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/agdg/ - Amateur Game Dev General
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Last thread: >>146985101

> 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/

Sudden Announcement edition

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
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>>147045814
this gif makes me angry
>>
>>147045847
>gif
I can see why
>>
CodeBlocks or Visual Studio for C++?
>>
>>147045814
make it a sphere
>>
>>147045902
Visual studio because I use it
>>
>>147045847
A real dev would use an anime girl instead of a dog.
>>
>Decide sunday night that I'm going to buckle down and get dev shit done
>Wednesday night still nothing
>>
>>147045992
Wow, I am in exactly the same situation.
Makes you think, huh?
>>
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Here's some progress, 2 days work so far, intend to submit this to Demo Day 9 as a sacrifice instead of BANCHOMANS, since that isn't ready yet.

What should I call it? Candidates:
SKULLWHIPZ
SKULLFLAILZ
SKULLBROZ
SKULLINATORZ

(The "Z" postfix and the "SKULL" prefix are necessary.)

(If you can think up something better I'm all ears, I'm fucking terrible at naming my games)
>>
>>147046129
I like the juice, but I'm not sure if it'd actually be more fun to play...

SkullycloneZ?
>>
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"""Progress"""

>Tried adding bloom, but it kills the framerate with a large number of bullets
>Simple combo mechanic

Choppy webm due to compression, shit
>>
The question of game loops and frame rates really mystifies me since the very beginning. Most tutorials just tell you to cap it at 60 FPS (so the loop runs every ~16 milliseconds) or tell you to rely on VSYNC. What do you do, /agdg/?

What I would like to have is a method, which lets the machine take as much time as needed for rendering a frame, but maybe have a minimum cap around VSYNC time (so for example at 60FPS the rendering can take longer than 16 milliseconds, but can not be faster than that). I would move my objects based on this passed time. So I would tell my entities to move X pixels per second instead of moving X pixels per frame, which means that they would move with x*passedTime. In this way, the entities would behave the same regardless of hardware.

How can I achieve this? I hope my explanation was clear. I'm using SDL2, by the way, but I think there's an overall solution which works in every environment.
>>
I am making a tile based engine for an RTS. Am i only a game dev once I have gameplay?
>>
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this is your motivation for today
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Spent the last few hours modeling out a character. Hair is so goddamn hard to make by the way. I'm going to retopologize his nasty hair eventually. Going to paint the ears in as a texture rather than model them, but I do have some pre-made ears I could attach on in case the painted ears look too weird. Anyway, what do you think are some major issues with pic related? Anything in particular you like about it?

For 3d models, eye lashes are (usually) made with planes and a transparent image texture is applied to it, that's why the eyelashes are the way the are at the moment.
>>
>>147046129
I like SKULLWHIPZ - it tells you everything you need to know. You should go with that
>>
>>147046129
MIXSKULLZ
>>
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Can I get some advice on how to lay out my combat UI?

I need buttons to end the current turn, block with a shield, and attack with left-hand weapon (attacking with right hand weapon doesn't need a button, you just click on an enemy in range).

The bottom of the screen is already covered in cards, I don't know if there's room to cram a bunch of buttons there.

I was thinking of having a right-click menu that pops up? It would allow for easy targeting of block/attack skills, because you wouldn't have to push a button THEN click a tile. Another option is just having those abilities be hotkeys.

Both options are kinda unintuitive though.
>>
>>147046895
are those hearthstone cards
>>
>>147046670
Zarya is ANGERY
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>>147046621
This is how I read it.
>>
>>147045902
Use CodeBlocks if you plan releasing on Linux, unless you can tell the differences between what works in VC++ and mingw.
>>
LWJGL for 3D gamgam, any tips on previous experience?
>>
>>147046309

nice
>>
>>147046895
have the cards slide out view unless they're selected/ in use. Then in place of cards have your battle ui
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>>147046309
Looks good even with those simple shapes. But the framerate bro, you gotta fix that shit, it's unacceptable with this amount of objects. What are you using?
>>
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>>147046946
Yes, I would have ripped a different TCG's card design off but they literally all look shit, card art notwithstanding.
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>>147047118
>my soul when
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>>147046895
Hotkeys would be good but you probably also want something onscreen the player could click quickly during combat.
>>
>>147046895

ohh shit son looking like a legit game
>>
>>147045902

What OS are you in?

