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/agdg/ - amateur game dev general
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Redundant code edition.

Previous thread: >>146019151

> 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/
Haxe: http://haxeflixel.com/documentation/getting-started/
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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>>146080779
reminder
>>
>>146080638
next to nothing, I can create the terrain and if I hard code units I can command them to move/attack.
>>
>>146081027
first, make it possible to create units from within the game (with some function or so), not only by hardcoding them
after that, make it so you can group units and make them execute the same command (move, attack etc)
>>
So how do I into an event scripting language for my game?
I'm doing Java and libgdx. I feel like hardcoding shit like "when eventid== 42, move character to this position and display textbox id 12" seems really stupid.
>>
>>146081027
Do you have a system for designing units yet? Inheriting from a unit class? Having a unit script in Unity? If you have a system in place it'll be faster to design.

But think about what a unit is. Is it a collection of values (health, move speed, damgae)? How are special abilities handled?
>>
>>14608068
Tons. I have a horde of manager objects that control most of my systems in my game. I woulf like to make them static classes but they work better with unreal this way
>>
>>146081252
Also interested in this for c++/sfml
>>
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Progress:

Added pizzazz
>>
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Added a speech box for future conversations.
I'll probably change it so that the same character won't have more than one box visible at once.
>>
someone posted a sprite a few days ago where a mech pilot strips and gets in her mech.
who are you and what is your game?
>>
>>146081372
Cool! How does it work?
>>
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>>146081372
wrong pic
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14th for AIDs and lack of lighting
>>
Drawing this bitch is a ton of fun
Her chest just looks dull however
>>146081531
Literally 2 posts up
>>
>>146081616
>>146081348
is it the same game? the other one was higher res and more animated
>>
>>146081551
Like this.>>146081551

Its just for enemies to taunt you. Allies to tell you stuff. That kind of thing.
>>
>>146081327
Each unit is a JS object with it's own properties. like type, position, health...

>>146081225
So I should first make it possible to build buildings. But I have to make buildings a thing first.
Only then I can move to units creation.

>make it so you can group units and make them execute the same command
this is already implemented.
>>
>>146081252
>>146081347
i'd imagine it would be cool if you could assign functions to some table
then, when event with id 42 comes, you would call function table[42](args)
this way, you could do event handling in separate functions, or even files, for each event, and add then whenever if necessary without making spaghetti in code
that's what i would do if i had enough will :^)
>>
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>>146081616
>Forgot image
Im a fuck
>>146081723
Oh I thought this was what you were talking about, Guess not
>>
reminder to keep your game cache friendly :)
>>
>>146081993
Marmo is that you?
>>
>>146081903
If you want to test combat first, why not just have a button that spawns units onto the screen at a fixed point, or a key that spawns them at the mouse location?
>>
Would a good way to program a guard's sight with raycasting be to have several levels of sight, like close, mid range and far, and thren check for the pc to be in tall grass and shit? Like give it all a percentage and degrade that percentage as it needs?
>>
>>146081252
Use blueprints
>>
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Virtually no progress, again. I spent the morning modeling low poly ships for my Jam game though.

I spent a lot of time thinking how to make a grade system that incorporates all the stats but unsuccessfully so for now it's only based on the number of notes you hit.

Also spend quite a bit breaking and fixing the idol dance move switching code.
>>
>>146082114
her head isn't cute enough
>>
>>146082065
Nope, Im a unknown here
Pretty much the only thing Im known for is posting a picture of a dog character I made last night
>>
>>146081757
Yeah but how and when do you make it pop up?
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Anyone know how to edit an unlit shader so that it takes in light but still keeps its old properties?
>>
>>146082114
>dropping combos in your own game
>>
>>146082071
it's better to do things in order, so I don't have to fix the functions later when I add more stuff
>>
>>146081252
>>146081347
Lua
>>
>>146081993
>that hair
lmoa
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>>146073512
>tfw people remember your almost game ;_;
Sorry, though but at the point where I realised that making an online shooter would involve incorporating online features, I gave up on it.

