual number.

only real numbers are numbers
>>
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>>145958896
this is how it works in lua
>>
>>145957952

I love how clean this style looks.
>>
long time qtcreator user here, used vim for years before that.
how bad is atom for c/c++?
>>
>>145959601
>it's not an actual number.
It can affect other numbers though, so it's an actual number.
Infinity is a number too, science just hasn't gotten there yet.
>>145959661
Switch to Vim if you want a new environment. Atom is gimmicky shit.
>>
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>>145959629
>1/0 == math.huge
>true
>>
>>145959601

0 is a real number
>>
>>145958896
Should've gone to college
>>
>>145952904

They're all dead. Every single one.
>>
>he's making a roguelike rpg
Why don't you make something original, you talentless hack?
>>
>>145959790
I think the whole reason it even has infinity is so that it doesn't have to stop a script if it accidentally divides by zero.

idk, I'm probably wrong though
>>
>>145958786
Thank you. Nope, I'm leaving breakable glass as a somewhat low priority, but if I do it I'll actually be able to sort transparent objects instead of having to trust the draw order set by radiant/blender.

>>145958912
>>145959659
Thanks! You guys mean in terms of geometry or textures? Because I am slowly replacing all the Defaulto-brand concrete surfaces but geometrically I'm not adding much more detail other than populating the place with props.
>>
>>145959286
>tfw start using a real language
>tfw in two days, implemented most of the stuff I used in GM:S
>creating and destroying game objects, sprites, input, collisions, timers
>still need to implement animations and changing levels, which should only take a day
>get the benefits of a real IDE instead of a clunky GUI, real methods, typechecking...

Feels good man
>>
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>>145959181
I wonder about this as well, and I'm absolutely not the same poster, no way in hell.
>>
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I want to make a god game, but I have a feeling I'm going to give up when I try to do the AI. Is there anything I should look into (are behavior trees good enough or do you need something more complex?) or should I not bother?
>>
>>145959975

>Thanks! You guys mean in terms of geometry or textures?

Mostly the textures, they're easy on the eyes. The simple lighting adds a lot too.
>>
>>145960138
You should not bother, any sim-type game is one that will not have any returns (i.e. be fun to play) for a very very long time, until a very very large portion of many complex features are completed.
>>
How much slower is SWITCH statement than a simple IF?
>>
>>145960428
a switch case with many options will be faster since the compiler should optimize it to use a binary search for a given case
>>
>>145960428
it's literally just as slow or fast as multiple if statements. if you implement all possible values there's a chance the compiler will optimize the statement into a jump table, same is true to multiple if/else.
>>
>>145960428
With the switch-statement the compiler knows that all clauses can be evaluated at the same time and can put them in whatever order is most efficient.
>>
>>145960428
>optimizing logic branches
no
>>
>>145959790
mathemagicians can muck about with "muh purity" and "muh undefined", computers have to face the practical reality
>>
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>>145952904
RRPS is released on steam
I think noil might still be developing his game but he rarely posts here and i don't check tumblr so I don't know
Plok 2 is in development he posts progress somewhat regularly here
Dreaming sara got released its on steam
Slow's chicken game whatever it's called god a redesign and its still in development
Merc Leto disapeared changed engined posted progress a few times then disapeared again (possibly changed engines again)
I think voltorometer got released
Spooky Quest seems to be still in development though the dev doesn't post progress here as often as before last time I saw it dev was working on multiplayer
Megabyte punch got released its on steam
RoR got released obviously
If I'm not mistaken the blue pants brown hair guy next to magnet man posted progress last thread
Spacemen Sparkles got released it's on steam
Motavio is still superior to disciplimeme
Quicksand coastline got green lit but I think the dev isn't working on it anymore his new game is vampire of sands it's released on steam
Notzelda is dead the dev is working on crystal gun girl game but he doesn't post progress as often as he did before (read as almost never posts)
Subania got released, devs next game Aerannis also got released he was working on a point and click stealth game i think, hasn't posted progress in a small while.
A Nation of wind got released (free download on tumblr)


