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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/
New Threads: https://boards.4chan.org/vg/#s=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/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
Xenko: https://xenko.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/
>>
What if he has autism and can only read code if it's in the form of a massive switch case? Jeeze guys.
>>
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> 600+ switch statements
>>
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I'm going to make a Luluco fan game for space jam!
>>
Game development tip of the day: it doesn't matter if you program yourself into a corner and can't JLMG without fighting your past decisions because the end user can't see your code*

*actually they can unless you use a natively compiled language
>>
>>146531686
At least he got a successful game while you got nothing but shitpost you stupid dog poster.
>>
>>146531850
the green girl isn't a dog though
>>
>>146531850
>implying anyone retarded enough to jump face first into a saturated market for money, and succeeds at the expense of making a good game, is worth looking up to
>>
>>146531740
My biggest fear is people in agdg laughing at my shit code in like Undertale and Terraria
>>
>>146532056
Then just don't get successful.
>>
>>146504412
>actually make game

Fuck you.
>>
>>146531706
Good luck Senpai
>>
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>tfw having fun with your own game
>>
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>>146531686
reminder that if statements are the ONLY way to code!
>>
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>>146532467
>he has conditionals at all

enjoy your shit performance
>>
>>146532056
Why? That's how you know you've made it, when people find any reason to criticize you and try to bring you down to their rung of the ladder.
>>
>>146532467
still not as bad as lisp))))))))))))))))))))))))))))))
>>
>>146532467
What's wrong with if statemetnts
>>
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YOU HAVE 20 SECONDS TO EXPLAIN WHY YOU GAME DOESN'T HAVE 600 SWITCH STATEMENTS!
>>
>>146532839
my game is too small to need that many
>>
>>146532839
Because my game presently only has use for 13 switch statements
>>
>>146532839
My game is your game but better.
>>
>>146532839
Mine doesn't need that many yet
>>
>>146532839
Because my game has 700 switch statements
>>
My game won't look at me when I dev her. Help!
>>
>>146533084
that's cool mine is 701 switch statements tjough
>>
>>146532839
because it doesn't have any code yet
>>
https://www.youtube.com/watch?v=0yeZeHYr0UM

Saints Row Dialogue system
>>
Whats the best framework to use if i want my game on consoles too?
Searching for a while and only found monogame, is there a c++ framework that lets you do console games?

Dont want to use unity or unreal.
>>
>>146533540
>want to make game cross-platform
>doesn't want to use cross-platform engines
good luck
>>
>>146533708
i dont need an engine to make a cross-platform game, thats why i said monogame can do it, but im looking for c++ alternatives that are not engines.
>>
>>146533790
>but im looking for c++ alternatives that are not engines.
No such thing. Don't want to use Unity or UE4? Well you're fucked.
>>
>>146533540
The best framework is to have a successful game on pc. Console companies won't give a shit what it's made in, you can find someone else to port it if it's too much work for you.
>>
>>146533873
Not that i dont want, but if i have alternatives i prefer to use that. But if it doesnt exist i'll have to choose one of the two.
>>
>>146533790
the best you could probably do is whatever the fuck that new xbox/windows thing is. out of luck for ps4 though
>>
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>>146533236
>thought this was going to be about how to not use 800 case switches

Well this isn't very useful for me.
>>
>>146532839
>>146531686
agdg have other things to worry about than the number of fucking switch statements in their game.
>>
>>146533927
It uses windows 10 universal apps platform but im stuck with xbox only.

>>146533905
this makes sense, but if i already have a game that can easily be ported it would accelerate things i think
>>
>>146534943
You have your priorities wrong. You need to worry about how to most efficiently and effectively make your game, not what to do after you make your game, especially considering that this won't even matter if your game isn't successful.
>>
>>146535043
Thanks m8, im really putting the cart before the horses. I'll slow down a bit
>>
>>146534709
That's awesome
>>
>>146531706
10/10 would play
>>
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>>146531706
>>146532202
>>146535427
What genre would a Luluco game be?

