[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
/agdg/ - Amateur Game Dev General
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 182
File: vg.jpg (83 KB, 1280x720) Image search: [Google]
vg.jpg
83 KB, 1280x720
Thursday Evening Edition

Last thread: >>147045776

> 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 I don't know which will come first: my game or my suicide
>>
second...
post...
nigga....
>>
>>147103026
it'll be an interesting day regardless
>>
File: kaiser2.png (47 KB, 1024x1024) Image search: [Google]
kaiser2.png
47 KB, 1024x1024
Starting a boss.

Now I just need to make a few dozen massive frames of animation and I really don't know how to even store them.
>>
There's a decent chance he'll give me half a million at the same evaluation and lead our 10m round ( :
>>
>>147103204

an array
>>
>>147102921
Thank you for posting best girl
>>
>>147103204
That doesn't look really good for your PC's resources anon.
>>
File: waitwhat7.png (91 KB, 1024x1024) Image search: [Google]
waitwhat7.png
91 KB, 1024x1024
I've been procrastinating writing code by making music instead.

Thoughts?
https://soundcloud.com/user-857086809/theme1-01
>>
File: 30-3.webm (1 MB, 856x548) Image search: [Google]
30-3.webm
1 MB, 856x548
Some new lighting changes. Actors can now be knocked down by force, they can also get back up.
>>
File: SpaceJamEffects.gif (20 KB, 128x128) Image search: [Google]
SpaceJamEffects.gif
20 KB, 128x128
Kaboom! This was yesterday's progress. Now I'm gonna try to make some simple "enemy death" explosions.
>>
File: adios.jpg (47 KB, 480x480) Image search: [Google]
adios.jpg
47 KB, 480x480
>>147103271
>knowing I'll have to do manual lookups and animation management instead of having nicely auto-animated spritesheets

>>147103306
It probably isn't. But my goal is to become a one-man vanillaware and that means massive sprites.
>>
Okay, I give up. Any idea why this doesn't work? You can go up slopes just fine, but when you try to go down you end up airborne.

Using GML
http://hastebin.com/uhakucucok.pl
>>
Anybody publicly hosting jam entries code (github, gitlab, etc)?
I wanna read some code.
>>
>>147103576

You don't have to do lookups. If the boss object has an array of its own frames you just loop through them.

If you have all of your sprites for everything in one giant static data structure, then you could still use an array because they have constant access time which is good for reading arbitrary elements quickly.

If you need to insert, remove, or delete, then an array isn't optimal because you have to use another array big enough for the old and new stuff. A linked list would be better in that case, but a linked list doesn't have fast access times for any given element you need to access
>>
>>147103408
>youwotm8.webm
hahah
good progress
>>
>>147103576
But they don't have a native 4k resolution on their games! you can make your game with a 256x224 resolution and if you use half of that in a boss that would be massive, and it'll look cool too.
>>
>>147103408
nice dark souls clone
>>
>>147103943
>you can make your game with a 256x224 resolution
I'm done with pixel art. It feels way too limiting. Freely drawing huge shit is fun.
>>
>>147104096
Nice shitpost clone.
>>
>>147103406
You had a nice beginning until you went off track with what I thought was gonna be a build-up to the main melody.
Your panning is also off center to the right until ~0:25. Takes way too long to get to the second part. Shorten it way down so it breaks out at ~0:40. And maybe try pitching it down or adding a variation instead of just repeating it.
not bad for a WIP.
>>
>>147103427
got any tips/resources on making any kind of particle effect pixel art?
>>
>>147103408
This looks promising?

What's the game purpose? What do you do in it?
>>
>>147102921
iim getting SICK AND TIRED OF SEEING THIS FUCKING IMAGE FUCKING FUCK AJHAIOSHJIOPAEWFPOWIEAJGAWEGIOE RGIRHOTGO JOIGTIPWE
>>
>>147103408

Is this Mount & Souls?
>>
>>147104319

Clone clone clone.
>>
>>147104453
Oh not particularly. I don't deal much with particles, although what I do know is the best results I've gotten with particles are when the edge colors of the particles are similar, so the particles can blend together. For example, a round smoke particle looks alot better without a black outline, because its able to blend into other particles, giving the illusion of one large cloud. Same goes for explosions and fire. That's about all I've got I'm afraid.
>>
Remember to patent and copyright your LLCs!

https://www.reddit.com/r/gamedev/comments/4qkiks/the_game_was_stolen_on_google/
>>
>>147102921
>>147104609
Unfortunately the pedo happens to also have OCD and/or autism.
>>
>>147105701
>mobile shit
who cares
>>
>>147104609
>>147105725
There's no need to be upset
>>
>>147104410
Thanks for the tips.You're right about the panning in the first half, I need to change that.

