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/agdg/ - Amateur Game Dev General
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Video game development

> 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/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for waifus
>>
>>146916948
Who are the best AGDG waifus?
>>
>>146915704
>>
Hi yesdevs, If you have a game native to GNU/Linux come and post it here
>>146913224
>>146913224
>>146913224
>>
I want to make a kinda pokemon/monster rancher type game.

Would you guys prefer variety of monsters with no templates, or a variety of monsters using a specific template/"species" but with lots of differences?
>>
JRPG:
Need a few more mechanics. I'm currently looking for status effects that stack well. There is no healing in my system, so effects must be designed to have a payoff period. Say poison stacks from 0-10, curing poison while it's under 3 would be a waste of a turn, but waiting for it to damage you while above 6 and you've lost ground.

Status effects should also be situational. If it's always beneficial to use that +25% defense boost, that's not really a choice, is it?
>>
>>146917281
the latter
>>
>>146917248
Take your freetard shit out of here
>>
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>>146917097
>>
>>146917409
>implying you can't make money selling videogames on Linux
Steam wants a word with you.
>>
>>146917461
>the image saved of his game is one with the skirt clipping
hehhhh
>>
>>146917461
Charlotte is thicc
Sunnie is dead, we need to bully the dev into deving again
>>
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Reposting from previos thread.
>>
>>146917097
Not in the picture but guess bunny-idol counts too.
>>
>>146917775
Who's the girl with the white hair?
>vampiredev hasn't posted more progress in a while
Hold me
>>
>>146917852
>vampiredev
who
>>
>>146917678
Clipping skirt is LEWD
>>
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How do I into grid-movement AI in GM? The game I'm devving is supposed to be turn based, like fire emblem except you can only make one move per turn, and it seems the pathfinding in GM is made for continuously moving objects.
>>
>>146917549
If the object is destroyed then that means that it isn't created in rm_Menu, but in rm_Jail. Do you have many objects? Delete that line I posted, make a new room and put the object there
>>
How is asesprite free if you can't even save files in the trial version?
>>
>>146917989
You need to compile it yourself if you want the full version
>>
>>146917964

Check out mp_grid.
>>
>>146917852
I'm alive, kinda. >>146897502
>>
>>146917964
https://docs.yoyogames.com/source/dadiospice/002_reference/movement%20and%20collisions/motion%20planning/mp_grid_path.html
>>
>>146918249
Good
I expect a lot of porn from this, don't let me down
>>
>>146917989
Compile it yourself using the repo they have on GitHub, buy it from the site for $15 or search for a copy someone uploaded, they're easy enough to find.
>>
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Working on a brexit wad :v
You escape demon parlement and have to kill hell night cameron and cybermerkel.
>>
Is Gamemaker any good for Turn Based stuff?
I'm thinking of making an SRPG, but I don't know if gamemaker is the right choice
>>
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todo:
polish
collision detection
>>
>>146918303
There was an anon working on rule34 of the waifu jam girls, but I never saw him again, not sure if he finished anything.
>>
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>>146897502
Anyone have April 2 and April 3 of the recap?
>>
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>>146917852
>Who's the girl with the white hair?
>>
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>>146918409
I will play this.
>>
>>146918678
Ah. Placeholder-chan.
>>
>>146918547

As a guy personally responsible for a lot of disappointment from others for dropping several SRPGs, yes. It works well.

You do have to build it all from the ground up basically, its not like RPG maker or something, but its not hard from my experience.

Stats and everything are the big pain, but thats more monotony than anything.
>>
>>146918954
thanks for the input
do you think it would be hard to implement some kind of press-turn system, kind of like the one in some SMT games?
>>
>>146918147
>>146918292
Looks useful. I'll have to read up on how paths work to get enemy units to move one cell at a time. Thanks.
>>
>>146918574
and for anyone curious of the funny numbers

every shot you take, it hits all the enemies and bullets
if you miss, your combo exponent drops to 1
if you hit, your combo exponent is increased per enemy hit
then you add 2 ^ combo for every enemy hit
then you add 1 for every bullet intercepted

this encourages accurate and well timed play (e.g.: waiting for the right angle on a group of enemies, maybe later in the level) and for the player to get intimate with the level layout

now, what the fuck do I name the enemies, does anyone have better ideas for how the particles look, and how would you guys like to make some levels?
>>
>>146916801
I hear there's a fresh hot meme around here lately. Let's see it agdg.
>>
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>>146919285
>>
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>>146919285
>>
>>146919342
My favorite thing about that crap is that the hack who was copying awful sprites from google image search... dipped into mixels as well, making them even uglier.
>>
>>146919342
The faces look like that one comic with the orange hair guy doing really weird things
>>
>steamshit sufficiently shamed
Nice.
>>
>>146918650
Can't find them on the archive. Iirc Sayaka went MIA a couple of weeks around that time.
The scrapper was implemented on early May.