What would you do?
>>
>>146533190
My game has your game's number of switch statements + x where x is > 0.
>>
>>146535848
I personally think i t would work great with a little bit of everything, parodying well known games would work great for it.
Have a Mario like platformer section playing as Luluco, getting clues to reveal wich character is the criminal they are looking for.
Then a Gradius like shooter whit Midori in her weapon form. And then a Shooting section similar to Terminators II arcade where Nova paints the walls with brains.
>>
>>146536440
So it's just another waifu game which dev will die in 2 or 3 months?
>>
>>146536839
What else were you expecting from a Luluco fangame made for a jam?
>>
>>146532839
my game doesn't have any dialogue...

... any gameplay mechanic at all for that matter

:(
>>
>>146537274
it's ok, i'm sure your "hello world" will be very popular, anon
>>
What would be more fun for a mecha RPG, something shooter-y or turn-based and/or tactics? Would it be worth attempting turn-based shooter or is that a fucking terrible idea?
>>
>>146532839
I'm sure it will be pretty close when I'm done with it, but as long as it works I don't really care.
>>
>>146536440
>implementing three full games for a jam
NO
>>
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POST PROGRESS
>>
>>146538245
Rail shooter?
Oh fuck yes please
>>
>>146538897
lurk ffs
>>
>>146538245
Got no progress
No art
>>
>>146538245
Not until I have something actually new to share.
>>
>>146538897
>source
Not recently
>namefag
Not for a few days at least
>>
>>146539464
I'm right here you asshole
>>
>>146539536
Yeah but you're the only one so it's hardly like before.
>>
>146539536
yeah but everyone's filtered you so it doesn't count
>>
>>146534709
i thought it was a floating glove and it was about to high five you
that'd be something out of burrito galaxy tho
>>
>>146534709
>letsgomusicvideo.webm
>>
post progress
>>
do i put dev on my match.com profile????
>>
I love math!!!!!!
>>
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>>146538245
>>146539932
I made a basic af 3rd person camera
>>
>>146540494
>people having fun coding with cubes and cylinders
What happened to me? I can't enjoy those anymore.
>>
>>146540315
kek
Even nerd girls will think you're a nodev loser.
>>
>>146538245
Making sections of the map. It's not very exciting.
>>
>>146540706
Looks cool for no art. What you making it with?
>>
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>>146539932
gridding
>>
>>146540706
Exciting shit m8
>>
https://www.youtube.com/watch?v=xfglVm1Vuvc

https://www.youtube.com/watch?v=8RgZVvfUDw8

Been a couple of weeks since those viddies but I never posted them here so here they are. Been working out a bug with my map generation for a while now.

It's been a hard few weeks aggy daggy. :(
>>
>>146540706
What kind of game is it? From the boss fights I assumed you were making a plain megaman clone, but now that I've seen your world and pause menu, I can tell it's going to be much deeper than that.
>>
> tfw constantly between states of too many ideas and not enough ideas
>>
>>146540706
>>146540817
>>146540494
Nice work
>>
>>146540378
which equation has you horny, anon?
>>
>>146541127
Mostly just division and multiplication. It just makes life so easy with how reliable it is
>>
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>>146537491
thanks anon
>>
>>146540806
>>146540874
Thanks anons. And Gamemaker Studio.

>>146540902
Metroidvania.You only get a total of 4 weapons and you start out with 2 of them (if you count physical attacks as its own weapon). They get little upgrades later though.
>>
>>146540817
Why does it zoom in slowly when you're standing in front of it? It's freaking me out.
>>
I want to make a top-down morrowind!
>>
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Please help!
>>
>>146541483
get a basic ground texture in there and it'll look a thousand times better

Canopy shadows will make it more foresty too
>>
>>146541538
Ok, but what if I'm bad at art? How do I make placeholder graphics that people will be able to see my vision with?
>>
should 2.5d games have acceleration and decceleration? I feel like it's cool at first, but makes the controls feel really loose (not tight!)
>>
>>146541743
should any game not?
>>
>>146541483
You should probably make a transparent circle around the character instead of just making the whole tree transparent.
>>
>>146541483
What do you need help with? Your game looks pretty good to me.