Use vim and compile from terminal. It will save you time and from further headache later on
>>
>>147046350
This is actually a lot more complicatd topic than most think. There is pretty good rundown called fix your framerate out on the internets.
>>
>>147046350
http://gafferongames.com/game-physics/fix-your-timestep/
http://www.koonsolo.com/news/dewitters-gameloop/

Read both of those.
>>
>>147047204
Do you not think only being able to see your cards when you mouse-over them would make it hard to plan your turn out? Players might forget what cards they had drawn.

>>147047242
So then do I put the buttons in the bottom left? Should they have a background behind them, or just floating buttons? There are only going to be 3 so a background feels overpowering and cluttered.
>>
some guy started telling me how hes making a 3d rpg and when i asked him what modeling program his response was that he used various programs but cant remember the name of them
>>
>>147047367
>>147047449
Thank you! I was not aware of the second article, maybe that will help. However it's somehow comforting to know that there are many different approaches to this subject, and even if someone says go with this or that, there's no actual best practice, so there's a lot of room for experimenting.
>>
>>147047558
Yeah I would probably do without a background. If these actions are important you might want to look at where rts and moba and diablo games put these things.
>>
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>>147047558
Then have cards slightly out of screen, or perhaps transparent until highlighted.
>>
>>147046129
I like SKULLWHIPZ.
Game looks fun but, how do you control the skull anyway? It looks to me like the kind of game that will feel awesome with a gamepad.
>>
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>>147046670
Don't ask me why I spent so much to make this
>>
>>147047924

cool story
>>
>>147048532
kek if it looka like that in game I'd play it.
>>
>>147047205
Game maker studio. I'll need to check if the lag is due to the bloom itself or the multiple renderings...
>>
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Listen up folks. I'm nodev.
>>
>>147048705
I'm nodev too.
>>
>>147046129
>SKULLWHIPZ
This is the best, don't forget to give it a cool subtitle like "unlive to whip another day"
>>
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>>147048705
me three. ill never make my scalefag game
>>
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>>147046129
it's not a whip breh, it's a flail

unrelated
>tfw collision detection inspires you to change primary mechanics, your level editor, and your whole level design workflow
>tfw slowly losing inspiration
>>
>>147048705
>>147048749
>>147048809
We are all nodev, wasting time (not) trying to make games instead of playing them.
>>
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>shitty loop going o 2^n
>waste three fucking hours trying to optimize it
>no longer works
>have to revert until it works again to restart optimizing

epin, just epin

kill me
>>
>>147048936
>o 2^n
the fuck does that mean?
>>
>>147048936
Maybe you should've made game instead.
>>
>>147048673
Bloom should be costly per pixel and not tied to draw calls. You might just be experiencing two performance problems at once though.
>>
>>147048961
https://en.wikipedia.org/wiki/Big_O_notation
>>
>>147048961
it means that the efficiency of the loop scales exponentially, although how one achieves a 2^n loop is beyond my understanding
>>
>>147046309
How are you implementing the bloom effect?
Are you using surfaces?
>>
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>mfw i spent 2 weeks learning Maya and the uni i'm going to uses 3ds max
>>
>>147046309
I wish my shmup was this tight.
>>
>>147048705
I am as well. My shame is eternal.
>>
>>147049325
>complaining when you get the chance to have your own student license and free learning on 3ds max
>>
>>147046969
Yea, as I was making the hair, my mind instantly went to "this is reminding me of Zarya."

>>147048532
You're at least aware of the main inspiration. Thanks for this by the way.
>>
>>147049227
I'm drawing everything I want to bloom to a surface, then draw that surface twice, once without bloom and once with a blur shader applied.
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>tfw got banned for posting a lewd pic on /v/
Fuck I didn't notice that nipple! Oh well, I'm back now.