We should collect all the recap pic links from the archive and add a recap section on the aggydaddy site.
>>
>>146919631
ONLY PLACE WHERE YESDEVS ARE
>>
>>146919732
I've got an archive of everything up to date, minus those two.

I haven't been assed to update the index though:

www.homph.com/recap
>>
>>146919815
BEST MEMES AND THE NICEST PEOPLE PLUS WE HAVE A JANNY
>>
>>146919161
I don't really get what you're trying to do there, care to give a brief overview of the game?
>>
I've got a jock rash on my inner thights from gamedev and sitting all day getting sweaty in my pelvis area.
>>
>>146919631
This is starting to look an awful lot like source shitposting
>>
>>146919843
Nice. I'll give it a deep look on the archive for them. I'm almost sure there was no recap at least on one of those two missing weeks.
>>
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This is the most video game I've ever created in my life. You can jump and move and die then respawn. You can even double jump and "enemy step".
>>
>>146920073
this is the most video game i've ever seen in my life. gj
>>
>>146920043
Oops. Seem June 3 is missing too.

The archive not having a search is really inconvenient...
>>
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Samurai Cat

this sword is one of many weapons, an all of them are chargeable. Game is almost a hybrid of super metroid and Megaman
>>
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Added in a little transition sprite so the crawly guys aren't just flipping around the corners. Tomorrow I need to watch a video on how crabs walk and redraw the walk cycle for these guys.

In case anyone missed it I also got some more SPACE MUSIC written, for space-y things.

https://soundcloud.com/jasozz/space-jam-space-combat-01
>>
>>146920746
Neato

I like your water effect
>>
>>146920746
Does the game have some kind of screen filter, or is that just bad webm compression?
I don't really care for this type of game. But looks cute.
>>
>>146920001
Not until it goes on for 10 months.
>>
>>146917742
his slow movement is making me really anxious
>>
>>146920846

You jumped through an enemy at 0:18 without taking damage. Otherwise I like it very much.
>>
>>146921178
No worries, damage hasn't been implemented just yet. This is the first bit of progress for enemies, since I just got the level generator working not too long ago.
>>
>>146917461
>ded games
>ded waifus
AS EXPECTED.
>>
>>146920846
Looking good.

Can you shoot up/down/diagonally?
>>
>>146920073
i like the aestethics and color choice, also nice being able to see through what is it written in?
>>
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>>146920381
This one is June 3. It says June 1 but June 2 also does. Seems both April 2 and April 3 never happened.
>>
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reposting my music from earlier in case anyone else has feedback.

https://soundcloud.com/user-795244489/aftermath-orchestal-interlude

Would this fit in a game? if yes, any ideas what sorta game or scenario it would be in?
thanks
>>
how long should it take for me to stop being a useless peice of shit and work on my game
>>
>>146921432
Up and down, yes. Its sprited but not implemented just yet. I haven't decided for sure on diagonals yet. It'll probably depend on whether or not I find during testing the player winds up in alot of situations where diagonal shooting would have been super useful.
>>
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here's the video for a clearer view
https://www.youtube.com/watch?v=XlZMuuob9io

>>146921052
thanks. This water actually makes me look forward to making a water area
>>146921067
its just bad compression. i posted the video above. thanks
>>
>>146921619
It can take from as long as it should to as long as you allow it
>>
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He's fast!
>>
>>146921619
People will meme you about discipline but the truth is without motivation you will never make it.
>>
>>146921960
That's neato, anon.

>those AW buildings in the background
Now I feel like playing Advance Wars.
>>
>>146921960
Why is B-2 as fast as jet?
>>
>>146917390

Okay.
That'd probably be easier to do anyways.

I also really like using templates to create lots of different designs.

Now to go mess with shapes and sizes!
>>
>>146919883
It's a rail shooter. You load in a level, wherein you progress on the designer's curve at a set speed (you can slow down or speed up if you want to, but you can't change direction or stop). You have to then time well placed shots against enemies (think turrets, although I plan to introduce a bunch of different ones) and their projectiles to make it through with the highest score. Lining up better shots (almost like bowling), having a greater accuracy, and finishing the level faster (to be implemented) correlate with a higher score.