All other games are dead as far as I know. Did I miss anything?
>>
>>145961264
But who sold the most, apart from RoR & Megabyte?
>>
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trait GameObject

trait PhysicalGameObject extends GameObject
trait SpriteObject extends GameObject
trait HealthfulObject extends GameObject

trait Character extends PhysicalGameObject with SpriteObject with HealthfulObject
class Player extends Character
trait Enemy extends Character
class Goblin extends Enemy
trait Projectile extends PhysicalGameObject with SpriteObject

>tfw traits are comfy as fuck
>>
>>145961264
>Did I miss anything?
kat attack, delko car, berserker, multiple TBS, seafarer 2D 2
>>
for the people that are using frameworks and not engines, how do you make levels or map? I understand that its silly to build the level coding tile by tile, how do you do it?
>>
>>145961820
http://www.mapeditor.org/
>>
>>145961820

Tiled Map Editor.

use an open source class (probably you can find one on github) to import it into game.
>>
>>145961685
>Seafarer

I feel like Seafarer would've made more money than any other AGDG game if the dev actually finished the 2D version.
>>
>>145961820
My levels are 1 png file of all the graphics and then I code all the platform collisions in code.

If things need to be animated/move I put them on top as a different png file.
>>
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>>145956424
I'm really digging the way this looks so far, dat Timesplitters 2 aiming and all.

I don't know if you intend that to be the final design for your gun models, but if you want to explore levels like this with a whole lotta darkness I recommend going the Prey route and having the guns glow in unique configurations so you can always tell what weapon you have in your hand. Pic related.
>>
>>145958481
pls respond
>>
>>145962848

Anything gamedev related.
>>
>>145958481
I'm going to say you don't belong here just because of your tone

You can probably post, but people will accuse you of shilling, and get bored if you only post UI and no gameplay
>>
>>145958481
This thread is exactly about that, however 3D games are just as common.

People come here to discuss game development related issues and questions and get critique and feedback about their game. Like you have described, most people here work alone from start to finish, or at least I can only name one project right out of my head which is made by two guys.
>>
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Well I'm stumped. Somebody tell me what I am doing wrong..
>>
>>145959705
>infinity is a number too
>science just hasn't gotten there yet
that's 1.5 lies here
>>
>>145963030
Please don't give useless answers.

>>145962848
This place isn't so much for modding. You're right in your assumption.
>>
>>145963283
what would you want your script to do?
>>
>>145963283
delta... times 31? Why 31?

If you want us to debug your code you need to provide more information. What is your console spewing? What do you want to happen and what is happening instead? (I'm guessing it's the twitching when standing on the ground that's wrong)

What do each variable do? Is the problem in is_colliding()?
>>
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>>145963429
I'm trying to get it to set Grounded = true and timer = 0.0 when colliding, then when not colliding to add delta time to the timer in order to delay setting the Grounded boolean back to false. The problem is that the timer is still counting up/not resetting when colliding, or I just can't see what I'm doing wrong.

This by the way is to fix the flipping out of that grounded boolean every frame which I don't exactly know what the culprit for that is.. I'm wasting so much time and can't even code basic stuff like this..
>>
>never finished a game in my life
>quit programming last year
>lurk and shitpost on agdg anyway
>sudden urge to write another game i'll never finish
i just want peace
>>
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Everyone loves Drill hair right?
What level do you like it at?
>>
>>145963960
No
>>
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>>145958546
>Tell me, does learning how to draw really help in creating texture and sprites for games?

Short answer yes.

Long answer, yes, but most important for e.g. the texturing process will be what artists call the rendering process, which isn't so much drawing but painting a certain object in a way that it looks like a certain material.

But generally learning how to draw will always give you a valuable skill for game making. Even if it's just for sketchy concept art like pic related. It helps you get a feel for what you are creating.

Also fuck this guy >>145958620
Shit like talent doesn't exist. Interest exists. The will to invest time exists. Motivation exists. Talent is a hollow buzzword, invented by people praising others in a sense of smug elitism to feel better about their own choices.
You will rarely find an artist that says "I have talent!" because most are actually highly critical of their own work.

It's all just work. But you have to be serious about what you're trying to learn and within 3 to 6 months you can crank out stuff that is at least better than lots of the shit you see in some steam indie games.