I spent these three days of vacation I made some props for the stage (I'd like to make the stage feel more alive but I don't know if I'll make it in time for DD9).
Also started mapping out the song I received from my musicbro, it's hard as fuck to get the timings right.
As you can see from the webm, I suck at my own game.

I tried implementing various short animations the idol will do almost at every note the player hits. Now they're completely random, and i don't really like how it came out honestly. I'll work on this some more but I might scrap it and go back to how it was before.
>>
>>147050149
>Project Idol Bunny
>Available soon on your "demo day"
I like it.
>>
>>147050149
Your main problem is that the animation is delayed, so she does something off-beat. It would be better to have a build up animation and then the payoff when you hit the button, or her slipping up and looking foolish if you miss the right button.
>>
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does the guy who made 9th dawn 2 come here?
he posted some gift codes in a geame dev thread on /v/ and i really like it so far
>>
>>147045902
Cmake
>>
>>147050361
DELETE THIS

I MEAN IT
>>
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it's a lot of hard work
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>>147050590
okay
>>
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so is 6dof witching dead
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>>147050383
I've been playing that game a bit too. It's pretty fun.
>>
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>>147049620
If you are drawing what you want to bloom to the surface on the step event, you'll get a lot of lag there. Do it on the End Step event instead.
If is not that, try deactivating the blur shader, if you don't get fps drops then, you can make the blur effect with the same surfaces.

Create two surfaces, set interpolation on and draw screen scaled to a smaller size (I'm using 0.5) to one surface Then draw that surface to the other scaled the double to the previous one scalled again (you get the screen drawn on a surface at 0.25 of its size) Turn interpolation off
On the draw event turn interpolation on again , set blend mode to add and draw that surface stretched to the screen full size (in my case x4). Mess with the alpha or the amount of draw calls to get more or less bloom. Turn interpolation off and set blend mode to normal at the end.

That what I'm doing for this effect, just using surfaces no shaders at all, and while my game is way simpler than yours I can run it on a toaster with 1GB of RAM without any FPS drops.
>>
>>147050149
Looking really cute.
>>
>>147050753
do you know what the different stats do? especially int and wis?
i tried checking the game site but theres like no info there and the steam forum doesnt have anything usefull either
>>
>>147050383
I wish this was me, but I can't get past the Roses and Wine phase it seems.
>>
>>147050149
The stage is a nice addition. Will you create models for the audience or stay with these featureless figurines?

>>147050590
Fan arts are nice.
>>
>>147050383
He used to.
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>>147050149
You could make the satege feel more alive with lights like this (not even real lights, just a couple of layers on top of everything) Even better if the lights change color randomly. Audience could move up and down randomly too.
>>
>>147051471
he should make the audience wave glowsticks to react to good timing and stop waving when you mess up
>>
Post the uncensored version on imgur please
>>
>>147051471
>>147051260
I really like the idea of moving and color-changing spotlights.
I'm already planning on making actual models for the audience who will move and jump and shit during the game.

>>147051557
Fuck off dogposter.
>>
>>147050361
10/10 agdg needs more lewds
>>
>>147051471
Are you the guy who made that chair spinning game last year by any chance?
>>
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>>147051551
This
>>
>>147051643
Nope. Why?
>>
>>147046670
looks like a disney dude.
>>
>>147049325
max is better for modelling. you are going to enjoy it.
>>
>>147051557
>>147051723
delet these
>>
>>147050149
If you want the dancing to ever look good you're going to have to work on some sort of procedural animation system.
>>
>>147051983
and fix up the model
>>
C# let me switch on a reference goddamnit I know its just a pointer on the inside.
>>
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>>147051940
Whoa, do you have super powers?

>>147051830
And its a FREE max to boot. He is blessed. All I got was free Windows 7, and now that pirates get free Windows 10 I feel even that wasn't worth it.
>>
>>147052123

How did this autist even make it through? I thought sperm banks were heavily regulated and didn't take any random retard's spunk.
>>
>>147052123
wait what? did he receive a free comercial license to use max?
>>
>>147052335
go to sleep shitposter.
>>
>>147052487

When I get my answer.
>>
my sperm all have university degrees
>>
>>147046309
Feels pretty nice. Definitely on the right track. Take a break from juice and work on your performance.