>>146540817
I want to know >>146541441 this as well. It is unsettling. It's great to see your goblins ingame, though!
>>
>>146540494
that looks like a camera parented to the cube, can literally do that with drag and drop mate
>>
>>146540817
Keep the suttle zoom
>>
>>146540661
>nerd girls
You believe in unicorns? It's like saying there are girls in here finishing games.
>>
>>146541796
>>146541859
I'm taking suggestions for alternatives to "tree fades away after the roots go offscreen"
>>
>>146542215
I'm a girl but I have a penis ;)
>>
>>146532839
What is a switch statement?
I only use drag and drop
>>
>>146542346
Not for long.
>>
>>146541871
Well shit. I actually wrote a script for it.

I haven't used Unity in forever, so I forgot basic shit like that.

>tfw you literally just drag the camera onto the cube
fug
>>
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>>146541737
your placeholders still look ok as is, because they are only silhouettes. for the ground, you could use a simple texture with only two colors and nice blocky shapes

for the tree thing, I would outline the character when it is behind the tree

>>146542263
conceptually, your camera is located at half the height of a tree, and pointing down 45 degrees. So you should never see the branches from above. you could fade the top of the tree trunk only
>>
>>146540550

You need to challenge yourself or it won't be fun, if you've already mastered basics do something non-basic. Or just something new.

Or just like, make game
>>
Just finished my bulking calorie diet for today. Holy fuck 3k doesn't get easier
Time to work on my gammmme
>>
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>>146542634
THANKS for the free asset loser
>>
>>146543240
>implying you're going to find a use for it
i dare you to make game
>>
>>146541737

Why is the ground cream? Are you meant to be on a beach?
>>
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>>146543240
here's another one just for you
>>
>>146543431
lol
>>
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So, I'm thinking of finally getting back to work on my Paper Mario Unity thing.

Also thinking about trying to get some code friends/others in on it to help out.
Still want to keep away from getting a C&D though.

Should I avoid Git? Or is there so much junk on there that no one would ever stumble onto this project and trace it back to my git account?
Or is there a better option i should go to for version control?
>>
How would one go around to coding a popup box or a menu that disappears when you click anywhere but inside of it?
>>
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>>146538245
I got started on an inventory system, and I managed to implement a moving camera.
>>
>>146543562
Guthub you mean? If you want the game to be open sourced, go for it. Not like you can monetize anyways.
>>
>>146543562
OH SHIT YOU'RE BACK
>>
>>146543595
when a click is detected, check if the mouse is inside the window. if not, dissapear it

this could be done with simple bounds checking or a raycast, depending on how dumb your engine is
>>
>>146543562
enjoy your C&D
>>
>>146543637
Oh, of course I don't plan to monetize it, but that won't stop any kind of C&D if it somehow gets any non-anonymous exposure and gets traced back to any of my accounts.
>>
>>146543610
https://www.youtube.com/watch?v=pdvCO97jOQk

here are some examples of good cameras
>>
>>146543595
Create a transparent GUI element, the size and shape of the screen, that can receive clicks, and put the actual window on top of it

public void OnClick()
if source == backingPanel
this.close()
>>
>>146543562
>tfw someone you recognise from months ago suddenly reappears

i wonder how many other games that vanished have their devs still lurking this thread

like ghosts
>>
>>146543562

Just use different graphics, problem 100% solved
>>
>>146543927
Yeah that was my initial idea but I wasn't sure if it was the standard way to do it.
>>
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>>146543431
jokes on u, im keeping it
>>
>>146544165
thank you for the OC
>>
>>146544165
>1012 B
!!!!!!!!!
>>
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>>146543947
waiting for the perfect moment to strike with my new game (UNDER PRODUCTION)
>>
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>>146543682
>>146543947
I've honestly been kinda just fucked up lately.
Progressively falling further behind on my grad thesis, not being able to get my job search started right, some old class shit hovering over my back, fucked up sleep cycle, etc.