And even if you don't end up an expert: Lots of art styles don't even require an expert artist. In fact most just do what they can do with their skill set. All they needed for that is building a certain basic set of techniques that even the biggest retard can learn (unless you have like a brain damage making spatial imagination impossible for you or something).
>>
>>145963960
looks stupid tb.h
>>
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>>145963960
>>145964023
But....Drills....
>>
>>145963938
Don't worry anon.

Just couple more years of you doing absolutely nothing and you'll feel like such a failure you'll have no way to live with yourself and you will take the final step and end it all.

Just hang in there until then.
>>
>>145963928
What does is_colliding() do? When does it return true and when does it return false?

Are you saying you only want Grounded set to true for the first few frames after you touch the ground?
>>
>>145963960
Hime cut level
>>
>>145963960
Level: the highest
>>
>>145963869
>delta... times 31? Why 31?
31* delta which is about half a second, thats the arbitrary delay im using to test this.
>What is your console spewing
(groundedtimer float , Grounded boolean)
>What do you want to happen and what is happening instead?
>>145963928
>Is the problem in is_colliding()?

I'm guessing it is, unless my logic is wrong
>>
>>145963960
0
>>
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>>145964225
NOW YOU FUCKED UP
Unless you're praising it
>>
>>145963960

Gurren Lagann level drills of course
>>
>>145962398
Thanks. It really isn't the final gun design, it's just a literal block at the moment. I don't know if the levels are goin to be this dark later on, but I intend to have glowmaps for guns and such.

I'm aiming for something like Delver x Metroid.
>>
>>145964418
>5th from Left
>Hime cut

can you not?
>>
Haha, progress, am I right guys?
>>
>>145964468
>5th from the left
You mean 4th from the right, Right?
>>
>>145964385
http://docs.godotengine.org/en/latest/tutorials/2d/kinematic_character_2d.html
godot has tutorial on kinematic bodies

also, after reading it, i come to conclusion that the code you showed here isn't enough to solve the problem
>>
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>>145964418
Yes the joke was that I like hime cut level drill hair which is not drill hair at all, but hime cut instead.
>>
>>145964521
Those mean the exact same thing.
>>
no better time to get into gamedev with autistic fervor than finals season
>>
>>145964554
Its a less retarded way to say it
Like imagine if I said the 8th from the left
>>
>>145964596
i feel you
>>
Anyone got experience exporting UE4 to Linux from Windows?

Does it all work properly?
>>
>>145964645
Who gives a fuck.
>>
Hey /AGDG/
Are there any good wrappers for desktop for web apps? Javascript is my fav language and am quite proficient in it. heard of nw.js but not yet tried it out. Any experiences with Web Technology - based games?
>>
If i don't make this demo day as well then i'm quitting game dev, that would be like 6th demo day in a row which i promised to myself to have demo for
>>
>>145964523
Thanks for trying to help and for the link! Here's the script, in case anyone cares enough

pastebin.com/rtVJ9NHx

In the meantime I'll go through that tutorial.
>>
>>145964915
>haven't had demo for past year

Just kill yourself anon, let it all go.
>>
>>145964915
Please keep at it.
Don't worry about being slow, just make sure you're working.
>>
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Do you think it is worth it making a roleplay/simulation where you can walk around in many Tokyo districts, explore the town, rent apartments and do minijobs?

Or does it sound boring?
>>
>>145964813

yeah. try nw.js it works perfectly. also, there's electron.atom.io/
>>
>>145965092
Persona is pretty popular.
>>
>>145965092
>anime world
>cartoons/etc are real world shit because for them we're the stylistic thing
>>
>>145965092
Make characters datable and you've got a game.
>>
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>>145965184
>>
>>145965196
But what should they disable?

Machines?
Internet browser settings?
Traps?
>>
>>145965092
weebs are all over that shit

It doesn't even have to be a roleplaying game. Shit like "My first trip to Tokyo" or whatever that shit was called was barely a visual novel.
>>
>>145965015
line 152
>self.move( Vector2( 0, (-JumpForces + Gravity) * delta ) )
get the game to print (-JumpForces+Gravity)*delta every frame, it's the culprit as of now
>>
>>145965394
Nice.
>>
>>145964003
I really appreciate your words. Thank you very much!

I don't want to be an expert, I just want to overcome this feel of helplessness when it comes to adding actual content to my game. I hope I can be back on track after a few months.
>>
>>145964813
I think this is what you are looking for:
http://bravebunny.co/blog/getting-a-phaser-game-on-steam-3-executable
>>
>>145963283
>Somebody tell me what I am doing wrong..