Some ideas:
-Are the projectiles actually low polly 3D? Its hard to tell. If so, I'd revert them to a sprites. Visually there shouldn't be much differnece.

-Same for explosions. A lot of older games did this sort of thing with their projectiles & effects. Diablo2 is a good example.

-Do some testing with the trail. Does disabling it improve frame rate by a significant margin?
>>
>>147050923
WHERE'S BOKU
>>
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Spaceship decapitation progress-- ZIP ZILCH NADA in the way of memeables, but I'm feeling good.

- I got a personal SVN repository hosted because botnet drive was choking on all the Unity build files. Committing changes feels so neckbeardy.

- My guns now have aiming tracers. I think I'll have piddly guns be hitscan and really solid ones be projectile-based. Haven't even gotten them to fire yet because I spent my few free hours on the next one.

- I managed to call Lp_solve from Unity. I'm going to use it for balancing thrusters on damaged ships. It actually wasn't hard, but I bounced for a few hours between using Google's optimization library, a crappy C# Simplex I found on Github, or doing some illegal "shut one eye" shit with the free edition of Alglib (wouldn't have worked anyway, it's really slow for linear optimization). I fucking love these C-style underscores. They remind me of my time spent battling libcurl in uni.

Thankfully, tomorrow is my last day of work before le ebin mudslime holiday. I'm going to have to fight to get a minimum-viable tech demo out the door to properly showcase my dorffort-ass damage system, so you may not see ship welding on Demo Day 9.
>>
>>147052123
how does this even happen
>>
>>147052393
Students get a free license, I doubt its commercial, but you can produce and publish.
>>
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>>147052863
wrong screenshot, wanted to show the tracers too
>>
Thinking about going the Minecraft route and selling my game as an early alpha, then continue working on it, and raising the price as it gets better.

Has anyone tried this? Is it a dumb idea unless your game is as popular as Minecraft? I don't expect to make much money, if I can cover a month's gym dues I'd be totally happy with that.
>>
>>147051687
Similar art style.
>>
>>147053241
Yes, It's called early access.
>>
>>147053347
Oh yeah, I guess that was kind of a dumb question but I don't really use Steam so I forgot about how popular Early Access is. Thanks, anon.
>>
>>147053241
It's good if your game has potentially infinite content.
Otherwise forget about it.
>>
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I understand building 2d games from scratch, it's relatively easy and you just draw images to your window, but what's the benefit of doing 3d from scratch? With things like Unreal or blender already existing, why does a dev want to kill themselves with the progress of 3d rendering?

I'm not knocking it, if there's any benefits I'd definitely give it a shot myself. So I'm just curious.
>>
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>>147053852
Depends on what you need, doesn't it? Indie games generally don't need photorealistic rendering and a small indie team can't create the high quality assets for a full scale photorealistic game in any case. Low poly 3d is not difficult to do in your own engine or in a pure graphics engine like ogre.
>>
>>147053852
>what's the benefit of doing 3d from scratch

None, unless you want to sell the engine yourself, like Unreal crew do.
>>
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>>147046895

Ever considered something less traditional?

Make it a pile of clickable gear the person would actually wear.
When you mouse over the piece glows and the 'name' of the action is displayed. This serves to give the character some extra personality as well.

