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/agdg/ - Amateur Game Development General
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Thread replies: 255
Thread images: 133
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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/
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/
>>
>people already forgot about it
>>
>>146195157
I plan to finish it, but progress has been slow this year due to college and the usual crap.
I'll post some progress this week though.
>>
walking sounds are hell. anything i try gets very annoying after like 10 minutes of running around
>>
http://www.strawpoll.me/10547474
>>
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Placing things.

Next to add some griddy rectangle underneath placeable mouse marker so that you know what can and can't collide woo
>>
>>146195805
Make the running sounds change based on environment (crunching steps in dry leaves, squishing sounds through mud, scraping clangs against metal grates, etc.) to break up the monotony.
>>
>>146195925
That's a really fast fire
>>
GAME PLAN
>make it playable
>make it winable
>define its features
>make it pretty

AGREE?
>>
>tfw your game will never have music like this
https://www.youtube.com/watch?v=qhpisRcYuZw

it hurts to dev
>>
>>146196105
just be yourself
>>
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wheeeeeeeeeeeeee
I need some real gameplay
>>
>>146196196
Sounds like shit
>>
>>146195805
Can't be any worse than Chibi Robo
https://www.youtube.com/watch?v=ik1XnhNz33M
>>
>>146195805
turn it waaaaay down
>>
>>146195923
where is the option for dev?
>>
Is it ethical to hire drawfags to make fanart of your mc on release to show how popular your game is?
>>
>>146196359
the idea was great, albeit poorly executed
>>
>>146196271

Either the webm is dropping frames, or I'm confused as to what the gameplay is

either way, good work
>>
I'm way too late to join the Space Jam. When's the next jam?
>>
>>146196809
>yesdev
>>
>>146196884
NEVER MIND THAT
COME ON AND SLAM BRO
>>
>>146196894
that's a meme i'm talking about dev
>>
>>146196809
hello newfriend
>>
>>146196818
y it is
>>
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hey gamers
>>
>>146196271
what in the dumbfuck christ is this shit
>>
>>146197004
>gamedev
>ethics
>>
>>146196271
i really dont understand what is going on in your game, but it looks pretty
>>
>>146196979
>yesdev is a meme
whatever you need to tell yourself, nodev
>>
>>146197020
hey dev
sup
>>
Man I've been struggling with collision handling all day, can anyone help?
I just want to move in any direction and not move past a wall. I can't for the life of me figure out how to do simple zelda like collision handling.
Using Monogame btw.
>>
>>146196818
Sounds like a good plan
>>
>>146197140
>Using Monogame

Problem found.
>>
>>146197031
>>146197083
2 AIs battling for control of cyberspace
>>
>>146197138
making a videogame
>>
>>146197140
http://lmgtfy.com/?q=2d+tilemap+collision+detection+and+response
>>
>>146196948
I just can't come up with a concept by the time a jam rolls around. God, I'm so fucking stupid. I have a month before we even have to start and I know I'll have nothing other than "duhhh it's a platformer but it's in space XDDD."
>>
>>146197241
cool, is it fun?
>>
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I've been lurking the last couple days and
decided to give Unity a shot, watched some
tutorials.

Still getting used to the interface
and can't code to save my life but I'm having a good time so far.
>>
Now I'm conflicted.. I have a game in working on but I haven't got much progress done is it yet, and another is it popped into my head and I'm inclined to believe it would be a little easier to make it... What do?
>>
>>146197674
making it, or the game itself?
>>
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tree canopy overlay idea i had starting to come together
>>
>>146197984
Write it all down in a design doc. There, now you can come back to it later. Now finish the shit you're working on.
>>
>>146197984
Project hopping is not so much a slippery slope as it is a vertical chasm with no bottom.