I'm thinking of making it such that if your score drops below zero, you have to start again.
>>
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Morning progress before going to work

Green square can now fly up to 5 seconds before needing to go back to the ground to jump
>>
>>146922176
Because I just copied over the same stats and AI as the fighter. Same reason why it's shooting missiles and chasing planes instead of dropping bombs on ground targets. Just thought it was funny before I start working on proper stats and AI
>>
>>146921394
No. Hiatus != dead. And Charlotte isn't even on hiatus anymore
Waifus banzaaaaaai
>>
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>>146922714
>Waifus banzaaaaaai
>2/20 waifus alive
>banzai
>>
>>146922714
>Hiatus != dead
Let's be real. How many years do Charlotte need to get a basic 2D platformer level running? And the Sunny dev has been lazy as fuck. I don't mind him having virtual sex with her all the time but he should try to progress on the game.
To extend that to the CGG dev, he hasn't done anything else than art recently.

Just face it, waifu games are cursed. The only one who got away is memedora.
I'm not counting in dreaming Sarah or Catmouth because they both got rushed and are not polished enough. That's the thing with artists, they just eventually get bored of programming at some point.
>>
>>146923157
100% of my waifu's games are alive
>>
>>146923157
Weekly waifu recap when?
>>
>>146923391
When you make it
As a rule, the recap thumbnails need to be lewd
>>
>>146921960
That looks so good.
I want to play it
and dev it
i'm jealous.
>>
>>146921796
If you put a black background with some stars on it, you got an entry for space jam.
>>
>>146923283
So you're saying there are at least 3 released waifu games? That's a lot of released games by AGDG standards.
>>
>>146923482
And the background image too, of course.
>>
>>146923681
>AGDG standards
They were done by teams. Even a nodev like me could release a waifu game if I had a musician and an artist.
>>
Added a camera icon for clarity so the player knows when their camera switches, working on weather effects like rain and stuff. Though I am trying to figure out how to do rain drops on the camera or is that too much?
>>
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welp just fucking kill me already

I give up
>>
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>>146924134
Webm didnt post
>>
>>146924026
They managed to colalb on top of that? Even more amazing
>>
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I added in a drop shadow, which helps a lot with clarity.
Does it seem like it's too big or too small?
>>
>>146924352
dude I can never ever tell where the character is when you post demos. the character needs to stand out more
>>
>>146924306
what's this, an overworld map?
>>
>>>/v/343140298
Wew lad
>>
>>146924306
Is that not what would happen in space? The gravity of the big one pulls it into the smaller. You just need to check for collisions?
>>
>>146924656
God I hate lolidev. Fuck pedos.
>>
Don't forget to join the
Keepefree.tm steamchat @
http://steamcommunity.com/groups/vgamedev2/
or the Keepefree.tm discord @
https://discord.gg/qptMA
>>
>>146925046
I'm not clicking on your virus links, anon.
>>
>>146924354
Alright now you're just doing it on purpose.

>>146924306
That's because it's not what is supposed to happen. You're touching here a very complex problem m8, and this is why we have teams of scientists doing the maths for things going into space.

Long story short you shouldn't have a predefined target like you do, rather you have to calculate it according to the gravity of all entities around. The critical part is the initial direction and velocity of your ship, and then it would use his own power to make adjustments during the ride. If you fuck up that part it should not even be able to come back to Earth.
>>
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>>146921463
Construct 2. The aesthetics are just because I don't have any sprites prepared yet, and need to see what I'm doing. I wanna keep track of everything, so it's easier to just plan ahead and have everything as very well defined boxes and colors.
I'm using C2 because I tried to make a game in Unreal 4 and it was too complicated even after weeks in tutorials. After seeing someone else do some 2d hand drawn fighting game work and do a lot with a little, I've been trying out C2 and I'm kinda loving it so far. My brother's had a lot of experience in it which has been insanely helpful. Otherwise, I'd probably have been as lost here as I was in UE4. Especially since every time he's not around, I get totally lost as to what to do next and how to do it. But that's why I'm here now! So I don't have to bug him constantly, and I get to learn how to make video games.

Oh, I'd also forgotten to show that the character can also switch between two states. Red one gives 20% overall speed boost, then back to pink puts it back to normal. I'm really proud of that one I figured it out all on my own!
>>
>>146925212
;_; b-b-but gamedev chat
>>
>>146924352
Pretty unnecessary to be honest.
>>
>>146923573
Thanks mate

Devving it is hell, I find a new bug in the AI every other day
>>
>>146925308
State shouldn't affect gravity
>>
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>>146925284
it's not an orbit simulator, the gameplay isn't about reaching the other planet, I just want a nice orbit-looking ish path for the ships to follow