It doesn't really matter if i.e. the person doesn't have a shield equipped. It'd still work and get the point across.
>>
>>147053980
you loose time to get freedom. its all about time in the end.
>>
>>147046129
skullchainz
skullarizerz
>>
>>147046129
Skull Ball Z
>>
>>147046129
2cool4zkull
>>
>>147046129
Cool juice mate.
>>
>>147046895
shit looks like a good idea. im dying to see some gameplay.
>>
>>147052950
Are those ships from the Battleships Forever forums?
>>
>>147054103
This looks good. With that much stuff covering the bottom of the screen there should probably be a UI background for a consistent appearance
>>
Is GM a bad idea to use for detailed tycoon games? Either I'm doing something wrong (too many objects perhaps), or it turns into a bit of a clusterfuck
>>
>>147055227
GM is kinda alright, you just have to be hypervigilant to organize your shit well if you're going to have a large project.
>>
>>147055283
not him, but could you elaborate on what you mean by that? new to GM here
>>
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I tried throwing together a radial menu for combat shortcuts as well as visualizing the turn in place functionality.
>>
>>147055417
As a programmer, I found it really easy to make a huge goddamn mess with Game Maker. My code is generally very neat, but with Game Maker I was up to my eyeballs in spaghetti in no time.

Perhaps I should chalk it up to my inexperience (several months) with Game Maker, though.
>>
>>147055227
What kind of tycoon game?
Tycoon games are just a subgenre of simulation games. You shouldn't need that many objects unless you are doing something like TTD.
I've coded a couple of those in the past, give us more details and maybe we can help you optimize it.
>>
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>>147046129
call it Hammerfight
>>
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>>147055514
>that intense zoom while the two characters headbutt each other
I love it
>>
fuck ... i will try to make a procedural dungeon generation thing again. wish me luck, also any matrial on the subject would be nice. thanks (i use C# by the way).
>>
>>147055514
>another waifu game
Don't let us down like all the others now.
>>
>>147050794
>>147046309

I just found out about surfaces in game maker. Are there any good guides/tutorials on them? I want to understand them and how they're used instead of copying someone's effects.

>>147052950
Specifically inspired by this dev's ship destruction. I want to know if it's possible to capture small sprite images and distort them for limb dismemberment.
>>
>>147054991
Yes. I made both of them and have posted them in the past, but the links are dead because I uploaded them to Majhost or some stupid shit like that.
>>
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Well, are you, /agdg/?
>>
>>147056173
wow Nicky Minaj lost a lot of weight.
>>
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>>147056173
@googum
>>
>>147056173
When's that again mate
>>
>>147056173
I was hoping to get a cute 2or3D girl from the collab or free artists agdg posts but I got nothing so can't make demo.

That's the only thing I need to get motivated I swear.
>>
Russian enginedevs have gone with Rust as their weapon of choice

https://www.youtube.com/watch?v=40DGf1eKb_Y

Why are you still fucking around with C/C++?
>>
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>Learning art
>Drawings look like shit
>Spend a week doing nothing but legs and hips
>Come out looking marginly better
>Try to do the rest of the body
>The upper body looks way worse than it did before
>Have hardly any experience with faces and hair
This is going to be a never ending cycle of trying to get better at art and nodeving
>>
>>147056046
This one is the most complete I have seen so far.
forums.tigsource.com/index.php?topic=7441.0

>>147056173
Almost!
>>
>>147056580
Because rust is a meme language, russian devs could make an engine out of bits of strings so it doesn't count.
>>
>>147056889
Thanks for the resource anon.
>>
>>147056580
Holy keks
They run as if they had shat their pants
More like ShartBringer amiright?
>>
Starting to work on an idea for a game and so far have someone doing character art for me. I have written down ideas for the plot and characters and relised I have no idea how to put together a design document?
>>
>>147057164
The secret is to replace all the characters with cute manga girls.
>>
>>147057164
>tripfag
>ideasguy
>wanting to make a dumb design doc
Off to TIG you nodev fag
>>
>>147057313
You forgot
>facebook image filename
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>>147057363
you have a problem with facebook image filenames?
>>
>>147057313
I've actually made some gameplay demo's in unity, also whats wrong with making a design document
I forgot to drop the trip from another thread
>>147057363
My friend sent me his latest sketch over messanger
>>
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I guess that tedious refactor of the event scheduler I did earlier today is finally going to start paying off.
>>
>>147057573
Can you react in time to dodge the trap?
>>
>>147057573
lul
>>
>>147057126
Reminds me of the Morrowind walk cycle. I can't play that game vanilla anymore without breaking out laughing.
>>
>>147057639
No, the scheduler will wait until any events of this kind are finished before proceeding. To make it dodgeable I would need to let it run outside the event system during its animation. For this game that wouldn't really make sense right now since it does the roguelike thing where everything pauses while the player is taking their turn.
>>
>>147047207
check out the heartstone art talk on GDC, it covers how blizz made TCG appealing to plebs
>>
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This was dumb
>>
>>147056580