Don't.
>>
>>146197140
boolean can_move(rect new_player_rect)
{
for (int i = 0; i < wall_rectangles.count; i++) {
if (new_player_rect.intersects(wall_rectangles[i]) return false;
}
return true;
}
>>
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>>146198018
Noice
>>
>>146198018
Shouldn't it be the other way round? Dark circles with the light in the negative space?
>>
>>146197367
zero g platformer there you go, that's your gimmick
>>
>>146197367
a platformer where you can control gravity
>>
>>146197997
the game
>>
>>146198018
nice rorclone
>>
>>146197997
no one cares if you're having fun
>>
>>146198018
Not gonna lie, that's really fucking busy.
>>
>>146198018
Not sure how much I like it, I always dug the comfy vibe you had going on with mostly flat surfaces just gradiented with some subtle lightning, this is ridiculously cluttered.
>>
Usually our jams aren't really jams and more like project focus periods and the itch.io is just a play-event.
Why is the submission an entire two weeks now?
>>
>>146197089
>>146196982
it's not only a meme, it's a meme created by googum
>>
>>146198454
>>146198472

just tone down the intensity
>>
>>146198018
Nice effects. Although there are a bit too many.
Also jesus fuck that interface is crazy good, if you don't release an editor at some point it'll be a goddamn shame.
>>
>>146198517
>Why is the submission an entire two weeks now?
It always is
>>
>>146198517
why wouldn't it?
>>
>>146198358
the game is fun
>>146198417
i do
>>146198018
this is one of the best games ive seen forever, i always am happy to see updates to it. probably one of the few games i am looking forward to buying when its out
>>
>>146198529
I did no such thing.
>>
>>146198675
>It always is
nope. it used to be one month it has changed recently
>>
>>146198529
and stella pushed nodev.
the dichotomy is apart of /agdg/ now.
>>
>>146195923
>not being false flag newfag
I do this all the time just to get discussion going. Everywhere. You people are terrible at that.
inb4 "but
>>146198672
>>146198675
This wasn't intentional newfaggery, I never checked the dates before
https://itch.io/jam/wj2016
As I recall people pretty much only gave it attention for maybe 2-4 days after submissions.
And those games were worked on ahead of time.

I'm just concerned for the collab. Collab with strangers can be hard.
>>
>>146198734
you didn't but googum did
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>146199015
That's not me. I'm not so rude as to eat while talking.
>>
>>146198832
the difference is that one is a artificially constructed term that naturally became a meme and the other is a forced pseudomeme created to promote a video series
>>
>>146199015
Pretty neat video.
>>
>>146199281
>that naturally became a meme
uwot
he literally spammed that shit every day for months
>>
awesome games done guick
>>
>>146199198
i know that isn't you that is googum and you are not googum

>>146199342
after it became a meme
>>
>>146199437
You need to study up on your /agdg/ history m890
>>
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>>146196053
Gotta boil fast

Anywho, got this working, code will definitely have to have some revisits later but hey whatever it works.
>>
>>146199501
i was literally present and endorsed the nodev meme at the time
>>
>>146196664
Why are you making a trailer when you don't yet have a game?
>>
>>146196664
nice bionicle clone
>>
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>>146199664
>>
________ is hard.
>>
>write song
>works well, sounds good
>come back to it a month later
>realize you accidentally plagiarized Linkin Park

GOD FUCKING DAMN IT.
>>
>>146199819
post it
>>
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what does the shitty icon convey?

it's supposed to convey the fact that you can't switch between white and black space if you're carrying something
>>
>>146199819
CRAWLING IN MY SKIIIIIIIIN
>>
>>146199802
Making puzzles which cannot be put into an impossible to complete state or skipped with an unintended solution
>>
>>146199819
pics or didn't happen
>>
>>146199878
it describes how opposite or contrary forces are actually complementary, interconnected, and interdependent in the natural world, and how they give rise to each other as they interrelate to one other
>>
>>146199878
Well from context it seems to be when you're holding something.
>>
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>>146199878
extreme recycling
>>
>>146199878
Rotation equilibrium out of order vs in order.
Whatever that means. It means absolutely nothing to me in the context of the game.
And frankly i think that is simply not gonna convey to a player even if that was the goal.
How about you just have that be learned through trial and error. Add a sound effect or whatever
>>
>>146199819
Modern copyright bullshit is bullshit desu. I can bet you 2c that linkin park excuse my french 'plagiarized' or got inspired by another song.
>>
>>146198180
>>146198405
>>146198713
hey thanks guys

>>146198472
>>146198454
>>146198580
yeah i only just got the basic idea working, i agree that it's too cluttered/busy as is right now. gonna make it more subtle next

>>146198602
ya the editor is built into the game and what i use to make the levels as well, so anyone else that has the inclination will be able to make their own puzzles

>>146198201
either way works really, i'm gonna be messing with the lighblob shapes to make it less obvious whats going on
>>
>>146197223
Hardcore, dude
>>
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>>146199878
if you want to convey that a transition from one state to another isn't possible you must break the arrow
>>
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Anyone know any good guides or tips for writing a script for a game? Don't know any writers so apparently this will be an entirely solo project.