I've just started working on another thing, though. Hopefully the low poly and lack of online will make it more likely that I'll finish something.
Reposting from dead thread
>>
>>146082273

what do you mean by 'old properties'?
>>
>>146082102
Raycast gives you a distance and postion of the player. Use that position to find the cover level of the player (however that is done). Now you have two inputs, a distance and a cover level. You can also do a cone of vision by getting the angle between the player and the guard's eye.

With those 2 or 3 input values, write some MATHEMATICAL function that gives you the desired results, then code it up.
>>
>>146082524
she is super cute. I like this a lot.
>>
>>146082510
Drills are cute
>>
>>146082246
I have a gameobject in unity which contains the message ui.

The boss sends a message to the ui object with the text.
Create instance of the message.
start it with a y scale of 0, so its flat.
move its y scale to 1 over a set amount of time (so it looks like its popping up)
Add the message to a list.
if any other messages are in the list move them up by x amount so they scroll up.

thats about it.
>>
>>146082390
What did he mean by this
>>
>>146082602
Word. Thanks, man.
>>
>>146082240
Ah, well you should probably take a break and go read up on anatomy and proportions and stuff.
Will help you break out of the my_first_manga phase faster.

Like those drills though, vidya can never have enough of them.
>>
>>146082114
I just noticed that her expressions are popping up and getting stuck when they shouldn't. I'll have to look into that, again.

>>146082376
I wanted to show the "fail" animation, and show that missing notes affects the final grade.
>>
>>146082539
I just want to be able to edit the toon basic shader to tint stuff based on the light its in but still work the same
>>
>>146082114
That's adorable how upset she gets when you drop the combo. Also was that you posting like a million low poly ships just before?
>>146082609
Thanks, mate!
>>
>>146082112
what do you mean by blueprints?

>>146082390
>Lua
do you maybe have a good tutorial or guide where I can read up on implementing Lua?
>>
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>>146081926
>That AA on the spaceships is fucking terrible, but the rest looks nice.
>I suppose none of that is yours, though.
Nope, it's all mine. I'll sort out the AA on the ships though, it does look terrible now that I look at it, it was a sort of unintended side-effect since I'm cheating pixel art and using Photoshop instead of a more 'purist' tool
>>
>>146082951

I still don't understand. Obviously the object would be tinted by the color of the light. Could you put photoshop the image.
>>
>>146083019
Thanks!
And yeah, that was me, though I only made 6 ships.
>>
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>trying to debug shaders
>>
>>146083078
Google, the lua c api is simple and there's bindings for other languages if you're the javafag
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>>146083135
like how the ball with the basic shader is darker in the shadow but the ball with the toon shader stays the same overall brightness regardless of where it is
>>
>>146082612
stupid anime nonsense gimmick

>>146083115
PS elements 7 = [N] pencil tool
PS CS6 = shift+[B] pencil tool
none of the antialiasing that brush tool has, just pixel filling
make sure you uncheck texture and all that in Brush Settings
if it's a matter of resizing the sprite then go with bicubic instead of nearest, i think that prevents AA on resizing
>>
>>146082524
Well that sucks. But I suppose it's good that you know when something is too big of a project for you.

Your artstyle seems pretty cool. Looking forward to more posts.
>>
>>146082114
is the anime girl just here for pandering or is there more to it? make it smaller because it takes a lot of the screen for nothing and gets old fast
>>
>>146083650

so you want some objects to be always lit, depending on the material?