Sick of hearing about this language

It has ONE feature (safety) where it's stronger than C, it's weaker everywhere else
- Runs slow
- Compiles slow
- No numbers in templates
- No implicit casts
- No polymorphism
- Interface system is worse than Go with all the same drawbacks
- None of the libraries work on Windows

Nobody will ever sell a game made in this language, nobody will ever use it at work
>>
>>147057915
Fits Strangely well desu
>>
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>>147057876
I like it still. I was just curious as the text read watch out. Looks good anon.

Can someone critique my arms. It looks like he's swimming I think.
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You're making progress on your game for once when this nodev comes up from behind and slaps your ass. What do you do?
>>
>>147056580
>physics
they ddidnt actually write that in rust they just made used c bindings to some phycisc engine,
come on,
>>
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Back to show my progress.
Basically just beefing up my one character then doing the same for the rest.
Right now he has a melee attack, a ranged skill that shoots 2 rockets, one knockback/escape, one an ultimate that fires a barrage of rockets.
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>>147058060
shit that was meant for ants
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>>147058060
Wait, I think I have it now.

On the arms I think they are going a bit high.
>>
>>147058289
Yeah I like that. If you want the trap to be avoidable that definitely works.

I'll lower the arms and see how it looks.
>>
>>147058246
why is there a frame where his head becomes disconnected
>>
>>147058479
The character is canadian
>>
Someone give a weird game to make.
>>
>>147058576
I don't get it
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Progress Time
>Tweaking difficulty to adapt it to the new level design
>Still messing with hitboxes
>Added a couple of options the player can mess with. Will add an actual options menu eventually
>Added auto-saving and loading said configuration.
>Testing new title screen, still needs polishing
>Cleaned some code.
>Fixed a couple of bugs, and found a couple of new ones
As soon as I finish the new title screen, and fix the new bugs I'll be ready for Demo Day.
>>
>>147058245
Damn
This is the mecha game AGDG needs.

>>147058246
What's with the transparent pixels on the legs?
Also, the character throws his arms way too far up, it looks silly.

>>147058613
Just take two weird concept and smush them together. Here: INCREMENTAL PONG.
It'll be weird. Can't guarantee it'll be good, of course.
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>>147058613
a card game
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>>147058665
South Park reference.
>>
>>147058613
You run a shopping trolley repair shack

You have to painstakingly inspect every bit of metal lattice making sure they are all straight, realign and oil the wheels, repaint the parts that need painting
You expand your operation, hiring employees, and discover a secret underground trolley mafia who doesn't like what you're doing
It becomes a racing game where you must now sit in your repaired trolleys and do sick drifts in order to take over the mafia
>>
>>147052863
>SVN
>>
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>>
https://www.youtube.com/watch?v=KxGRhd_iWuE
You're going to make it, anon
>>
>>147058479
I hastily ask for criticism before I'm done and kek.
>>147058753
Time to get his arms lowered.
>>
>>147058871
Dead waifu
>>
>>147059004
The best kind
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>>147058871
>another ded waifu game
>>
>>147058753
How should I progress though, I'm thinking of team based arena brawl with secondary objectives like power ups so the gameplay won't be that one dimensional.
>>
>>147056802
I know your feeling man
tfw is more easy for you to draw an ass than the hands
anyway you never stop learning, so keep it up!
>>
>>147055168
Yeah, why not. Give it a dark marble/stone background with some gothic stonework. I got the idea from the old Commandos games UI.
>>
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any games that inspire you fellas?
Mega Man Legends for me
>>
>>147058130
>>147059210
Stop trying to derail the thread.
>>
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Does the arm curl look stupid?
>>
>>147056075
man i KNEW i recognized that style from somewhere