Well, you're using godot for starters...
>>
>>145965092
I like when I recognize the locations especially if its not in worldwide famous places. Renting an apartment in Tokyo is an annoying process which I could not see any fun though.
>>
anyone here in the homebrew scene?
>>
>>145966285
You mean ROMs?
>>
>>145966484
No he means you homebrew the console too.
>>
>>145965579
Interesting... I think you just gave me what I need so I'll have another crack at it after dinner. Thanks again devfriend
>>
>>145966209
Can you explain why Godot bad?
>>
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>>145966776
i'm here to help
>>
>>145966873
It's rather a meme, don't care about it.

What is usually brought up against Godot is that it's fairly new, which means there's not as much tutorial or help for it. Another thing is that it's free and open source, and open sourcing is also kinda looked down here. However if your game is good, no one will care about the engine.
>>
>>145967172
>open sourcing is also kinda looked down here
You wot
>>
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hallelujah I've successfully made a good workflow for baked texture atlas so I can add faux-ambient occlusion, trash and unique decals!
>>
>>145961820
array of tile structs stored in json
>>
>>145967525
that's real fucking' neato
>>
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>>
>>145967461
It's like a schedule for /agdg/. The screencap about Notch's opinion on open sourcing comes up, or the simple question if Github is a good place for a repository or not, and bamm, the thread is derailed to a discussion about open sourcing. As I see, the sides for both cons and pros are kinda even here, so there's always a chance that you'll get memed when you bring up the question rather than being encouraged.
>>
Is mediocre voice acting better than no voice acting?
>>
>>145967821
>game devvers teaching color theory

please stop
>>
>>145965015
stop using _process() for collision and physics stuff.
Godot's _fixed_process() function is what you should be using when dealing with physics. I don't know if it will solve your problem exactly, but it's good to use that instead.
>>
>>145967906
Saved it from some random artist's thing but ok.
>>
>>145967889
No.
>>
>>145967889
bad voice acting is better than no voice acting


>>145967951
>vine
>>
>>145967851
it's a meme you dip
>>
>>145967889

I'd say no voice acting is better than mediocre.
>>
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>>145967906
>>
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https://github.com/a1studmuffin/SpaceshipGenerator
LOOK AT THIS SHIT
>>
>>145967889
They player could always turn off bad voice acting, although if everybody does that then you wasted time or money on the voice acting. I'd say that bad voice acting can sometimes be charming, like in the original Resident Evil or Castlevania SotN.
>>
anybody hook an anon up? and tell me why this is throwing an error when the player object is destroyed?

if(!object_exists(obj_player))
{
state = scr_state_enemy_idle;
}
else
{
var dis = point_distance(x,y,obj_player.x,obj_player.y);
//run attack script and turn on attacking

if (dis > attack_range) //&& !attacking
{
state = scr_state_enemy_chase;

}
}
>>
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>>145967906
ok
>>
>>145968331
is this for dota 2 mods? i can ask a buddy of mine
>>
>>145968413
I should have stated it was GML. Sorry mate.
>>
>>145966484
yes programming games for consoles/handhelds
>>
>>145968283
t-thanks anon
>>
>>145968331
you need to differentiate between objects and instances
objects are templates for instances
every entity in room is an instance of object
therefore, you should use instance_exists(obj_player), not object_exists(obj_player) - the former deals with instance with room, the latter - with the object resource
>>
>>145967889

That's not a question with one definitive answer. You should be asking yourself whether your game needs voice acting to begin with, and how critical said voice acting is to giving your game the feeling you want.

If you're making a fighting game, then having voice acting is going to punch it up significantly. Meanwhile, if you have a long RPG, you may want to limit your voice acting, if any, to battle sequences since dialogue will likely be too much for actors on no budget to perform for you.

What I'd tell you is that you shouldn't settle for mediocre voice acting. There's a lot of great VO artists who do this sort of thing as a hobby and will work for free provided you aren't giving them a 10+ page script and not compensating them.