Look at this if you're using Unity http://docs.unity3d.com/Manual/shader-SelfIllumFamily.html
>>
>>146083991
I actually wanted to do the opposite, shading the unlit one but this doc might be a good start for me
>>
>>146078134
That looks real fucking nice. Keep going!
You should get rid of the anti-aliasing on the UFOs/player, though. And maybe rework the shading on your containers, it's outright nonsensical.
>>
>>146083650
>>146084265
You could just look for a lit toon shader. The one you have in your screenshots seems to be one that uses a fixed fake lightsource to do the shading based on the camera.
>>
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>>146081723
I found it. What is your game and where can I follow it?
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HARD WORK AND GUTS
GANBARE ANON
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image was too dark, reposting

testing some more baked texture atlas. trying my best to nail that ff12/vagrant story texturing and geometry
>>
>>146082671
Every day is practice, Im going from absolute beginner
>>
>>146084713
Is the circle lighting on the wall part of the desired aesthetic? It looks bad in the wrong way.
>>
>>146084896
probably the lack of texture for the """crates""", the banding jarring when there's only a smooth material. I got too lazy

sorry senpai
>>
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>>146084638
Here is an /agdg/ related gif instead of some random anime.
>>
>>146084331
I'm already getting rid of (or rather, seriously toning down) the anti-aliasing on the ships like the other anon suggested

For the containers, I did have a bit of trouble with them. How would you suggest I do them? Corrugated metal should theoretically be the easiest thing in the book to do, but however I try and do it in pixel form, it ends up looking like some freaky optical illusion where you can't tell if it's going one way or the other.
>>
>>146085131
the anime motivated me to work on my game but seeing this just killed my progress
I'm literally quitting gamedev to shitpost on this general because of your post.
>>
>>146085035
Just by looking at ff12 screenshots, they smoothed between the pixels of the texture, which it looks like you haven't done. Geometry is hard to tell since it's just a square hallway.

Are you trying to emulate the style exactly?
>>
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nth for accidental spooky
>>
What happened to that MML clone dev who used to post here like years ago?
>>
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>>146085407
that's a good point to bring up actually, to be exact I wanted that very rough, weathered and detailed look on the textures for ff12 while smashing it with vagrant story's very gridlike geometry

it's stil too early and far but I'm still trying to finagle my way to nailing it
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>>146062906
Game Name: When It Hits the Fan
Dev Name: @trueyomic
Tools Used: Java + libgdx
Website(s): http://www.heartfeltgames.org
http://trueyomic.tumblr.com
Progress:
+finished the first lab level
+finished the lab bonus level
+added basic credits screen
>>
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Alright, magazines with various capacities are in and working.
>>
any source of inspiration? i cant yet decide what should i start deving
>>
>>146086303
play more video games
>>
>>146084713

Looks like shit to be honest
>>
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I added hit detection, damage, knockback and death states.

What kind of knockback would you prefer in a platformer? Something that just knocks you back horizontally at a set speed? Being knocked back in the opposite direction of where the hit came from? Something else?
>>
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>>146085192
Well, look at the perspective on those containers. I'm no artist, but it's like the borders of the containers extend towards the camera, while the inner part is part of the background. You should at the very least get rid of the left and right borders, to make it look more like a real container.
Also, the metal plates are as bright as the border; you should darken them so they fit more with the inner part of the container.

Pic related: removed left/right edges, darkened metal plates (should also be darker when close to the top of the container, to fit with the other tiles.
>>
>>146086504
nice stolen sprites
>>
How many of you plan on having the AGDG logo somewhere in your game? At least as an easter egg.
Hopefully everyone.
>>
>>146086828
Yes, somewhere
>>
>>146086719
fair use
>>
>>146086719
I thought it was obvious that they were placeholders. I'd have to be really stupid to use them since they're not even complete and anyone would recognize them
>>
>>146086828
I plan to have more than one.
As well as super subtle /agdg/ history references.
>>
>>146086828
it's in my gamma calibration screen

you shouldn't see the logo
>>
>>146086828
The AGDG logo is going to be the big reveal of my game, then your character finds out he is no dev.
>>
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>>146086547
>You should at the very least get rid of the left and right borders, to make it look more like a real container
But anon, I thought cargo containers did have those side parts (pic related).