I really shouldn't be doing this paper mario project right now, but I'm hoping working a bit on it will help get my drive back going.
>>
>>146544279
fuck off rotard
>>
>>146531686
That was decompiled code you dumb fuck, ifs are often replaced by switches by the decompiler
>>
>>146532056
why? if my game made money i wouldn't care if my fucking naked photos leaked and everyboy laughed at me, i would be rich and they would be the jealous losers, laughing at some dudes code while flipping burgers at mcdonalds
>>
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I posted in the last thread but thanks to an anon, I have some nicer looking grass and stuff now. The problem is I have no idea how much is too much. Right now I have around 6k assets and they're about 30 triangles each. I have no concept of if that's a lot or not. But this is just grass, and only in the town. There will be a lot more grass in the rest of the map, and there will be lots of other, bigger props too like trees and rocks and stuff. It runs fine for me but I have a skylake and gtx970, so I dunno.
>>
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>>146544165
>>
>>146544279
I think I know why hes chillin in the fridge. cuz hes a HOTdog
>>
>>146544706
forget about polies, consider the "real" cost as being something like vertex count times object count

6000 objects sounds like it could be nasty unless it's a specific vegetation/grass system that optimizes it for you
>>
>>146544706
It's very nice grass.

I have no idea if that's too much either but it probably wouldn't take much effort to look into it and find out how much is too much. Also how best to use it so it's not a problem.
>>
Should my game have health bars? I find them to be a little tacky.
I guess my question is, do healthbars really relay any valuable information to the player? A player is just going to attack an enemy until it's dead, and if they can't kill it and they're almost dead they'll run away
>>
>>146545195
healthbars annoy me, if you gotta do it, do it like dark souls so it's kinda out of the way
>>
>>146544656
Can I see your naked pictures please?
>>
>>146545063
it's the "foliage" system - you pick a bunch of assets, a density, and paint like a paintbrush, so it is designed to do this sort of stuff and presumably optimize somehow. but again, even then, I have no idea how much is a lot. I know a lot of games have a slider for this so maybe I can figure that out and just go crazy and make people turn the slider down if its a problem
>>
>>146545285
nah, i don't want to get spammed by horny boys who want my pussy again
>>
>>146532839
I only use if statements. nested ifs.
>>
>>146545195
>if they can't kill it and they're almost dead
without a healthbar, how will the player know they're almost dead?
>>
>>146545307
try running it with power saving enabled for a start, dunno if you could force 2D clocks on your gpu too, that should at least to some degree simulate a lower end system
>>
>>146545421
>without a healthbar, how will the player know they're almost dead?
No, if the player is almost dead which is extremely valuable information to the player
>>
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How do I make sprites that animate like this without taking an entire day to do it?
>>
>>146544592
No.
https://twitter.com/tobyfox/status/686941566586499072
>>
>>146545516
>giving the player anything of value
>ever
>>
>>146545195
the are other ways to do it if you want. you could have damage numbers pop up every time you attack, and they could turn from green to red as its health lowers. it could have a "wounded" idle animation when health is below 50% and a "near dead" animation when below 25%.
>>
>>146545239
Yeah, I don't think excluding them will be too big of a deal for enemies
>>
>>146545579
do it like dead space where limbs fall off to show its hurt
>>
>>146545519
Practice mostly
>>
>>146545562
lol true

>>146545579
pretty damn good ideas
>>
>>146545516
that's what i'm saying
without a healthbar, how will the player know that the player's character is close to dying? that seems like the most valuable piece of information conveyed by healthbars.

i'm not saying healthbars are important. it's just that if you can't find a way to show the player that they are almost dead, then you should probably just put in a healthbar.
>>
>>146545793
it seemed like the question was about enemy health bars

player health should be communicated very clearly
>>
Any unreal people around tonight? I'm having some issues with UMG buttons. I had to always click twice when first using them, because they aren't in focus, so I used a set input mode game and ui node in the UI's construction script. I didn't do that in my gamemode because I made it so when you switch between characters, it also changes the UI for that character. Long story short, even with that set, after clicking the UMG button, it breaks all of the binding that I have in my character's blueprint. Are there any alternatives to an intractable UI that doesn't involve UMG buttons?
>>
>>146545902
I shoved everything in the DrawHUD function, but I'm using C++. I do want to learn UMG some day. The HUD class has a way you can add a HitBox which is given an FName, and when clicked, returns the FName of the HitBox.