>mfw it's so much easier to write code than actual words
>>
Officially giving up waiting for the keys now I need to sleep
>>
>>146199878
being encircled by sharks, if it's red the sharks are pissed the fuck off, drop the box quickly!
>>
>>146200318
>loss
ffs
>>
>>146200318
read a book and steal
>>
>>146200126
Your comment demonstrates ignorance on IP laws; many other people here do it as well when they label everything as "stolen" when a lot of things fall under fair use.

Legally any artist can mashup 2 songs or alter it significantly enough and it becomes their own original work.
>>
>>146200129
>either way works really
Maybe. Not that guy but from the looks of it so far doing the opposite would be a good idea.
Because I think the light in the negative space will produce more organic results. The issue I'm seeing right now is that the circles move independent of oneanother, I doubt you will ever reach a good result unless you make some complex shapes. While if you do negative lighting it'd be far easier (assuming similar density of shadow vs light).
>>
>>146200318
what is the story of your gameplay?
>>
>>146200513
>any artist can mashup 2 songs or alter it significantly enough and it becomes their own original work.
Tell that to the Avalanches.
>>
anyone willing to help me out a bit? In blender I just finished UV unwrapping and used a UV grid to fix the unwrap
I then made a new diffuse and blocked in the color for my character, but now when i go into object mode form paint mode my texture for the character goes back to the UV grid

anyone know what might cause that?
>>
>>146200513
yeah you can do anything if you can afford spending decades in lawyer fees for fighting in court lmao
>>
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Grid layout for swamp stage for my tactical rpg.

Darker green represents higher ground, washed out green is lower. The brown blocks will be old tree stumps to stand on. Washed out brown will be a decrepit bridge. Darker water tiles will be too deep to enter.

Thinking I'll make it so ending a character's turn in the water has a chance to poison a unit. Gotta come up with some other units outside of my slimes and shrooms to inhabit this area.
>>
>>146201035
yeah but what does it look like inside your game
>>
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Got tracking bullets (almost) working.
I'll probably remove them completely if I can't get them to work properly. Aiming at something but missing gets really annoying.
>>
>making a female main character really girly

Why do I feel like I'd catch hell for it?
>>
>>146201186
git gud
>>
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I'm gonna try Godot again. I'm sticking to 2D. But I couldn't really get past the cryptic error-messages of the language before in the text based shader editor. Can I somehow (regardless of how hacky it is) give godot some GLSL or HLSL or even nvidiaFX shadercode and have it run it?
>>
>>146201339
godot is a meme
>>
>>146201268
Because /pol/ has been instilling fear of feminists in you.

There's nothing to fear at all.
Girls are wimps and can't even hit you hard
>>
>>146201339
Why do you need shaders for 2d?
>>
>>146195805

make it super soft barely noticeable
>>
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>>146201520
ur dumb
>>
>>146201268
Do it anyway, anon. I miss seeing cute girls in games.
>>
>>146201672
>I miss seeing cute girls in games.
HOW
>>
>>146201672
>I miss seeing cute girls in games.
how can you miss something that common???
>>
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>>146200478
That would work for a plain short story, but I need to write a script that I can design the levels and assets from.

>>146200670
I'm pretty much ripping off Forbidden Planet (1956) with some key changes I guess
>>
>>146199752
Get outta here Marmo2
>>
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how do i create good looking skyboxes?
for unity preferably.
>>
>>146201776
take pictures of the sky

get sued by mother nature desu
>>
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>>146200810
heres a picture showing whats going on
not sure what to do
>>
>>146201776
perlin noise mountains/clouds are my aesthetic
>>
>>146201186
>Got tracking bullets (almost) working.
Well the problem occurs when the player isn't aiming at the closest target.

Pick the target closest to the cursor instead and you should be fine.
>>146201520
Because it should look good. And I'm no a good artist (some do miracles with pixel art) so I want a programmatic approach to art. Which I feel I can do if I can be given a nice platform to write my shaders.