I see what you're saying with everything else though, for the time being I'll get rid of the metal plates, change the shadow and the top part of the container and see what works.
>>
Trying to make a roguelike with a friend who is doing the graphics mostly retro looking.

Create class called Weapon, then another class called Sword that extends Weapon.

Friend asked me to add fire sword to the game. Create FireSword that extends Sword.

Friend asked me to add Holy Swords to the game.

Friend asked me to have a Holy Flame Sword. I don't know how I would code that. Becomes a mess.

A few days later Friend adds sprite art for mimic Fire Sword to trick player. How the fuck do I even code that.

My friend also talking about a mimic chest I.e. a creature that is also an item. But, that isn't possible as creature class is separate to item class.
>>
>>146087567
Learn how to program, then I'll take your shitposting about OOP seriously
>>
>>146087567
>what is component model
>what is multiple inheritance
There are millions of solutions, you're either shit or you're using the wrong language for the kind of game you're making
>>
>>146086828
Tbqh i wasn't going to add it, never.
>>
>>146087567
Why are you pretending this is something you did when it's directly taken from a Youtube video that's been posted here multiple times, retard?
>>
How should I handle simple bounding box collision?
I'm using Monogame but I want to have a system similar to Unity's(it's what I used before), where you can just say onCollision(Collider other){ }.
How can I implement the same kind of functionality with Monogame Rectangles?
>>
>>146087462
>I thought cargo containers did have those side parts (pic related).
My bad, they do. If the side and top parts are on the same level as the corrugated metal perspective-wise, they should have the same color palette, not be lighter (either everything is bright and the container is foreground, or it's all dark and part of the background).

Good luck with everything! Your art is really neat and I'd love to try out your game, it's time we experimented with non-space themed SHMUPs (I'm guilty; my current project's in space because being a non-artist is easier that way).
>>
>>146087949
Why not?
>>
>>146088565
Dunno, just never though about it
>>
>>146083908
SHE reacts to the way you play. SHE's pretty much the whole point of the game.
>>
Hey /agdg/, what's your opinion of ARG as a part of marketing a game?
>>
>>146088996
Unless you're famous you're not going to be able to get enough committed people to work on it
>>
>>146081993
Twin-drills kinpatsu oujou-sama is my fetish
>>
>>146083885
Thanks, mate. hopefully this one won't die.
>>146083156
I loved those ships! Whatever you end up making with them, I wanna play it.
>>146086828
For sure. But subtly.
>>146086504
Hey it's good to see you're still making progress. I can only imagine knockback is batter when it's away from the thing that hit you.
>>
>>146089140
From a player or from a developer standpoint?
>>
>>146089243
player

unless you know there's gonna be like a million+ people seeing the start of the ARG it's not going to pick up and no one will ever solve it
>>
>>146084713
Except for the circles on the crate, I think it looks really good.
>>
>>146089324
So in short, it's a matter of attracting enough of an audience so that the small fraction who give a shit will stick by.
>>
>we can't have a jam yet we have had too many back to back
>it can't be too close to demo day!
>why is the jam so far away
jeeeeeesus fucking christ
>>
>>146089450
Yep. Buy ads.
>>
>>146088391
that's simple inheritance m8.
make a class Entity, make it have methods that every object should have, like Update, Render, OnCollision(Entity other). then make every game object inherit that class.
then just check collision with simple for loops, call OnCollision and pass the entity it collided with.
checking collision is just entity1.rect1.Intersects(entity2.rect2) == true

public class Player: Entity
{
//...
public override void OnCollision(Entity other)
{
// handle collision for player object
}
}
>>
>>146088510
Thanks man, the compliments mean a lot. Hopefully it'll be a relatively snappy project (me and the two other guys working on it are already pretty experienced programmers and in relative terms it's much less ambitious than other stuff we've done), so i'll keep /agdg/ informed with the current affairs of the game as it progresses