As for the second part; I agree that it should be expanded upon. It comes in at ~42 seconds, so I don't really have a problem with that though. If anything I'll probably end up extending the first part too, and pushing the transition back a bit.
>>
>>147105956
ignore and report
>>
>>147105956
Repetition is really grating when you're not profoundly stupid.
>>
File: 30-4.webm (188 KB, 856x548) Image search: [Google]
30-4.webm
188 KB, 856x548
>>147103918
>>147104096
Thanks
>>147104530
Dungeon crawler with melee combat and an emphasis on retarded AI.
>>147104823
>comparison to M&B&souls
The best
>>
File: 1406234942639.jpg (31 KB, 400x454) Image search: [Google]
1406234942639.jpg
31 KB, 400x454
>>147104609
>>
File: tribble.jpg (104 KB, 509x306) Image search: [Google]
tribble.jpg
104 KB, 509x306
>>147105701
Friendly reminder that if you can't execute your own ideas better than the competition, you don't deserve to call them your own.

Additional friendly reminder that if someone can permanently steal the wind from your game just by releasing a stolen version, your game probably sucks anyway.
>>
>>147106210
is this Mount & Dark Messiah?
>>
>>147105820
Are they really borrowed assets though?

If so, there's literally nothing to comment on.
>>
>>147104116
But you can make that giant sprite half of the size and it's still going to look great, you don't really need to go that big.

>>147105820
The trees should have one more tone of shadow, they look kinda bland.
>>
>>147105820
Your characters seem way too okay with the fact that Death is just hanging out under their tree
>>
>>147105996
Also should probably edit the other VST that comes in at ~:28,
sounds a little too stock for my taste.

And I also forgot to say that at ~:58, when your first melody comes back in it needs to be either higher than your other one or have it twinkle across right-left. As they just sound awkwardly on-top of eachother.
>>
>>147103204
Use sprite sheets and break each sheet into specific animations. Using arrays is pretty dumb and counter-intuitive.