>>146924716
nothing like this would actually happen in space, the path is just really crooked and inconsistent and I just want it to be smooth and nice ;_;
>>
>>146925046
>- Yesterday at 8:37 PM
why do you people try to force dead splinter groups alive
>>
[code]
TSubclassOf<UBlueprint> Entity;

ACustomGameMode(const FObjectInitializer& OI):
Super(OI),
Entity(ConstructorHelpers::FClassFinder<UBlueprint>(TEXT("Blueprint'/Game/Entity.Entity'")).Class)
{}

virtual void BeginPlay() override {
Super::BeginPlay();
GetWorld()->SpawnActor<UBlueprint>(Entity);
}
[/code]

what am I doing wrong, everything compiles fine, FClassFinder retval is not null but nothing is happening at all...
>>
>>146925735
It doesn't work perfectly, I'm frankly happy it works at all right now.
But yeah, while I'm on the subject I'm completely lost as to how movement works in this thing. There were some like, premade platforming options and controls, but I don't understand how they work.
Like what the fuck is a set y vector what do you mean negative y value goes up this is bullshit.
I don't really mean specifically y vector, but there are also a lot of other movement variables and velocities and shit, but I don't understand what they all do or how they interact.
Also to be completely honest, I dont really mind state affecting gravity because if I remember correctly in DMC3, going Devil Trigger even changed your gravity. I kinda like that I guess? But the problem is I don't understand what I did or how I did it.
>>
>>146924026
Then why aren't you?
>>
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>>146924443
You always say this and I know, I am listening and I'm trying. I am taking steps to help clarity for the last few days for example the Arrow pointing at the player at the start of every level, brighting up his white fur to be super white and visible, turning down the other colors and floor grid to darker tones etc.

If you have any other suggestions for clarity let me know because I'm doing all I can think of. Someone else asked about giving him an outline but that turned out REALLY bad:
https://i.gyazo.com/7f0f0d9168fd3d16ce11386a1a5875f8.gif

So the end result is to just brighten him up to crazy white amounts:
>>
>>146926670
Holy shit this is crazy invisible. Are you married to the stationary camera?
>>
>>146926670
zoom in the camera

everything else is a crutch
>>
>>146926670
He's actually not me this time.
Though I feel like the arrows pointing to him are a result of the lack of clarity instead of a design decision.
>>
>>146926670

Maybe you should make the map itself less busy as well. The bombs are completely distracting, I'd suggest halving their tail length and reducing or removing their lighting; they're plenty visible as they are.
>>
>>146926670
It would be fine if the lighting on the bombs wasn't so incredibly bright. That and the shadows they cast on the presents makes it so they're by far the busiest part of the screen.
>>
>>146926585

Give the little guy a mild pulsating glow! It will definitely help in making it stand out
>>
>>146926670
Tone down the neon pink assets.
>>
>>146926585
No need to troll, you're well aware that finding a musician is already hard, but finding an artist is even harder.

Unless you can pay both of them but this is outside the scope of an amateur dev general.
>>
>>146927867
I've seen at least 2 artist come to AGDG and offer to work for free on anything for several threads. Musicians offering free music are even more frequent
>>
>>146927867
Also, if making a team isn't easy to do then it's even more merit for waifu devs!
>>
someone seeking music.
Give me a reference for what kind of track you want and I'll see what I can do
any youtube/sc links are welcome.

no promises though.

I really shouldn't be procrastinating but oh well
>>
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>>146916801
>this dev only posts progress in /v/
>/v/ thread is moving 3x faster
Delete yourself agony doggy.
>>
>>146928427
>bad game dev only posts on /v/
oh no
>>
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On the one hand, it took me so long to really understand how ECS is supposed to work that I feel dumb, and am a little ashamed at how much time I "wasted" on previous efforts.

On the other hand, it's really nice to be able to plow ahead adding features without stopping to refactor all the time.
>>
>>146928427
/v/ threads are literally even more idea-guys/ blogposting vs amount of actual devs.
>>
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I fixed the camera shake, now it triggers after a certain amount of time falling. Toned down the intensity a bit
>>
>>146928525
>literally everyone in /v/ is stoked on that game
>it's going to be a success
>dev wants nothing to do with agdg
>>146928612
Literally incorrect the /v/ threads now have all of agdg devs + more devs with even more hype games

Delete yourself aggro dong.
>>
>>146921550
Give me a minute and I'll fix the ones with the wrong dates.
>>
>>146928639
Also can anyone tell me what the fuck is going on with Webm for retards? When I view the webm it's slightly cropped, then when I upload it here it has a black bar
>>
>>146928740
Reddit produces many times more successdevs than /agdg/ or /v/.
>>
>>146928740
>all of agdg devs + more devs with even more hype games
I've been lurking the /v/ threads since they started springing up more frequently.
most likely from /agdg/ splinter shitters and you're wrong for the most part.
>>
>>146928427
>>146928525
>>146928740
Eh? But that dev posted here plenty of times
>>
>>146928639
>EYE art and shaking when landing
Good taste