And I'll definitely take the comments about the container to heart. After looking at actual reference images for cargo containers, my current ones look lazy more than anything, even if I fixed up the lighting/perspective fuckery on them. Watch this space
>>
1-4 Stealth
5-9 Horror
0 minigame
>>
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>>146084638
>>
>>146090624
>not combining stealth and horror
never gonna make it
>>
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>>146090728
stealth horror interspersed with minigames
>>
>>146090897
now youve gone too far
>>
>>146090897
With flappy bird controls
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>>146090728
>trying to make a supergenre

it's better to do one thing well than multiple things mediocre
>>
How the fuck do I do no keyrepeat with xinput without a literal counter variable?
>>
>>146091098
in both genres you hide
>>
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>>146062906
Game Name: Game
Dev Name: Dev
Tools Used: Construct
Website(s): >>>/vg/agdg
Progress:
+ Started
+ Saving
- Animation is broken
>>
>>146091112
surely there are buttonPressed() and buttonReleased() functions
>>
>>146091112
Having never used XInput https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinput_keystroke(v=vs.85).aspx implies that the flags variable will tell you if it's a repeat.
>>
>>146091098
Horror isn't really a genre, it's more of a theme
>>
>>146091314
You hold MS too highly.
>>146091318
oh boy, let's hope that actually works properly.
>>
Can gogem sink any lower? This is getting pathetic.
>>
>>146078134
>>146079312
>>146083115
If you're going to do pixelshit, you should use AA like that at all.

If you have traditional drawing skill, you should use them and make something that isn't pixelshit.

It shouldn't be any harder to put in high resolution sprites than tiny pixel ones.
>>
>>146091529
Reminder that he unironically made a button clicking simulator in Unity and is doing it again
>>
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>>146062906
Game Name:Dark Elf
Dev Name:Anonymous
Tools Used: GraphicsGale + Aseprite
Website(s): None
Progress:
+ Improved mini dark elf
+ Did spell charge effect animation
+ Drew spell charge pose
- Both looks weird I think I'll redo them differently
- Still haven't cleaned the other animations
+ Started sketching Dark Elf portrait
>>
>>146091529
gogem is autistic shitposter who thinks he makes great games while his game are literally flash tier. What did you expect from him?
>>
>>146090897
don't forget crafting and survival
>>
>>146091683
Posted in the other thread too because I don't know if the scrapper checks dead threads
>>
is gaming in a deconstructivism phase?
>>
>>146091583
shouldn't*
>>
>>146091529
not even a good trump imitation baka
>>
Does coffee help you focus, or is that just a meme?
>>
>>146091529
why doesn't he learn how to draw?
>>
>>146091914

No, it's not. If it was anti-"mainstream" games would be more popular, and anti-games like walking simulators would be more popular.

If anything gaming is in a anti-deconstructivist phase.
>>
>>146092062
not a meme, all my best work is done in a caffeine fueled haze at 4 AM
>>
>>146092062
It is meme made manifest, man
>>
>>146092112
googum can draw, he simply chooses not to
>>
>>146092062

coffee makes my depression worse, tbqh

I used to take 3 espressos per day, nowadays it's max 1 in the morning.
>>
>>146092112
it's my style you twerp
>>
>>146092223
hello goocum
>>
>>146092331

only moe girls allowed here twerp
>>
>>146092062
in my case coffee helps with energy, but not at all with focus.

Your mileage may vary.
>>
QUICK

Post your monitors RIGHT NOW! No cleaning.
>>
>>146082305
Neat, its like a wearable mech suit

>>146080896
cute

>>146081348
tiny pixels

>>146081568
what game?
>>
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>>146091914
>>146092171
>"""it"""
I'd say it's large enough that many statements about it are meaningless and should be instead addressed to subsets of gaming.
>>
What is a good engine to make an arcade shmup in
>>
>>146083187
Can you put breakpoints in shaders?
>>
>>146093162
Whatever you're most comfy with
>>
>>146093162
Unreal engine
Cryengine
Source
>>
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>>146091529
what's the problem? and why are you so late?
>>
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What's an interesting hotbar format?
I don't really want to do the slots 1-10 at the bottom of the screen thing, but I'm not sure what else I could do.
>>
>>146093225
Not in CodeXL as far as I can tell, and the Nvidia debugger I've used (their Linux one) was absolute crap so I doubt it. I'm sure there's a way but it probably only works with a specific vendor's card or some shit.