I already have decent visualization tools for GLSL/HLSL that could help me. But I don't know how to get that into Godot.
>>146195805
Pitch and tempo change. Small amounts.
>>146201776
Make it reflect a 3D scene like source 3D skyboxes.
Your world should probably have clouds in it though. If that's anywhere close to where the player will be.
>>
>>146201715
Well I think a whole console gen and a half of playing bj blazkowicz clones got boring
I want to play as cute girls and cute objects.
>>
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Got hitstop partially working for specific attacks, still have to save the previous speed and all that though. Been playing around with the timer to find a good number. Messing around with the length is kind of fun. 2 feels good. This is 20.
>>
>>146201943
That'd better be an enemy monster.
>>
stop shilling your shitty valhalla garbage in /v/ its not even a game
>>
>>146201943
are you sure the texture is properly assigned to the model? and it is writable?
>>
>>146202318
Devs doesn't even post here
>>
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>>146201147
Don't know yet. The stage isn't modeled. I've only got a layout in my head.

I've got others though, albeit only River Crossing is far enough along to look acceptable outside of some debug stages like the chessboard.
>>
>>146198454
imo its fine because the sharp edges of the pixels contrast with the soft edges of the shadows
>>
>>146202136
Its an npc thats killable or friendable

>>146202382
hmm. not too good with blender. I thought it was though. I went to the mat and texture tabs and it showed only the the textures were assigned, no UV grid
>>
Im lost guys, i don't know what i want to do anymore, when im working on my book i feel like i should told the story in a game but when i try i lose all motivation, what do?
>>
>>146199878
Make the arrows less numerous and larger.
Keep them green all the time, and cross the whole icon in red when you can't switch.
>>
>>146201268
Girly girls aren't politically incorrect. Just don't make her 1-dimensional and you probably won't get too much shit.
>>
>>146202762
storys are gay, i dont read. think up fun gameplay mechanics instead.

only time i ever write shit is when i have trouble with enemy designs and need a backstory to inspire the look
>>
>>146202762
If the story is 2big for a game, then just work on it as a novel series until you have the means and work on something else.
>>
>>146201268
Make her a girly cute girl who despises herself for being so unassertive and useless but her reliance on others makes it too easy to live that way so she keeps doing it.
The main character doesn't take shit from anyone so she adores him for holding her to reasonable standards. The standards that are held are so basic and obvious that everyone can relate to the character.
>>
>>146203174
>storys are gay
love this meme
>>
>>146196271
Friendly reminder that none of your webms have made your game make any more sense.
>>
>>146203586
if you think you can tell a story in a game through prose without losing the interest of 90% of your players you're probably autistic
>>
>>146202524
nice gran turismo select screen
>>
>>146203793
>in a game through prose
What's your definition of prose exactly?
Because it's two different concepts from text to visual.
>>
>>146198018
This just keeps getting prettier and prettier. If you could slightly tone down the contrast of the new torchlight, it could be perfect.
>>
>>146201943
Probably has something to do with you being a furfag.
>>
>>146204103
but its supposed to be like animal crossing, but with the ability to hate your neighbors
>>
>>146203586
stfu i boot up a game i wanna play it not read it tell your story through visuals are get the cz*ch out
>>
>>146204235
just replace the furries with anime girls and youll be rich if you ever release it. do it, sell your soul.
>>
>>146204301
if reading was so bad no one would use 4chan, they would talk to people in real life instead to avoid reading
>>
>>146204468
Anime devs literally never finish games or even get them past early mechanical stages.

Quit trying to bring an actual dev down.
>>
>>146204643
>what is memedora
>>
>>146204273
Repostan. Recap guy, is there any way you can use this to make the recap NOT look like shit?
>>
>>146204734
not an anime game.
>>
opinions on this?
https://ossu.firebaseapp.com/#/
>>
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>>146204827
>>
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fixed up somethings but I'm pretty happy how it's turning out for something that's made for the first time

I hope rendering isn't too bad
>>
>>146204992
who the fuck said anything about anime games? nice goal post movement faggot. memedora is an authentic anime dev
>>
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How's this control system for a top down space shooter?
>scroll wheel -> Increase/decrease speed
>pointer to direction
>left button -> Primary weapon
>right button -> Secondary weapon
>middle button -> Special
>>
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>>146205007
>Functional Programming Principles in Scala
>Object Oriented Programming in Java
>>
>>146205258
Pretty nice for a mouse only game. using special weapons would probably mess with speed though
>>
What are some good reasons not to use SFML?
>>
>>146205258
>Cucking the poorfags with no mousewheels
>Using the mousewheel
Just put that shit on shift or something
>>
>>146205379
>not to use SFML?
You prefer C-style libraries.
that's about it really.
>>
>>146205379
SDL has some crazy joystick support
>>
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Reposting because the last thread died.