You probably don't need to worry about having a certain fall time before the screen shakes. The shake is pretty minor, and it looks like you have to be falling a long time to get it to. You could probably just have it shake after any jump higher than one from standing still
>>
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>tfw your code is now too big to just scroll through it all and have the part you were going to edit basically jump out at you
I've been both looking forward to and slightly dreading this moment, and now that it's here I'm a little resentful, but I appreciate it
>>
>>146928165
>I've seen at least 2 artist come to AGDG and offer to work for free on anything for several threads.
Are you the one making that same post all the time? We both know why it happened and how they were not really looking to "work for free" like you're assuming in here.

For example, as much as I like what theonian does with his art, the guy wasn't looking seriously for a team. He was just mad that his coder has ditched him and was reacting to all the "artists are ____" shitposts, which is understandable.

>>146928296
Again, use the facts properly. The "teams" were teams of friends from the get-go. Getting your friend to team up on something is easy, unless you have really bad friends.

I don't know why you're both so dead-set on not accepting the facts. Getting a "team" or a "collab" is not as easy as you're trying to tell here, and agdg is a living proof of that.
>>
>>146928427
>>146928740
What are you even doing here?
You haven't even done anything. You're boasting about how someone that isn't you is making a game somewhere that isn't here.
>>
>>146928876
True. I guess they don't call this place aging dung for nothing.
>>
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HUD is now reactive and enemies blow up.
>>
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>>146928947
I had it that way before, but it was a bit too jarring. It's nothing that can't be changed anyway, just two lines of code. Here's the old version for reference
>>
>>146929282
>What are you even doing here?
Just scoping out the gamedev happenings on 4chan. Looks like /v/ is still the place to be.

Nothing personable my child.
>>
>>146929367
I actually don't think that's too bad. It definitely would be fine with the reduced shaking in the other webm

But at the same time you're the one who's presumably seen that effect a million times so maybe it does get old after a while
>>
>>146929218
>they were not really looking to "work for free" like you're assuming in here
Elaborate?
>>
>>146929367
I think you should keep the shake, as it gives a sense of heavy weight to the mecha, but the shorter the fall is the subtler the shake should be so it doesn't get too annoying.
>>
>>146929486
Let me guess. You finally got unbanned and you just couldn't help it, because you're a fucking lunatic.
>>
>>146929218
>Getting your friend to team up on something is easy
Might be, but getting him to finish something with you isn't. We're talking about released games here. Also I don't think their teams being friends invalidates the result. Why don't you team up with your friends?
>>
>>146929349
I wish your furry shota there had rad battle armor instead of underwear, but I know that's your thing.
>>
>>146929550
>Elaborate
You said "work for free" but that's incorrect, I was just reacting to that. You probably missed the later posts but they talked about commissions.
>>
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>>146920381
>>146920043
>>146919843
>>146919732

Fixed date recap for June 2
>>
>>146929803
Great job, anon.
>>
>>146929792
No they didn't. I even got free art.
>>
>>146929490
Thinking that again, what >>146929602 would have been a better option. Make the intensity scale with the height is what I'm going to test now
>>
>>146929752
>Why don't you team up with your friends?
I'm pretty sure none of us have friends who are into gamedev otherwise we probably wouldn't be here.

>>146929896
Actually they did.
>>
>>146929349
whats this garbage written in

jk its not garbage
>>
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>>146929803
Fixed date recap for June 3
>>
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starting my sprite for kaiser wilhelm
>>
>>146929769
Programmer and I were joking about having him get armor as he progresses, then it'd be like Wonder Boy in Monster Land.
>>146929994
Scala.
>>
>>146929987
>I'm pretty sure none of us have friends who are into gamedev otherwise we probably wouldn't be here.
What. You just contradicted yourself, as you said those devs were working with their friends from the get-go and now you're saying no one here has friends into gamedev
>>
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Where did the time go.
>>>/v/343140507
>>
>>146930112
Is this the purple gooey hand game?
>>
>>146929987
>Actually they did.
Can't you post proof? Because all I saw was stuff like this
https://boards.fireden.net/vg/last/50/135115845/#135172880
Art guy literally offering to work as a slave and no one needed him.
Let me quote him
>It's a "I wanna practice my art skills and offer the result of said practice for free to make other artists mad" thing
>>
>>146930272
Yes
>>
>>146930131
>get armor as he progresses
For a sprite game, that would take a fuckton of spritework but I would love that.
>>
>>146929349
You're Anubisdev, right?
Did Anubis get finished already?
>>
>>146930530
That's what's keeping me from wanting to do it. Definitely ain't doing that for the demo.
>>146930693
No, got burnt out on animating the visual scenes and wanted to do some gameplay stuff. Seeing how lackluster MN9 was was inspirational
>>
>>146930046
Thanks, dude.
>>
>>146930830
>No, got burnt out on animating the visual scenes and wanted to do some gameplay stuff
It's funny to hear about a porn artist getting tired of working on porn, but it makes sense.
>>
>>146929698
Cool game breh.
>>
>>146930182
>You just contradicted yourself
What? How is them having gamedev friends BEFORE coming into agdg contradicts what I've just said?
The dreaming Sarah team, for example, got into agdg with a prototype already running, and it's not that uncommon in places like tigsource.