>>147103576
Vanillaware still uses a mix of 3D, puppets, and traditional animation. Actual amount of unique frames, that aren't just moved with 3D or puppetry, is actually quite small. They are then baked into a sheet. They aren't the gospel of huge sprites, that's Skull Girls department.
>>
File: RedoBoku2.png (30 KB, 842x654) Image search: [Google]
RedoBoku2.png
30 KB, 842x654
>>
>>147106328
>if someone can permanently steal the wind from your game
What does that mean?
>>
>>147106558
Lose the red highlights or add another one on his forehead.
Not a fan of the bow-tie.
>>
File: mobile.png (12 KB, 481x425) Image search: [Google]
mobile.png
12 KB, 481x425
>>
>>147106682
Because I don't want to get sued for ripping off a popular game
>>
>>147106558
Boku has bigger ears!
>>
>>147103408
Dark Souls: PSX Version?
>>
>>147106682
>>147105701
>>
>>147106682
Don't have a phone.
>>
File: ClarityPart5AndNewBoku.webm (1 MB, 800x432) Image search: [Google]
ClarityPart5AndNewBoku.webm
1 MB, 800x432
>>147106558
Here is he in action. Along with more clarity work.
>>
>>147106682
>A lot of competition
>People get bored of them easily and they just go to other mobile games
>You don't really get a lot of money with them if it isn't popular.
>>
File: file.png (17 KB, 190x157) Image search: [Google]
file.png
17 KB, 190x157
>>147105820
I would work on the style a bit more. Some things appear to be shaded but some things do not. The faces of the characters and the colors themselves could be better.
>>
File: hud and particles.webm (2 MB, 960x640) Image search: [Google]
hud and particles.webm
2 MB, 960x640
Does anyone have idea how to make the HP bar look more interesting?
>>
>>147106958
>That arrow rotating
It looks really cool anon, also the colors of the level are great, it's really harmonic.
>>
File: 30-5.webm (256 KB, 640x526) Image search: [Google]
30-5.webm
256 KB, 640x526
>>147106340
FUCK. I love that game, but I can't think about it else regret not making my game for first person perspective.
>>
>>147107179
blood drips off when you lose health
>>
>>147107179
Perhaps when you get hit, each pixel of health lost "bleeds" off of the health bar? Essentially becomes a single-pixel particle that falls down off the HUD bar, stretching or dissolving in whatever way you think would resemble a droplet.
>>
>>147107179
The bar's texture
Add pulse aura effect to it
Add fancy detail
>>
>>147106210
You should label one of them 'Yesdev' and the other 'Nodev' (Doesn't matter which) and then pop an AGDG logo in the bottom corner.
>>
>>147107179
I'd say it's very interesting already, nice work. Maybe give it some minimal animation or maybe a shatter effect on HP loss. The main problem with your game is every element seems to posses a similar shade, so details can often be lost in a samey blur with no contrast, but with your game in particular it's no so bad. I've seen worse.
>>
>>147106958
Holy shit this is so much better
>>
>>147107263
what engine?
>>
>>147106465
you seem to be an expert of sorts, so i'll go ahead and ask. where the heck do i learn how to make music? i know nothing about it, but i've already got a launchkey for ableton, if that helps.
>>
>>147107378
>The bar's texture
Meant to say animate the bar's texture.
>>
>>147107432
Custom (openGL+bullet physics)
>>
>>147107179
The part that is subtracted on damage should flash white or explode outwards or drip down or something. Anything but shrinking.
>>
>>147107179
The middle color of the mana bar dips below the bottom shade after the third throw
>>
>>147107542
Cool beans, keep it up. I love seeing more 3d games here.
>>
>>147107449
>Expert
Nope, just a hack who has been doing this for a long-ish time.

But the logical and less-painful answer is to study theory and know how to properly compose. There's plenty of sites for it.

The way I and many other new "internet producers" "learn" is to just listen to a shit ton of music, and slowly do everything by ear.

But learn Ableton, and then look at some sample projects. That's how I familizied myself with FL Studio and a Launchpad years ago.
>>
File: SoMuchBetterFam.jpg (655 KB, 1658x887) Image search: [Google]
SoMuchBetterFam.jpg
655 KB, 1658x887
>>147107251
Thanks, the arrow rotates because the player moved so i thought if it rotates with the player it will help the player notice the arrow even more until it despawns after 2 seconds or so at the start of every level.

I'm proud of the art now and Boku's redesign, and it only took 48 hours of straight negative feedback from /agdg railing on my stress for me to pound my keyboard each time to make the art better. You guys are the best.

Though the comments from the thread were completely the opposite of the comments in the steam chat, as one sides says go up, the other says down. You all need to work on that. Get some harmony between you too chat and thread jesus.
>>
>>147107795
Also /mu/ has a newish general for composing.
>>>/mu/66027921

There's also >>>/mu/prod for WIP critiques. They use https://clyp.it/ to share stuff.
>>
How to write story?
>>
>>147107179
Axes travel way too fast
>>
>>147107179
Give me a day
>>
>>147107795
>>147107940
alright, i'll lurk more and see those example projects.
>>
File: dd9soon.png (286 KB, 620x387) Image search: [Google]
dd9soon.png
286 KB, 620x387
Reminder that your game better be ready to ship in a week, agdg!
>>
>>147107876
>took 48 hours of straight negative feedback
Sorry anon we were just trying to help you, hope you feel better now.
>>
File: fps.png (29 KB, 353x372) Image search: [Google]
fps.png
29 KB, 353x372
I'm having a good day
>>
>>147108514
I'm still refactoring my engine, sorry.
>>
>>147108537
Post more TSF
>>
Give me weird game ideas.
>>
>>147107273
>>147107375
Maybe I should do that dripping thing. With my question, I was pretty much referring to the texture, which is boring as shit as it is now.

>>147107619
Yeah I know. I'm going to fix it when I get time. I'll probably make it shorter anyways.