So the process of debugging shaders for me is recording all the values I'm hoping the shader is being called with if everything is working properly and then calculating the shader by hand... which is not a scalable approach.
>>
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>>146062906
Game Name:Vagabondia
Dev Name:Anonymous
Tools Used: monogame
Website(s): rainfrogs.tumblr.com
Progress:
+finished room generator
+made sloppy character animation
+made tool-wheel for quick selection
>>
>>146083187
It's fun. FUN!
>>
>>146093228
No experience whatsoever, just starting out
>>
>>146093331
Individual items in boxes scattered around the edges of the screen. Every time, you pick up an item, the boxes move to a new location based on the unique hash of your current inventory.
>>
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HELp
>>
>>146093331
3rd person: your hotbar items are orbiting your head
>>
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>>146092827

I'm on a laptop.
>>
>>146081252
Emulate coroutines with state machines.
>>
>>146093990
offtopic shitpost
>>
i'm devving on GM and i wonder what should be the minimum screen size to build my game on, if i want to support 4:3, 16:9, 16:10 resolutions
i'm having a lot of trouble to understand screen size, aspect ratio and resolutions, i was thinking on doing it on 1024x768 but its a little tight for what i'm doing, so i want to switch to 1280x720, but that would mean that that is the minimum resolution right? it' cannot go lower than that?
pls help me i'm lost
>>
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>>146089237
Fixed it to push you away from where you were hit
>>
>>146093761
ok, but how do you select them? scroll wheel one at a time? numbers? clicking?
>>
>>146094335
This game looks rad dude, i really hope you get an artist
>>
>>146094335
How did you do this, bro? Looks dope
>>
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>>146092827
Memes through and through
but Im working on progress to post
>>
>>146094496
Depends on the game. If FPS, scroll wheel/ number keys. If not, yeah clicking works
>>
>>146094538
Thanks, getting an artist would be great but we'll have to wait and see
>>146094553
Got the angle between the enemy and the player using point_direction, then changed velocity using basic trigonometry
>>
>>146092062
its a big, poopy meme
>>
>>146094576
>VLC
>Chrome
>W10
>Saving 4chan pictures on your desktop
What the fuck is wrong with you

Post the wallpaper please
>>
>>146095146
He's a brit, that's all the explanation you need.
>>
>>146094576
>MSVS
>>
>>146092827
k
>>
>>146095250
>3:09 PM
>he's a brit
Please learn your time zones.
>>
lebron james jam
>>
>>146095320
*tips size XXL Tux shirt*
>>
>>146095342
>associating your game with off topic shitposting
ya done goofed
>>
>>146095345
I could have sworn MMBN dev was a brit.
oh well.
>>
>>146095342
>Ubuntu
>Java
Could you be any more pleb?
>>
>>146095342
>anime
>>>/s/uicide
>>
>>146095342
Tonzura koite! Tonzura koite! Tonzura koite! Tonzura koite! Tonzura KOITEEEEE!
>>
Any good webhosting sites where I can try out shit and stuff?
>>
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>>146095146
>Post the wallpaper please
Here you go

>>146095146
>VLC
>Chrome
>W10
>Saving 4chan pictures on your desktop
where is your desktop?

>>146095320
>not using MSVS
>>
>>146095560
fuck off normie
>>
>>146095602
You can get an AWS box for a year for free
>>
>>146095342
>public AssetManager assMan;
every time
>>
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KEEP WORKING HARD

PROGRESS PROGRESS PROGRESS

DEMO DAY IS COMING UP IN THREE WEEKS

PROGRESS PROGRESS PROGRESS

YOU ARE GOING TO SUBMIT A PLAYABLE DEMO
>>
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>>146092827
Wow it's fucking nothing
>>
>>146095458
if off topic shit posting is wrong, I don't want to be right.