I don't recommend it though.
>>
>>146545893
this was how i interpreted it
>A player is just going to attack an enemy until it's dead, and if they can't kill it (the enemy) and they're (the player) almost dead they'll run away

because why would the player run away if an enemy is almost dead? regardless of whether or not they can kill it, the player would probably just move on past it. furthermore, if they can't kill the enemy, then how were they damaging it in the first place?

as for enemy health bars, i don't think they're necessary
>>
>>146544592
>decompiled game maker code
>game maker code being "optimized" by the "compiler"

anon...
>>
>>146546023
UMG is pretty convenient and quick, but fuck this focus nonsense. Most of my functional code is in Blueprint; thanks for the knowledge though.
>>
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>tfw the mania dev cycle begins anew
>>
>>146546185
i interpreted it the exact same way. the phrasing assumes that the player knows their health. the claim is that the player's algorithm for fighting enemies doesn't change if they know an enemy's health, so why bother showing the enemy's health? the only relevant information to the player is the player's health.

imo if you always attack the same way, that means that the player is stupid or the gameplay is shallow, neither of which are good
>>
>>146546261
What did he mean by this?
>>
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testing the revised shader for separate base, decal and lightmap texture and uv channels. this should allow me to do accurate persistent blood and bullet decals without much performance impact and cheat some SSAO as well. Unity's lightmap baker is fucking shit, although blender isn't much of a step up at least there's a higher degree of control.

Please forgive me on the really bad color banding, the color correct camera is bugging out(will probably disable it permanently in the future).
>>
>>146546185
>>146546430
Maybe I'll add an item that will show health bars or something.

Another thought I just had was, if there are no health bars or attack stats and the player finds a new enemy or weapon, I bet they'll experiment with it a lot more.
>>
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Now this is podracing
>>
>>146546672
Damn, the unlit parts really made me really want to play some Golden Eye
>>
>>146546817
this is personal opinion but if you have hidden health, health and damage should be small numbers, in the 1- 20range for damage. that way if the player is experimenting with weapons, they can figure out the exact number of hits it takes
>>
>>146546952
I feel like low numbers give games the cutesy feel or mobile/accessible feel. That wouldn't mesh well. I'll keep it in mind for sure, though
>>
>>146531553
https://www.youtube.com/watch?v=IHuZiO1k1wk
Progress continues, nobody but /egg/ continues to care.
>>
Tips or good tutorials for spriting?

Especially for 16x32 sprites.
>>
i just discovered a really cool way to organize your project in MSVC if you are used to text editor + makefiles

especially if you use wildcards in makefile but keep on adding files, and then when you go back to msvc project you have to manually re-add all those files again before it builds again

you can use wildcards in msvc

and you can still edit the wildcard files (they dont show up in the solution explorer) by just double clicking the files from windows explorer

so cool
>>
>>146547134
>not using ^2
If I'm not mistaken computers will still recognize it as 32x32 so you might as well use the whole available sprite
>>
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>>146546839
>>
>>146547268
Tony Hawk Pod Skater 3?
>>
>>146547267
I said 16x32 so the message would be clear enough. I don't mean 16x16 sprites like Pokémon had for example.
>>
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>>146547267
That's some top tier Mount Stupid.
>>
>>146547102
I-I care!!!
How big is your team again?
>>
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>>146547571
Two. Me and Sterik. I'm the voice in the video, he's the hands on the code. Listen to the REMcast on that channel if you'd like to learn more about our methods, madness and whatever.
>>
>>146547102
you have to post funny webms with bugs and memes
>>
>>146547267
16x32 = 512