>>147108257
How so?
>>
>>147107962
you don't need one
>>
>>147108514
I still need to make my MC to not look like an animal.
>>
>tfw can barely read my own code that I just wrote minutes ago
>>
File: Anti-Molly.jpg (60 KB, 463x372) Image search: [Google]
Anti-Molly.jpg
60 KB, 463x372
>>147108663
A reverse platformer where you are an entity in the platforms trying to stop the adventurer.

A tower defense game with people or machines where you are the medic/engineer.

Katamari Damacy, but there's dozens of them and you have to sprinkle certain things on all the stuff in order to deter them.
>>
>>147108672
Compare their movement to the player's. Try reducing their image speed and gravity
>>
Im using monogame but im getting tired of having to do a lot of stuff to make simple progress, i think i'll continue using it as a learning tool but not to make games.

If i want to make 2D and 3D games what would you guys recommend?

Godot,Unity or Unreal?
>>
>>147109128
>I don't want to put in the work
find a new hobby
>>
>>147109271
Did you even read the post?
>>
>>147109331
Nope, just completely guessed what it was about and made a comment in response hoping it was relevant.
>>
>>147109331
>replying to bait
>>
File: 1467281598724.webm (415 KB, 1280x720) Image search: [Google]
1467281598724.webm
415 KB, 1280x720
>>147109128
unreal
>>
>>147109685
one of these days they'll actually emulate smears and i will be disgusted, this trail effect is just mediocre and everyone who thinks it's a smear is cute.
>>
how do I make it so that certain objects do or do not spawn depending on where the MC is on the screen?
>>
>>147109963
it's literally a smear in 3D
>>
>>147108672
I'm not sure on what texture to apply since its such a small bar, but what you could do is give it a "heartbeat"

Basically you have the bar fade between its current color and a slightly lighter/darker color either rhythmically or in a pattern, such as a heartbeat. Have it be slow and subtle when you're at full health, but when your health is low its faster and more intense. Could also make it temporarily speed up when you get hit.

Check out a good HD gameplay video of Resident Evil 4 and pay attention to the radial health bar, it has this same effect. Its super subtle, but interesting. Its a heartbeat rhythm in RE4.
>>
File: turnCounter.png (523 KB, 1024x768) Image search: [Google]
turnCounter.png
523 KB, 1024x768
Got turn counter display working. Need to go back to working on the Overworld shop now.

>>147107179
I agree with everyone that says to have health bleed off. Fits the motif of the game quite well.
>>
>>147110000
that's not how smears work, no.
>>
>>147109963
Googum when you make posts like these, what kind of responses do you expect?
>>
I'm fucking retarded how do rpgs do hit and misses? Like if i attacked an enemy and missed how would I program that?
>>
>>147110264
First you need the hardest part which is the ruleset, then you just code it.
>>
>>147110117
It's that a Disgaealike game?
>>
>>147110236
>>147110124
>>147110000
googs would know a lot about smears you little shits
he's been running a very successful smear campaign on himself for years so fuck off
>>
>>147110117
Is this a custom engine? How do you handle tile height?
>>
>>147110430
That's pretty funny
>>
>>147110264
var roll = random_range(0, 100);
if (roll < hit_chance) miss();
else if (roll < crit_chance) attack();
else crit();

You could also do an individual roll for each option and it's probably better to do it that way, but this is simpler
>>
File: intro4.webm (3 MB, 768x432) Image search: [Google]
intro4.webm
3 MB, 768x432
Reposting muh intro thing.

I have already thought about quite much, I will show it tomorrow. The introduction I will show tomorrow.
>>
File: 1385089653254.gif (4 KB, 105x101) Image search: [Google]
1385089653254.gif
4 KB, 105x101
>>147110430
here's a cunt explaining smears btw https://www.youtube.com/watch?v=a71-rmYCqMU
you can easily tell >>147109685 a smear right from the most obvious fact that it's moving at the full framerate but it's also not forming like a smear (stretching the shape that's moving) or a multiple (duplicating the shape that's moving).
>>
File: swamp3d.webm (858 KB, 1024x768) Image search: [Google]
swamp3d.webm
858 KB, 1024x768
>>147110407
Yes, it'll be a tactical RPG. Will play more closely to final fantasy tactics than Disgaea though.