>>146095502
rpg maker on windows vista with a few open cans of pabst on the desk because I used a cell phone to take a picture of my desk because I don't know how to use screen shot.
That would be more pleb.

>>146095579
The song is fantastically 90s anime. It's great.

>>146095931
gotta have fun.
>>
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>>146095342
>lupin theme
You're alright, nundev
>AssetManager assMan
Kek
>>
>>146096084
Im not seeing which IDE you have open, my dude
>>
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Anons, help me choose my main char. I tried to do some concept art, but as you see, I can only draw ugly people.
>1.Cool dude
A likeable misfit who seems to find himself in trouble all the time.
>2.Furiosa
A human from a population bred to be soldiers. (A failed experiment) She is very agressive and goes total apeshit in fights. She has a hard time controlling her feelings and is constantly add odds because of this.
https://www.youtube.com/watch?v=3Y-J7sBT_no
Kind of like this chick's video persona distilled into a character.

other considerations
>engineer girl
>alien who is a former recconisance operative(basically Bear Grylls)
>former marine human/alien
>a former fleet captain(considered almost like a nobility) who escaped prison by stealing army's frigate
>>
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>>146096142
>because I used a cell phone to take a picture of my desk because I don't know how to use screen shot
This is becoming an indie dev meme actually
>>
>>146096453
That looks like a parody of how news TV portrays computer stuff.
>>
>>146096174
I had just started my computer
Also I don't use an IDE
>>
>>146096334
>generic antihero with no flaws
>le STRONK womyn xD

consider suicide
>>
>>146096590
Vim8?
>>
>>146096590
I, for one, just use imagination to will my game into reality. So far 2% of it is done.
>>
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>>146096550
Its called Disrupt and its the only hacking game outside of AGDG I'm looking foreward to, no matter how accurate it is or isn't. Its made by a law student actually, but he hasn't updated since Feb
>>
>I use Vim and not Emacs
I will NEVER make a game: the post.
>>
>>146088391
Monogame Rectangles already have a static function to test for collisions: Rectangle.Contains
>>
>>146092651
This. I keep wanting it to give me focus but all it does is make me a scatterbrained maniac. It does wake me up but otoh so does exercise.
>>
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>>146094153
>>146095458

>shitpost
>>
>>146096648
SciTE
>>
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>>146096627
>le STRONK womyn xD
nah, not that kind of strong woman
sort a like Aeryin Sun from Farscape, but dialed up a notch
https://www.youtube.com/watch?v=_kr-7lgs3Ow
>>
>>146096851
Emacs is literally the worst TidE you can use if you want to actually get work done.
>>146096985
damn, that's obscure as fuck.
>>
>>146096905
>off-topic
>not shitposting
http://www.4chan.org/faq#shitposting
>>
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Can anybody find source for pic related? Reverse image search returns nothing
>>
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>>146092827
>>
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Began work on some parallax background stuff.
Strapped as fuck for time, though. 5:45AM here now - give me kill
>>
>>146097667
>triangle boyfriend
Nice
>>
>>146097667
hello cristian
>>
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>>146097580
>The biggest issue is when I have to refactor and abstract everything I've made so far so I can expand once I have the player character done.
You just KNOW.
>>
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>>146096149
Shit's good.

>>146096453
I thought I was joking. I'm trying to save money, but now I want to buy pabst and dev on my old pentium 2 laptop, and shit post, in cosplay. Someone has to out do the meme lords.

>>146096896
precisely. I still enjoy a half-decent black coffee every now and then, but Tim Hortons really dropped their game in the last couple years.

Also, some progress. I added some items to fuck around with.
Still need to make enemies check collisions against them, but that shouldn't be difficult.

The biggest issue is when I have to refactor and abstract everything I've made so far so I can expand once I have the player character done.