godspeed on your 2D spess ships
>>
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so what happened to that kobold faggot
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>>147059045
>>
>>147059673
bullied to suicide
>>
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>>147057403
>>
>>147059210
Crash Bandicoot 3: Warped
>>
>/dangeru/ - VA-11 HALL-A General
Wow I just noticed that this agdg game has it own vg general.
>>
>>147059578
can you please post a bigger gif?
>>
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>>147060094
Sorry I've got my screen super zoomed and I forget all the time.
>>
>>147059906
>they never gave us keys
Betrayed us just like hopoo
>>
>>147060158
what are you talking about? hopoo gave all of steamchat keys
>>
>>147060158
this thread should be called /beggars/, because you beg for all the fucking keys when game hit steam, instead of just like make game.
>>
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>>147059090
Yeah but its just really REALLY frustrating
The satisfaction of getting shit done is nice, but the idea that its just a looooong battle with myself can get to you
I think Im past that depressing stage of thinking I'll never get better, but I have also started to drink more, might be a part of that
>>
>>147060094
How difficult could be making a custom CSS/or browser extension to add a zoom feature like the one on pixelation?
Would be really usefull for /vr/ and /agdg/
>>
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So I'm trying to be a good kid and use modern OpenGL instead of using all the deprecated shit and I'm currently bashing my head against a wall just trying to get textures to render properly. I thought I'd start by testing it out with my FBO and then moving on to the rest of my rendering code.

This is my vertex shader
http://pastebin.com/vaL5h029

I'm handing over the projection and modelview matrices as uniforms and I think the vertices in my VBO correct.

Pic related has working old version on the left and broken new version on the right. I'm also using an orthographic projection from glOrtho, since this is a 2D game. I know I've fucked up somewhere. I just don't know where yet. I hope someone who understands this hell will pity me and give me a nudge in the right direction.
>>
>>147060253
>steamchat
Steamchat isn't agdg
Look at those fucking members, 1% of them even post here.
>>
>>147060154
I really like it
>>147060158
>It's bad if you come here to shill but It's good if you give free shit
Fuck you, people deserve some money for they work.
>>
>>147050383
he still does, he posted about a weapon breakdown/combination system a couple days ago
>>
>>147060478
Friggen sweet. Now I can do some touch up.
>>
>>147060154
It looks better. I think at this point I'd want to see it moving, especially if you can do it without much foot sliding.
>>
>>147060385

Are you using glfw and glew?
>>
>>147059578
looks like he finna punch a nigga
>>
>>147060923
>finna
What
>>
Engindevs, how have you handled state management in your engine? Do you have a state object that encapsulates the input, updating, and rendering of gameplay, and option screens, main menus etc?

How do you handle transitions? I began my engine with no thought into this, now I have to refactor my update loop and associated code somehow
>>
>>147059075
But that game isn't dead, anon. It became this which I'll admit is not very good.
https://squaredev.itch.io/the-witch-and-the-dragon
>>
>>147047153
yeah. just use unity you fucking faggot
>>
>>147061013
Cmon man, this your first type
G next to the F and the I is near the O
It shouldnt be difficult
>>
>>147060862
I'm using GLEW, but SDL instead of GLFW. I'm using OpenGL directly for rendering.
>>
>>147061086
Finna isn't a typo, it's a shortening of "fixing to"
>>
>>147061108

So you're using SDL2 and using OpenGL directly within it? (which is fine, as it gives facilities for that).

I'm using SDL2 for my engine, I'm the same guy as here
>>147061029


I haven't dived into the opengl purely yet, my recommendation would be to check out

http://learnopengl.com/

or www.open.gl
>>
>>147061295
Wow I never thought to read a basic guide before coming here! I have no troubles with OpenGL and SDL, but a problem moving to the modern pipeline because 90% of information out there is the old way of doing it and I fucked up and followed that first.