The other thing you should ask is if you're at a late enough stage in development to necessitate voice acting. If you're just getting started and you're not feature complete, don't waste anyone's time asking for lines.
>>
>>145968586
Thank you anon. I feel stupid as shit now. This kinda thing was went over in my intro to .net class. Seriously thank you. I would have been hung up on this all day.
>>
>>145968283
They look kinda retarded though.

At least they're far better than what I could do / could enable a space game for a complete non-artist.
>>
>>145967889
Definitely no. Nothing kills immersion and makes me cringe as much as bad voice acting.

Anything that isn't going for realistic, cinematic 3D graphics can easily get away with text-only dialogue.
>>
>>145968718
>>145966982
>>
What's the creepiest possible enemy for a P.T. like horror game?
>>
>>145969020
Make it reminiscent of something that's supposed to be good in your game.
Your mom, a save point, your partner, the hero's bike he had history with, whatever.
Then go on from there to make it as creepy as can be with your own imagination or the other anon's answers.
>>
>>145969020
Whatever it is give it a huge wiggly penis.
>>
>>145969020
A little girl, possibly with >>145969370
>>
Anyone got a good Gamemaker tutorial for breakout wich doesn't cover the basics?
>>
>>145969602
>needing a tutorial for a babby engine
>>
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As I said yesterday, i'm currently working on attack.

Would this attack look good in the game? If I did it like this, it'd be perfect because I would have less work (wouldn't have to make a new sprite for each weapon when it's equipped) and I'd be able to make even more weapons. The problem is that it's not really pretty.

Or should I make attack animations for each weapon? It'd look better, but I'd have to work a fuckton more
>>
>>145969942
Don't you already know the answer to that one?
>>
>>145969995
N-no?
>>
>>145969942
Please tell me you at least didn't manually make that trail in a paint program.
>>
>>145968283

stolen for my game. thanks
>>
>>145970135
Always do the extra work!
Even if your game isn't better, you will be!
>>
>>145969723
>Wheres your game?
at least im trying while you shitpost m8
>>
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>>145967821

It gets boring when literally every single indie game colors their games in the same way. Spare us the bluish greys and yellowish whites.
>>
>>145956639
>3d platforming
>simple
>>
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>>
>>145970193
If I'm asking which one to choose... Take a guess.
>>
>>145971037
Thanks
>>
>>145971037
just use C man
>>
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>2 weeks ago
>ask about the contents of a good GDD
>generally negative reception of the idea of a GDD
>anon goes into hissy fit mode how GDDs are shit and stiffling creativity and generally just a lot of work
> skip forward to today
>the thing is still rough on some edges but basically done
>helped me a shit ton to develop the game idea and actually make some stuff about it stand out
>helped me formalize ideas that were sketchy at best
>helped me find flaws in what I thought were easy concepts
>helped me plan things out down to game zones and required asset packs
>technically eradicated all the organizational problems i had with earlier projects
>was basically done in 5 comfy sessions

Wooooow SO MUCH WORK!
I sure wish I had invested that time into aimless programming and making assets I'm not even going to use.

Guess I'm nodev and GDDs are garbage!

Why does agdg always give such bad advice?
>>
>>145972719
and where is your game?
>>
>>145972719
just like make game
>>
if an object is being rendered
but it's far away from the camera
is it visible?
>>
>>145967821
the last one is literally meme tumblr ramp
the other two are fine
>>
>>145972719
But think of all that time you could have spent jerking off or browsing AGDG instead of working on your game.
>>
>>145973118
Yeah, to a point.

Look up level of detail models
>>
>>145973118
I'm not sure what happens if its less than a pixel in size but otherwise it will be visible as long as it is not being overdrawn. If you don't want it to render then you use distance culling or >>145973231. These are done on CPU side.
>>
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>>145973118
If it's outside the camera field of view, no.
>>
>>145973364
>I'm not sure what happens if its less than a pixel in size
every triangle will be rendered into the same pixel

at which point you should either cull it completely or just render it as an actual dot
>>
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>>145972824
That's not the point I was trying to make but give it some time anon. Give it some time.

In the mean time here is a bunch of assets that are probably going down the drain thanks to me being stupid and NOT writing a GDD.

It's extra bitter because I actually like some of these.

>>145973046
I oppose the concept of "just like make game".
I promote the concept of "just like plan & make game"

>>145973163
It's a shame. I know.
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