Does either of these look like a CRT or am I completely wrong here?
>>
>>146205565
Are there any more up to date tutorials / examples out there besides Lazy Foo's ?
>>
>>146205604
>not having a CRT to dev on
they are literally free
>>
>>146205604
I hope there is a good justification for this meme post process effect
>>
>>146205720
No, what makes Lazyfoo's out of date?
>>
>>146205604
Second one I guess, I'm not that big a fan of either of them but the first one just looks like a VHS tape with a camrip from a CRT on it
>>
>>146205007
There's certainly stuff worth learning there (didn't bother with all the different course literature they had and stuff) but I find the idea of locking you
>>146205258
My mousewheel is broken (and I haven't bothered replacing it). So I wouldn't play your game. I think star conflict did a very good job for a space-actiony type game.
>>
>>146205720
Dunno mang I just read the docs
>>
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>>146205604
>>
>>146205773
I wouldn't say his are out of date at all - just that they seemed quite 'all over the place' last time I had a go at them.
>>
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>>146205604
I do it like this (looks less eye searing with antialiasing on, mind you)
>>
>>146205916
SDL is somewhat all-over-the-place. It provides a cross-platform abstraction for a bunch of different low-level things that don't really interact, while SFML is closer to libraries like Love or Monogame in intent.
>>
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>>146205763
<=

>>146205727
WHERE

>>146205792
>>146206053
Thanks for your input.
>>
>>146206079

That makes quite a bit of sense not that I think about it, thanks Anon.
>>
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>>146186434
Name: Deeplinks
Dev: Vestigial
Tools: Unity
Site: Vestigialdevelopment.com
Progress:
+minigame stub
>>
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Almost done with physics.
Falling stuff still do some weirdness sometimes, I'll get back to it later.
>>
>>146206053
how maek?
>>
>>146204741
The recap could certainly be made to look similar/better. All it does is throw things into an HTML file. With creative enough CSS and some changes to how the HTML is structured it could look very close to that.

I'm probably too lazy to work on it though. The recap code repo is here, along with a sample recap html file:
github.com/HowDoGameDev/AgdgRecap

Knock yourself out.
>>
>>146200101
made the object carried flash red and https://www.freesound.org/people/fins/sounds/173958/ this plays
>>
>>146205258
freelancer/10
>>
>>146206576
That looks super fun.
>>
why the fuck doesn't dynamic objects get affected by radial forces in UE4?! REEEEEE!!
>>
>>146207008
Seems good. Can refine it later.
>>
>>146207396
>UE4
>not using Unity
found the problem.
>>
>>146207396
They do
>>
>>146195552
>tfw you can do literally everything to make a game on rpg maker decently, except for the artwork and music.
>tfw you want original, custom assets since you can't find anything that just fits what you want to do, despite hours being spent looking for such things.
>tfw you're too socially inept to go on official boards to ask for these people.
>>
>>146207903
>not making his entire game using programmer art
>>
>>146207903
l2draw
it's literally the only way
working with people is ass
their opinions are shitty and yours is better
1MA is the only way.
but really learn to draw m8. Music is slightly easier to get.
>>
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HOW DO I INTO ORBITAL MECHANICS
>>
>>146207881
not when I have gravity enabled.
>>
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>>146207903
>>
>>146208108
very carefully
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>>146208108
No need to thank me anon.
>>
>>146208421
jokes on you he's just a nodev
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>>146208108
what exactly is the problem?

just add a force toward the planet every frame and the object will follow an orbital
>>
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>>146208108
Just add this force to your objects accounting for every object in the world.
If that's not sufficient for your game then god help you.
>>
>>146206349

Nobody reads.
Reply to >>146062906
>>
>>146208108
Study Binet equations, conservation of angular momentum, conservation of energy, conic sections and non-inertial reference frames
>>
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>>146062906


Game Name: Untitled Shop Simulator
Dev Name: Anonymous
Tools Used: C# / Monogame
Website(s): Not Yet
Progress:
+ Created system for menus
+ Added game settings menu and saving/loading of settings
- Working and failing on a dialogue system
>>
Did yoyogames ditch their official 3D FPS tutorial? On their site, the most complex thing I can find is the platformer one..