I was just talking from agdg perspective, all the devs that come here without a team beforehand are not going to make one after because if they had friends into gamedev they would probably already have some sort of demo running already.

>>146930353
>Can't you post proof?
Not really. I don't really keep track of the threads, I just remember that commissions have been mentioned along the lines.
And again, let's be real here : I'm not going to ask you what you received but this is agdg, chances are they're not going to call "practice art" usable art.
>>
>>146931028
Here's your contradiction
>I'm pretty sure none of us have friends who are into gamedev
>The "teams" were teams of friends from the get-go
>>
>>146930201
looks great, very nice pixel work.
>>
>>146931028
>>146931363
Why not take this argument to /v/? Agdg is dead.
>>
>>146931385
not mine m8.
Though I'd argue the pixel art quality.
>>
>>146931447
>agdg is dead
I love this meme
>>
why would you do this?
>>>/v/343145793
>>
>>146931363
In my last post I've just explained about the teams being pre-agdg though.
>>
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Now you can be the bomber. Player controls work and I gave them some reasonable stats so they're slower, less maneuverable, and have a lot more health than fighters. No AI yet. I'd also like to make some sort of directional machine gun that can be used for defense. Like four or five of them with their own AI on each bomber

Also craters for bomb impacts
>>
>>146931761
Even if they were pre-agdg the contradiction still stands as those devs have "friends who are into gamedev"
>>
>>146931695
>dev putting himself out there and getting positive feedback
Because people actually enjoy it when devs have an ounce of self esteem.

Excellent example of what a dev can be when they don't waste time with circlejerk chatrooms and /vg/ threads.
>>
>>146932041
>i'm not wasting time by telling people they're wasting time in /vg/
sasuga
>>
>>146931862
>bomber
you're absolutely destroying that progress, yo
>>
>>146930046
Can you confirm that June Week 2 is missing? (or repost it)
>>
>>146932041
>waste time with circlejerk chatrooms and /vg/ threads.
Speaking of that. Later,
>>
>>146932147
I have a job and a life outside of 4chan. I can waste my time however I like.
>>
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BACK IT ALL UP BEFORE ITS TOO LATE
>>
>>146932330
>I waste my time by preaching on an anonymous image-board why you should use X place instead of Y place

You sound like a prime example of an omega failed normie.
>>
>>146932325
This guy gets it.
>>
>>146932334
New wallpaper.
>>
File: Output.webm (3 MB, 796x596) Image search: [Google]
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incase anyone wants to play my shitty game I made in highschool heres a link: https://www.dropbox.com/s/6i5sir0prf8vp35/flixelchess.swf?dl=1

it controls like shit and is hard as fuck to win. glhf jump + kick to win I forget what the power bar does, there might be combos idk
>>
>>146920746
>>146921796
I imagined him meowing with each slash, just rapid fire meows (until i saw the video). nice work

>>146924352
When I saw that camera icon pop up I thought it was taking a screenshot. If you want to notify the player like that, how about a 3 frame animation of an arrow curving to show the direction it's rotating instead of a camera?

>>146926670
How about having the camera start out zoomed out like that to give a level overview, then it zooms in a bit on the player? Prob not what you're wanting to go for though, from the look of your webms.
How about decreasing the intensity of the fire trails on the spike balls? Have the closest few particles be yellow/red as if fire and the trailing ones a faded grey for smoke? Would be less color clutter.
>>
>>146932334
toot
>>
>>146932467
It's not a waste of time if I enjoy it. It's certainly a waste of time for you to argue with someone who has a job and a life outside of the internet if you yourself don't have a job or a life. You should be focusing on bigger things then getting upset at my posts, friendo.
>>
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I just want to be a famous dev like Phil Fish, but politically right leaning.
>>
>>146932626
>I have a life outside the internet and my job I swear
alri m8
>>
Enemy in an action game that stuns you and you have to mash left-right to get out of it
Yes or no?
>>
Just went through the sparky game engine series to learn how to into graphics. Are there any other good tutorials on game engines I can look at.
>>
>>146932681
So... how does that stop you?
>>
>>146932681
realistic auschwitz sim
>>
>>146932681
Start practicing to be a massive cunt right now. Don't let your dreams be dreams.