I must be fucking up though because I followed a guide similar to this and it's not rendering textures right. I really feel like I'm not giving the right matrices to the vertex shader and that's it. Some less generalized help would be more valuable. Thanks for the reply though.
>>
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Where the cute mecha games at?
>>
I'm making an RPG where you can carry NPCs inside your inventory
>>
>>147061564

These guides are the modern way of doing it. I don't think you can possible mean you're using the fixed function pipeline
>>
>>147061837
>have NPCs battle other NPCs pokemon style

fucking
genius
>>
>>147062089
I was thinking more of making a human zoo kind of thing.

Actually the idea came to me from a glitch in the pickpocket system that caused the entire character to be put inside the inventory.
>>
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can someone give me critique on the facial proportions?
how do I make it more animu/appealing?
>>
>>147061851
I mean other guides use the old pipeline and that I followed a guide like this using the modern version and it's not working right. I really believe that it's the orthographic projection fucking me.
>>
>>147062376
I'm pretty shit tier when it comes to art but I think the neck needs to be a bit bigger.
>>
>>147062464

Are you actually using orthographic then? Why not perspective?
>>
>>147062376
That's already pretty animu anon, can you add a skin tone?
>>
>>147061837
>Kidnap every NPC from a town
>Leave them on another town
>Watch them get confused as fuck
>>
Why do games always have a shitload of texture filtering options even though the results and respective performance impacts between 'slightly high' and 'slightly higher' are often negligible?

Why don't they just have Off, some, and lots, like any other setting.
>>
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>>147061062
Don't mind me actually I'm just extremely jelly because I always see the large possibilities when you have a ready 3D character.

I wish artists would at least try to sell the girls. ... or wait, that sounded awkward.
>>
>>147062528
I said in my first post that I was using an orthographic matrix from glOrtho. It's a 2D game and using the coordinates I already had made more sense at the time. I'm not sure how to use a perspective matrix to that effect.
>>
>>147051471

Good idea. I'm glad people are actually helping each other in AGDG
>>
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>>147061802
WHERE THE MONSTER GIRLS AT
>>
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>>147062376
The edge loops around those eyes are all kinds of messed up. You can't deform the eyes properly like that.

Also don't put ngons in your model, stick to quads and tris if you have to.
>>
>>147062746
i should start modeling a lizard girl with some added t-t-thicker
>>
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>>147061295
>>147062829
Well I followed the guide more exactly and got pic related. It's a start. I think I know where I messed up now.
>>
>>147063491
well I'm not really going to move it around
the eyes and the face are actually separate
>>
sorry guys, i need to leave
>>
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J U S T
U
S
T
>>
Do you think there is merit to keeping the minimap off the main HUD and requiring a button press to access it? (like stick it in the inventory screen)

Increased immersion would be the reason. a less cluttered HUD too.

in witcher 3 and other open world games (ubisoft games and elder scrolls) sometimes you just play by staring at the minimap while moving. seems like a major fuck up of modern game design.
>>
>>147063769
You told him to go forward, and with his indomitable force of will, he did exactly that.
>>
>>147063863
In castlevania dawn of sorrow they stick the minimap on the second Nintendo DS screen which is kinda funny. Solution via nintendo gimmicks.
>>
>>147064031
I love your way of thinking.
>>
>have an idea for a game with a witch and her tagalong
>witch runs a shop in town and sells herbs
>draw circles as to sketch the witch
>stop

I had the idea that the witch lives innawoods with her tagalong and sells things to people who know her or those who pass on through, but then I'm not sure if I want her in a small town selling to the townsfolk
>>
>>147064031
Funny enough, the issue is somewhere in the pathfinding code. If I literally make it move in that direction, it moves up the ramp completely fine.
>>
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I need some references for metallic environments like a giant ship interior. I don't know what kind of details to add

Any anime recommendations? Vidya is fine too
>>
>>147064610
Why don't you just look at real ship interiors?
>>
>>147062829

>>147063568

Good I guess. If you want it to be 2d just keep everything locked to the same coordinate on the z axis (but you probably know that already)

anyways, good job on figuring stuff out i guess. perspective is just more flexible
>>
>>147064610
try Alien or Sunshine

They never put details inside anime spaceships, the backgrounds are always bare.
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