I was thinking of playing around with it as a possible step to giving up on being a nodev.
>>
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>>146062906
Game Name: Deeplinks
Dev Name: vestigial
Tools Used: unity
Website(s): vestigialdevelopment.com
Progress:
+minigame stubs
>>
>>146209741
Start writing your own engine. Then stop and start using UE4, Godot or whatever.
>>
How the fuck do I make it so that an unit asks another unit to move away to free the path, but only if there are no other possible paths?
Why is this so hard
>>
>>146209076
How did you manage to get the post number? The old thread isn't linked and doesn't show up in /vg/agdg
>>
>>146209789
_____retards____
>>
>>146206576
>roguelite with hordes of enemies instead of four or five a room

seems cool anon
>>
>>146209935
I'm not sure if it's possible to link to it this way, but anyway.
>>>/vg/archive
>>
>>146209915
if(no other possible paths) {
ask unit to move away
}
>>
Anyone know a way to retrieve an image/file from a relative path in C++? i'm using SFML with Visual Studio 2015. Calling "ImageName.png" fails, but an absolute path straight to it works.
>>
>>146210114
but the pathfinding algorithm see units as obstacles, do I really need to make a condition to ignore friendly units if there are no available paths?
This will make my code a clusterfuck.
>>
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Where do I find a NEET game designer with minimal drawing skills and moderate programming skills(needs to be quick at prototyping) who will work for free to help me with my game?
>>
>>146208085
I'm not him, but I'm on my second tutorial, and I face the same issue as before.
They always start out logical. Don't draw icons, but actually observe the forms. Draw lines and curves instead of faces and objects. Try to realize what lines make a given item etc. They start with drawing boxes, getting the feel of presenting 3D in a 2D environment etc. Then they throw you into deep water. Ok, now go and draw some texture. How? All I was doing is drawing lines before, now I suddenly have to understand how to draw fur? Maybe pic related is a little bit over the top, but it shows the issue.

Or is really drawing just that? Observe and try to mimic it as much as you can? How will that help me draw an in game skeleton or a waifu?

Drawing lessons always starts out as they have some sort of structure, but after a while you can basically replace every advice and explanation with "look at it and draw it, if it's crap, you weren't looking closely enough".
>>
>>146210210
check to make sure you're in the right working directory
in unix it'd be getcwd(), not sure about windows
>>
>>146210375
What program are you using?
>>
>>146209915
I think it'd be wiser to implement a lane system. When there's no open paths (due to STATIC objects, objects with no intent to move). Make a lane (at some global scope, so others can check for available lanes. And possibly starting at the entity location, to make the first response make sense) that paths while ignoring certain types of objects (objects that can move), marking them as objects that'd would have to be requested to move, and ask them to move one by one (maybe you want the character to do this or the lane automatically, depending on the game).
If a lane is blocked by a static object you can consider it invalid and recalculate or you can just add it to the list of entities the lane user will have to request to move.

If the requestee won't move, turn on hostility for the entity.
Make stuff like doors take requests but not respond to them for hilarity. Add some intelligence measurement for if the person can open a door or not.
>>
>>146210375
>Where do I find someone to make my game for me
>>
>>146210375
reddit
>>
>>146210439
I'm making the game in C#/Monogame but, I don't want to give the potential partner access to the code right away. I'd prefer it if they could make prototypes in their own engine for me to approve and implement
>>
>>146210417
Using Windows - I will check the working directory. Thanks!
>>
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>>146209076
>>146210008
Sorry friendo I was going off the "if you think I missed your game reply to this" but now I see where the original link was.
Brb, sudoku
>>
>>146209873
Nah, that sounds like effort. I just want to tinker.

Although at the moment I can't actually find any of the old GM tutorials from before studio, which is rather annoying.
>>
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>>146210410
Forgot pic.
>>
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>>146210375
mirror
>>
>>146210338
A simple thing that should work is to make tiles with units on them traversable, but at a high enough cost that a path through one will only be chosen if it is the only possibility.