2^9 = 512

16x32 is a perfect square as well, so no wasted RAM at all.
>>
>>146547570
Correct me if I am wrong, please
>>
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>>146547346
>>
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>>146547648
But I do, sempai. on /egg/
>>
>>146547752
>I only post on /egg/
>only /egg/ cares
hmm
>>
>>146547102
I also care. Please keep posting.
>>
>>146547654
Oh shit, I didn't realize that's how it worked lol I'll stop giving advice
>>
>>146547654
512 is not a perfect square
>>
>there are people here who've never played top/down games with 16x32 sprites
>>
>>146548143
oh yeah you're right

its something else that computers want though, just don't know what its called
>>
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>>146547810
Hilarious thing is that the first few times I tried to get REM noticed on agdg, I either got shouted down or ignored so I went to egg. Now I'm being impersonated by excited /egg/heads. The current meme is that I killed someone's dog and stole their clothes.
>>
>>146548249
power of 2? every other power of 2 is a perfect square incidentally
>>
>>146546672
How'd you accomplish those low resolution textures? they look really good.
>>
>>146548307
I liked you, but after finding out what you did, I don't know anymore...
>>
>>146547268
are you guy who made that cool sand terrain?
>>
>>146547657
Modern GPUs have minimum texture sizes that are much larger than 32x32, and even if if that wasn't the case, it's two thousand fucking sixteen; you can afford to waste 512 fucking pixels of vram for the convenience of non-square sprites.

I honestly want to punch you in the face.
>>
>>146548514
rip
>>
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Wow all these 16x32 Chrono Trigger sprites are so badly optimized!

t. agdg
>>
>>146548446
i'm using a 1024x1024 texture atlas and blender bakes all the texture there, since it's a small texture for a big level, all the textures get pixelated.
>>
>>146548564
Not that they aren't retarded, but the SNES was probably optimized at a hardware level specifically for storing and drawing 16x32 sprites.
>>
I have a confession. I lied when I said I was making a Luluco game for space jam. I just wanted to talk about Luluco. Sorry everyone.
>>
>>146549051
Someone not actually working on a game is the default assumption here.
>>
>>146549051
post progress and you are forgiven, my son
>>
https://implyingrigged.info/wiki//agdg/

What is this?
>>
>>146549280
agdg's soccer team
>>
>>146545356
switches are old and arbitrary BASIC gargage anyway, those people would probably use goto as well

>>146541291
this was good
>>
>>146548576
So the whole level is just one mesh, using a bunch of subimages?
>>
>>146549280
the soccer team for /agdg/
>>
>>146549414
the opposite, the level is a bunch of meshes but only using 1 big ass texture
>>
>>146549571
isn't that what new Doom did?
>>
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I combined two abilities of this unit into one
Now its movement relies on pushing other units, when it pushes one it moves in the opposite direction
>>
>>146549280
who picked those games

>no Where is your game
>no Industry Standard
>>
>>146549825
what is this MINE CRAFT


diamond pickaxe
>>
>>146549778
megatextures, yes, although they have multiple giant textures. mine's only using 1 texture. Doesn't work quite well with next gen that's probably why rage was plagued with blurred textures.
>>
>>146549870
>no 600 switch case
>no concept art
>no game
;_;
>>
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it's like a scavenger hunt

actually I could make a scavenger hunt quest, that might be cool. I think it was M&M7 that started you on the tutorial island and you had to finish a scavenger hunt to get off
>>
>>146550134

>that unreal movement
>>
>>146549870
>No Mixels
>>
>>146550231
can be turned off
>>
>>146550408
Turn off you rentire "game" lmao
>>
>>146550231
the blur is a lot worse because the webm framerate is so low. at 62fps it looks pretty good. maybe I should add a button to toggle it off for when I make videos
>>
>>146550471
I'll turn you off, or you can jerk me off, or just fuck off
>>
>>146550134
>those pigs
cute
>>
>>146550582
the placeholder art pigs are the most interesting thing about this game

what feel is this
>>
>>146550704
I thought all of it was placeholder? Do you have an artist?
>>
>>146550704
it looks like a game that will never be finished, that's the reason
>>
can we please REMOVE THE FURFAGS
REMOVE BABYFURS
REMOVE SCALYFAGS
>>
>>146550857
what about ROBOKEKS and SKELEFUCKERS
>>
>>146550829
it's a tech demo, not a game. the demo will be finished with some basic content, but a real game is way out of my scope. my estimate is around september or october to finish up (around 6 months)