Build discipline
Get online resources
Get Feedback

You'll be there in no time.
>>
>>146932817
>he thinks having a job and a life outside the internet is so grandiose that people would lie to him about it
Strong life you got there.
>>
>>146932163
I just got done with a huge refactor that made a lot of things a lot easier so I've been breezing through some new stuff. It's been really nice, especially since refactoring took like a month
>>
>>146932860
It's fine but you have to make sure it isn't annoying
>>
Forgot to post in the recap, fug
>>
>>146930201
amazing pixel art! i will watch for your game, I want to play it.

>>146931862
nice work making progress, your game reminds me of an older windows game i used to play called Critical Mass. although your game is not turn based and it's more like the majority of other 2d air combat games. i think it's the aesthetic that takes me back. https://www.youtube.com/watch?v=6KpC0Fsm1vk
>>
>>146932997
No, but actual chads and normies aren't sitting on 4chan bragging about their social life. they're going out and actually living it.

You omegas are the cutest.
>>
>>146931695
>thread is literally exploding with positive feedback right now
>you posted it here as if to be snarky about it and expecting us to deride it
I would neck myself if I were you.
>>
>>146933193
No, I am just genuinely curious why you would risk your game like that.
>>
>>146933175
>you're still replying as if this is an argument worth "winning"
>you were triggered by someone implying that you're wasting time
>calling people "omegas"
What's really bothering you? Doesn't seem like something winning an internet slapfight is going to fix for you champ.
>>
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How's my knight looking? Its my first character sprite ever. Trying to keep it simple but stylized.
>>
>>146933670
bleh
>>
>>146933670
I just realized how hard it is to see the sword, but it just goes straight down from the hilt in white
>>
>>146925869
try using the actual base class name instead of UBlueprint and do "Blueprint'/Game/Entity.Entity_C'"
>>
>>146933296
The dev has self esteem and knows that positive feedback is worth the risk of triggering autists. It's currently paying off. The real risk would be returning to /v/ again and again fishing for the same response until he wears out his welcome which he can avoid by just posting further updates in the /v/ gamedev threads.
>>
>>146933763
Any suggestions?
>>
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I carved out a chunk of land for the forest area. There's gotta be a faster/smarter way to do this but I have no idea what I'm doing, so. Painting the mountain things took a while and it's not even good.

I only have 1 tree right now and it sucks so I dunno how I'm gonna make a forest. I tried looking for some models and they all either imported wrong or were messed up some other way. I'll figure something out, eventually.
>>
>>146933862
Don't do single "pixel" limbs.
Maybe learn to draw first so higher-res is easier.

armor is generic
colors clash.
don't use pure colors.
>>
>>146934031
>they all either imported wrong or were messed up some other way
yay gamedev
>>
>>146934129
So I shouldn't go with 16X16?
>>
>>146934339
You should not.
>>
>>146934445
Would the next logical dimension be 32X32?
>>
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>>146926865
You can rotate the camera by pressing the q, and e keys.

>>146926881
The camera is pretty close in, zooming it in farther you cant see the whole level. That would just create more un-clarity.

>>146927131
>>146927427
I took away the lights but I will keep the tail on the spike ball projectiles mainly so the player is able to realize what tile that projectile effects.

>>146927650
The pink assets are the pink goals and pink puzzle cube they need to bright for clarity.

>>146927462
I like this idea I will do this. I hope (webm related) this is enough glow but sadly any glow I add to Boku blinks with every roll he makes not sure if its going to be rejected by people or not.

>>146931447
yesdevs posting progress and responding to feedback will always keep agdg alive. Even if there is only one and we know that isn't just one.
>>
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>>146934502
Even marginally more detail can make things much more readable.
>>
>>146934551
Those limbs are pretty great compared to the one pixel ones
>>
>>146934641
Yep, and they're 25 years old.
If this was video games 25 years ago, it can be video games today.
>>
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>>146933670
>>146934502
Just realize that this is 4x as much work per sprite. Then multiply that times each frame of every animation.