I accidentally quoted myself. How embarrassing.
>>
>>146097838
Wait, cristian updated his windows?
>>
>>146097670
That foreground and background seem really disconnected
>>
Has anyone here made a fast 2D beat-em-up like the Astroboy GBA game?
>>
>>146097670
First time seeing you doing backgrounds.

I know you can do better.
>>
>>146097838
Who?
>>146097734
Thanks, didnt expect anyone to notice it tho.
>>
>>146097030
Just remember that if you portray her in any kind of bad light or flawed way the SJWs will be on your ass for being a misogynist.
>>
>>146097937
Oh right, the time, no it's not him.
>>146098176
nvm
>>
>>146097854
DGAF what you say about OOP, I'm going to use it to the fullest extent.
My LeaveNunStandingFactoryFactory that makes the LeaveNunStandingFactory to great the LeaveNunStandingBaseClass that abstracts all it's methods from AbstractGameWithReligiousAndAnimeInfluences will show you the true power of true object oriented shitposting.
>>
>>146097030
>literally superhumanly strong
>aggressive xDDD and pmsing all over the place xD

epic
>>
I haven't seen cristian in a long time did he give up?
>>
>>146097637
why does the planet look like shit compared to the spaceships?

>>146098356
let sleeping autists lie
>>
>>146098356
Last I saw he was working on some 3D thing and shitposting on /3/.
>>
>>146098195
why would I be concerned about SJW's? its not like I made this character for them.
>>
>>146062906
Game Name: Vindis Saga Tactics
Dev Name: Pooksoft
Tools Used: C#
Website(s): vindissaga.tumblr.com
Progress:
-Red Tactics is dead
+Long live Vindis Saga
+Players can now bid on items from the Auction House
+Players can now list items on AH
+Added walking scene intro to AH
+Fixed battlefield UI bug popping in too early
+Optimized movement to condense straight paths for pathfinding
>>
>>146098472
>let sleeping autists lie
But I like cristian he has perseverance
>>
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>>
d-ded?

How is the pyrotek nick greenlight going?
>>
>>146100117
>d-ded?
yes because noart
>>
>>146092112
>you must draw like an old master to make a game

fuck off a game can be good with MSPaint scribbles
>>
>>146100321
there are intermediate levels of skill between master and paint scribbling you know
>>
>tfw reddit is more useful for gamedev questions than agdg
Are you okay with this?
>>
>>146100379
not here, if you haven't noticed all levels of art get shit on here so it's best to just do your own thing and make your game.
>>
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A detective game that generates its cases based off a real police database
>>
>>146099138
Neat
>>
>>146100456
who cares, what question do you have?
>>
>>146100507
Fuck off Molyneux, though a comfy detective game without the Molyneux-tier delusions would be great.
>>
>>146099138
he is really having a good time! I wish I was a GPU
>>
>>146100684
I'm not asking again, reddit already helped me.
>>
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>>146100681
>>146100762
it's a pretty nice overview of wtf is going on in the reder pipeline
https://simonschreibt.de/gat/renderhell-book1/
>>
>>146100456
Reddit is a Gender Studies class, /agdg/ is a frathouse, they're useful for different things
>>
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>>146100507
A detective game where anything can be evidence
>>
>>146100795
go with them then if they are so helpful
>>
>MMBN dev making an Orlando joke
Might wanna be careful m8.
>>
>>146097670
The saturation of the foreground should be closer to the background. This looks like a weird jumble of different artstyles right now. The actual sprite drawings are really good, you just have to tweak the colors a bit.
>>
>Complaining about 4chan (its policies, moderation, etc) on the imageboards may result in post deletion and a ban.
>>
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Would anyone know why this is happening? in my animation everything works except for the rotation of the body. You can see the difference between playing the animation (first loop) and playing the actual game. (second loop) I tried everything besides outright starting the animation again which I might try now to see what's going on.
Thread replies: 255
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