>>146550747
I haven't done any art myself except for the spellbooks
>>
Anyone have experience with button controlled menus and trying to keep the player from accidentally spamming through them? I am having problems when testing my own game where I accidentally use a bunch of items in succession. The obvious remedy is to block input shortly after accepting one but I am concerned about the menu feeling less responsive. Did you encounter similar problems like this and what did you end up feeling like was a satisfying solution?
>>
tfw making porn and harvesting massive amounts of (you)s

is this what its like to be an attractive woman?
>>
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How do you guys deal with slopes in tile-based 2D games?

Do you just say fuck it and use pixel perfect collision, or do you implement them properly?
>>
>>146550958
Are you just making it for fun or do you hope to see something from it?
>>
>>146551008
yes
>>
what is the downside to not using deltatime and instead just locking logic to framerate?
>>
>>146551140

the game fucking up in laughable manners if the game isn't running at the expected FPS
>>
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Just gotta fix up the hands and then I'm ready to start the most hated part of game dev for me...making and applying textures.
>>
>>146551192
I thought the game just freezes when it encounters a lag spike?
>>
>>146551104
I think I was looking for the answer to two questions: Can I do it?, and How hard is it?
5 years ago I know I couldn't, but I'm a much better programmer now, so I wanted to give it a real shot.

When I finish the demo, I'll evaluate how I felt about the whole thing. If I decide to go further, I'll write a full design document so that it's not just a M&M clone. I would need 2-3 artists as dedicated as me, and a level designer, so it would be a big endeavor (and likely impossible).

So I'm not really expecting anything, but I think I found the answers I was looking for: Yes, I can do the code, and it's really hard to make a game like this.
>>
>>146551140
How to spot the dogposter: look at the filenames.
>>
>>146550981
Just deactivate input for the button pressed for like 2 ticks if it's a problem
>>
>>146551267

https://www.youtube.com/watch?v=eDA37BmvNwM#t=5m18s

here's a good example
>>
>>146551416
cool I wasn't trying to be stealthy I was asking a gamedev question
>>
you can megatexture deez nuts
>>
>>146551558
Could you try asking questions without posting dog pictures?
>>
>>146551586
A 32x32 texture will be more than enough for both your nuts and your wiener.
>>
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>>146551623
>>
>get topology and edgeloops correctly placed
>model looks ugly as fuck and worse than my first attempt

if you're making anime, can certain edgeloops like the nose be ignored? I'm mostly animating the mouth and maybe the eyebrows but most places are going to be static.
>>
>>146551041
This is the way I coded them for a Castlevania clone I never finished.
One point marks the start of the slope, other point marks the end. Character has a state machine and when he touches one of those points he enters in a ascending slope or descending slope state, that affects the way gravity works on him (Imagine the floor being the line drawn between those two points). The height of the floor is calculated based on the position of the character between the start and ending marks and that imaginary line.
Probably not the proper way to implement them, but worked perfectly for me.
>>
How do I make a credits screen if I'm a 1MA?
>>
>>146551140
>>146551539
New to programming. Where exactly should I be using deltatime? For anything timed?
>>
>>146551850
A Hideo Kojima Game
by Hideo Kojima

Produced by Hideo Kojima
Directed by Hideo Kojima
Story by Hideo Kojima
Written by Hideo Kojima

Starring Solid Snake
a character by Hideo Kojima
>>
>>146512365
>try buying ads on the other chan
reddit?
>>
>>146551850
"A game made by Anon" or "Programming and Art by Anon"
Ask a few people to betatest it and add them to credits too, as "Testers" or "Special thanks"
>>
>>146551806
whats so hard about google friendo
>>
>>146551686
>wiener
lol nice
>>
>>146551948

it's mostly materials/shaders that makes an animoo animoo isn't it
>>
Help me out, agg dagg. If I want to make an isometric game in Unity, do I pick 2D or 3D? I think 3D might be easier, but not sure about the performance part.
>>
>>146552061
it wont look right at all without the cel shading but the accurate shape still needs to be there
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