>>147110490
Yes, it is a custom engine. As for tile height, the game's in 3D.
>>
>>147111284
What do you code your engine in?
>>
>>147110858
Wow, it was that simple? I'm over thinking this way too much.Thanks.
>>
>>147111018
Could you elaborate a little more on the game? Is it a space simulator? Spooks in space?
>>
File: 05102016_scrncp.png (272 KB, 959x538) Image search: [Google]
05102016_scrncp.png
272 KB, 959x538
>>147111284
>>
>>147111479
What
>>
>>147111562
wrong pic lol
>>
File: 1443146599599.jpg (76 KB, 349x356) Image search: [Google]
1443146599599.jpg
76 KB, 349x356
>it's a gogem tries to talk about stuff despite his games selling like shit episode
>>
What's the best resolution for a pixelshit game?
>>
>>147111896
320x240
>>
>>147111896
480x270
>>
>>147111896
1920x1080
>>
File: nothingNew.png (836 KB, 1280x960) Image search: [Google]
nothingNew.png
836 KB, 1280x960
>>147111361
C# with OpenGL for graphics.

The battle game state is mostly functional with only a few minor things missing such as equipment for units.

The Overworld game state has random encounters working, but not much else.

It can actually handle 2D sprites as well for units, but it's not been a major focus.
>>
File: fwe.webm (2 MB, 960x540) Image search: [Google]
fwe.webm
2 MB, 960x540
I wrote a blog post just now about how I created my first game...It's more like a story about how I came to the point that I developed my first game, but maybe it will inspire some others here.

http://jasonpkgames.tumblr.com/post/146729367382/how-it-all-came-to-be-so-far

Also a little video of my new games mechanics. I know it all looks like shit so far and it's really simple...but it my head it's gonna look pretty awesome. A very simple game where you press and hold down, and depending on how long you hold, is how far you jump. Gonna have dif lvls with dif environments and everything.
>>
>>147112296
Anon with ginormous sprites please go home.
>>
>>147112314
>mobile shit
nty
>>
I'm using game maker
how do I make it so that object 1 randomly spawns object 2 in random places on the y-axis

I already have object 2's hspeed set, I just need to know how to get it to spawn in the room randomly...
>>
>>147112901
instance_create(0, random(room_height), object)

???

I haven't used GM in 10 years
>>
File: awkward ocean.gif (2 MB, 640x360) Image search: [Google]
awkward ocean.gif
2 MB, 640x360
Progress because. Attempting to get the ocean and art looking like how it used to, (and how it's supposed to.) Thought this was funny.
>>
>>147113056
that's correct for what he's askin
>>
>>147111895
The problem with jew cum is that the majority of his posts are just him giving his opinion which nobody wants to hear, and usually it's about the same thing.
>steam is bad
>smears are bad
>my yesdev videos are not shit
>>
>>147112879
I'll probably do a release on steam with this one too
>>
>>147112314
It's probably going to look cool when you add some animations.

>>147113184
For some reason it reminds me to ROR.
>>
>>147113184
I wish more people would use banding for A E S
>>
>>147113056
ty
>>
>>147113184
I haven't seen this in a year. Jesus man
>>
>>147112314
Everything always looks cool in your head. I can't imagine playing a game like this longer than a minute.
>>
>>147113557
mobile games on steam are twice as bad
>>
>>147113751
Games are also always more impressive to you than to anyone else. That time you spent programming the protagonist's eyes to actually look at objects and focus their iris based on incoming light was wasted on 99% of people.
>>
>>147113916
I can assure you people notice if there is a death stare rather than naturally looking around, why do you think hl2 was so praised?
>>
>>147113592
Might be the pixels.
>>147113627
Honestly can't figure out what A E S means, but I assume it has to do with the banding in the parallax ocean.
>>147113662
I'm a filthy nodev.
>>
File: rotated triangle.png (37 KB, 500x700) Image search: [Google]
rotated triangle.png
37 KB, 500x700
How do I get the (x,y) coordinates of the edges of a rotated triangle?
>>
>>147113184
needs more layers of parallax on that water to make ullillia proud
>>
File: bouncy glitch.webm (2 MB, 960x540) Image search: [Google]
bouncy glitch.webm
2 MB, 960x540
>>147111449

Its about space spooks.