You can also use D* which allows you to more efficiently add and remove obstacles as needed.
>>
>>146210551
If this isn't trolling I wouldn't use an anime image to ask that if I were you, weebs are usually nodevs and can't be trusted to work in groups. Good luck with your game!
>>
>>146210375
WHAT IS YOUR SKILLSET
>>
I think I LOVE gogem!
>>
>>146210794
Call me the 'creative director'
>>
>>146210838
WHAT IS YOUR IDEA
>>
>>146210794
I can code, draw(pixel art, animation, stuff like that), and my music skills are passable.
>>146210772
Good point. I'm not trolling though. It's been a while and I just want to complete my game already. I don't think I can do it alone in a reasonable time frame anymore.
>>
>>146210410
>Ok, now go and draw some texture. How? All I was doing is drawing lines before, now I suddenly have to understand how to draw fur?
well you need to learn shading but yeah that's pretty much how that works if you want to be ~realistic~.
more importantly...
<Draw lines and curves instead of faces and objects
is wrong. it's meant to be simple shapes to simplify structure, not abstract lines.
>>
>>146210410
Go lurk/ask /ic/ m8, they'll be more help than us, and especially more help than this nerd.>>146211095
>>
>>146210375
>needs to be quick at prototyping
Like how quick?
I'm also NEET and have nothing coming up. Probably gonna be completely alone during the height of summer too. I've recently started with monogame (as I can't focus well at all) but I'm willing to help on a project for free. I've done some engine devving, have Python, C++, Java, C (professional industrial-systems C actually), Lua and some limited Webdevelopment skills (I understand what CSS is, have written some very simple JS userscripts and HTML was just a markup language pretty much).
What kind of work are we talking?
>access to code
That's not necessary but that's pretty fucking shady anon. Like, how far in are you? I really like the idea of contributing to a project.
>>146210578
Sorry anon. I just tried to figure out what looked like a hangman game.
>>146209915
>>146210532
Also I just thought of something pretty cool. If you have different size entities, like a large troll and a small human. You can supply the lane with a 'maximum width' value and have different size entities use the lanes without recalculating the lane for any entity less than the troll size if that's the maximum value.
>>
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>>146206649
Somewhat transparent horizontal black line pattern + a repeating pattern of a 3x3 graphic (3 shades each of r, g, and b) with "overlay" blend mode
>>
>>146210410
>now I suddenly have to understand how to draw fur?
>observe the forms
>realize what lines make a given item
>[present] 3D in a 2D environment
>>
>>146210532
I won't lie, I'm tired and I understand very little of what you posted.

>>146210661
>make tiles with units on them traversable, but at a high enough cost
I like this.
Thank you.
>>
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>>146211202
>going to /ic/
>loomis meme
>hand hides
>yiff
>>
>>146211434
You can also just assign a smaller extra cost to getting another unit to move and make it a mechanic.
>>
>>146211383
Its quite nice
What game?
>>
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i miss wipeout
>>
>>146212007
there's a wii u game that's basically just wipeout, forget its name tho>>146212007
>>
>>146211339
Quick as in, I sketch a boss idea and you can get the thing roughly playable within a week. It helps if you're creative. Some of my ideas are vague and I need second opinions.

The type of game I'm making is a side scroller about fighting bosses. Nothing too complicated.

>Like, how far in are you?
Not that far. Especially for how long I've been working on it. Most of the game's basics are done though. Like player controls, enemy stuff and weapons. The basics, you know.
I can understand if you're not interested in working on indie platformer #8^10000. Even though I'd like the game to be more than that.
>>
>>146212007
Make a wipeout clone then
>>
I want to post progress but refactoring doesnt count as progress. What do?
>>
>>146204643
As it should be. Such is the punishment for dealing with the devil.
>>
>>146211095
>Draw lines and curves instead of faces and objects
To be honest I actually like that part, because it makes so much sense. If I go at it saying 'I'll draw a face' it'll end up shit. However if I look at it as a bunch of shapes and lines, and I try to mimic them as much as I can, I am okay with the results.

>>146211202
Maybe I'll give a try, but I fear I'll just get directed to the sticky and get banned.

>>146211402
Damn. However with that said, is it really "just" practicing after understanding the basic concepts? So there's no voodoo magic involved or any sort of theorem to be understood?
>>
>>146211631
>googum trying to funpost to mask his inferiority to real artists
nice try
>>
How fucked in the ass could one be if they were to publish a game (say, for example, in unity or ue4) with pirated assets?
>>
>>146212209
>is it really "just" practicing after understanding the basic concepts? So there's no voodoo magic involved or any sort of theorem to be understood?
Yes.
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