On the other hand, working at 16 x 16 or smaller (pic related is 5 x 5) leaves less margin for error. Every pixel that you place at that scale matters. One pixel limbs are acceptable at very low resolutions. At higher resolutions they become a stylistic choice.
>>
>>146935116
16x16 characters sprites isn't an acceptable resolution though, so that doesn't matter
>>
>>146935116
>One pixel limbs are acceptable at very low resolutions.
Not even fucking Zelda 1 pulled the pixel shit limbs.
>>
>>146935116
Well that's something we kinda take for granted. Making something that looks better obviously takes more work and more time. But the final result is worth the effort.
>>
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>tfw no idea how to design a good ui
QUICK what are some good party-based rpg interfaces?
>>
>>146934543
why do you need to see the whole level?
>>
>>146935320
Trick question, there aren't any
>>
>>146935428
crap
>>
>>146935281
>>146935232
Historical pixel games were striving for realism and hitting the limits of the technology. Why the fuck are you using pixels today if you're not going for stylization? Very low rez is one possible style that brings out the strength of pixel art.
>>
>>146935568
if someone wants to be a lazy piece of shit and make super-lowres graphics, fine
if they're literally making something for atari hardware, fine
but don't pretend it's an artistic choice
>>
>>146935784
>it's a choice concerning the game's art
>it's somehow not an artistic choice
kek
>>
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holy shit I figured it out

F2 is the intersection of the lines produced by reflection off of two tangents
>>
>>146935784
Being a 1MA sometimes feels like working with the limitations of the past. You have this idea, but you simply can not afford all the resource it would need, so you need to be creative or cut some parts. No 3D in sight? No problem, here's raycasting, or digitized actors. No more than 3 tunes at a time? No problem, lets at least make the music as memorable as possible.

Being 1MA is just like that. No time or skill for properly animate? Here's a game about cubes or a game with very minimalist art.
>>
>>146935568
>Historical pixel games
What?
>were striving for realism
Not always. Games like Zelda were heavily stilzed too, to the point even with that low resolution they had their own and identificalbe style amongs other games.
>and hitting the limits of the technology
And even then they made the best effort to make it look nice and detailed, and that why people still love how they look today.
>Why the fuck are you using pixels today if you're not going for stylization?
Stylization != minimalism
>that brings out the strength of pixel art
Low rez can bring the strenght of pixel art, in the way I mentioned before for NES games. But now take a look at most games with I pixel limbs. How different the art looks beetween each other? Not too much, because at that low resolution, is pretty difficult to have a definided or unique art style. In 30 years no one will be able to tell one of those games apart from each other, but they will be still able to tell apart Zelda from Megaman or Contra.
>>
>>146934543
take away the rain, dull down the effects. theres just way too much shit going on man. also the dust coming off the cannons should be removed
>>
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Let's do it, aggy!
>>
>>146936604
You can barely see the rain, and R A I N.
>>
>shitting on pixel limbs
Hey faggot I know it's hard for you to understand but not everyone here is an artist. Programmer art exists for a reason.
>>
>>146936938
Oh yeah!
>>
>>146933670
>not ONE post with the sword
I'm proud of you, AGDG
>>
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>>146936391
here we go, this is it
I am a genius
>>
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>>146936391
>>146938256
I don't understand
>>
New to the thread, about to ask a stupid question that I'm sure gets asked all the time

Where the fuck do I start?

I know enough about C++ to get started, or at least pick up new concepts, but I have no clue how to implement it into game design. I've no idea how to pick an engine to start with. I'm not sure what the starting steps/required tools are for starting a project

I'm just. Geez. Don't even know what to do first
>>
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>>146938771
F2 is the intersection of reflected rays from F1 from any two given tangents

when you have F1, the sun, tangent A, planet A, tangent B, planet B you have F2

when you have F1, F2 and the sum of the distances to a point on the circumference you have an ellipse

when you have an ellipse you have an orbit

you can even specify the tangents in terms of a point on an escape trajectory from a planet, for a seamless transition
>>
>>146938876
Start with a Game Design Document, anon! The first step on the road to completion is having a map that shows you how to get there! If you're able to crystallize your thoughts into a concise and specific document, then all you need to do is follow the words!

Have you read the Torment vision statement?
http://ocw.metu.edu.tr/pluginfile.php/7939/mod_folder/content/0/Torment_Vision_Statement_1997.pdf
>>
>>146938876
>>146939135
This and start with assets, not software. #1 reason of leaving a game unfinished is an overambitious idea that fails when you realize the amount of work you're facing.
>>
>>146939391
both assets and software should be realistic

you may make assets for a game that is impossibly difficult to program, or program for a game that needs too many high quality assets

balance
Thread replies: 255
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