I just had hot cooking fat all over my hand, I'll see the consequences tomorrow. I'll take a nap and I hape I wont die because of frying fat. I cant jidge because I am slightly intoxicated.
>>
>>147114093
aesthetic.
>>
File: anIDEA.png (127 KB, 500x271) Image search: [Google]
anIDEA.png
127 KB, 500x271
i'm trying to get inspiration for my game AGDG. does anybody else know of cool games about 2d open world space exploration like destination sol, and reassembly?
>>
>>147113821
Why
>>
>>147114138
rotate around the center. otherwise it's too hard lol.
>>
>>147114253
99% of the time they're not designed for PC, so they're either clunky or work awful. Just look up any mobile FPS ported to PC, and you'll see them adapt the touch screen controls directly to the mouse and game screen.
>>
>>147114138
read them? presumably your triangle is composed of three points and you rotate it by rotating the three points
>>
>>147114138
trig and using the right angle triangles that happen when you draw a rectangle around it
>>
>>147114373
Well I'm not sure about big teams who do that...I think an indie dev is less likely to do a shit port job since I think in general they care more about the users experience. I don't plan to do a shitty job with mine, anyway. If it doesn't work from mobile to PC as I have planned, I'll change it until it does work properly.
>>
File: 1467162936678.jpg (8 KB, 245x250) Image search: [Google]
1467162936678.jpg
8 KB, 245x250
>>147114138
tfw when programmers think they don't need maths.
>>
>>147114210
are you looking specifically for the exploration, or for the top down space ships?

i remember playing loads of old top down space shooters with exploration elements, but the names always escape me.
>>
File: gameplay.png (802 KB, 1081x479) Image search: [Google]
gameplay.png
802 KB, 1081x479
here is my first game with graphics and actual gameplay here is a picture

you shoot pizza at pictures of a girl from an anime and that fat actor who is known only as a guy with a fedora and who sat down at a restaurant to eat a plate of chicken tenders
>>
File: latest[1].gif (17 KB, 300x300) Image search: [Google]
latest[1].gif
17 KB, 300x300
>>147114173
drunkfags everyone
>>
File: menu.png (358 KB, 1077x486) Image search: [Google]
menu.png
358 KB, 1077x486
>>147114863

here is the menu to the game

pls leav good comments and likes and +1 thank you
>>
>>147114783
any would do, i am still in the brain storming stage
>>
>>147115017
I select the one that says not to select it
>>
>>147114898

Show game.
>>
>>147115017
first thing i would do is select the last one
>>
>>147115043
>>147115158
>>
m!!Pno!!! no!! it says not to select is

if i post to demo day 9 you will be sorry
>>
File: pewpewforreal.webm (2 MB, 1280x720) Image search: [Google]
pewpewforreal.webm
2 MB, 1280x720
Well I was going for just spriting an enemy deathsplosion, but I wound up implementing aiming up/down as well. Still need to do frame-by-frame offsets so the laser appears in the right spot, but this will do for now.
>>
>>147115137
code progress right now
>>
>>147114775
>asked my teachers all the time when i would ever be expected to use all that fancy shit in any practical application
>always got calmly told that eventually you're gonna be glad you know how to do it
>stuck in my 2 kool 4 skool attitude, finish school with Ds in math, quickly forget how any math works
>can barely do multiplication in my head now
>try to get into programming
>the despair mounts as i realize these are problems that i was supposed to solve almost a decade ago

yes hello i'd like to order some algebra implants, thank you
>>
save files are go niggas
>>
>>147115353
I always wonder why they don't give the example of the problem that particular concept was initially invented to solve
>>
Even Carmack admitted to not giving a shit about math. The real aptitude you need is strong logic comprehension. This allows a person to create their own solutions in the event that calculations or asking google isn't enough. You can tell which gamedevs and programmers don't have this ability because they never do anything original or progress beyond the basics.
>>
File: 1432147321537.png (64 KB, 1133x848) Image search: [Google]
1432147321537.png
64 KB, 1133x848
My shmup needs a gimmick. Any ideas?
>>
>>147115265
Nice, now do crouch shooting so there's a sane way to kill these stupid crabs.
>>
>>147115760
You use a bow and you have only 10 arrows that get stuck to the wall after you shoot them, you have to get them back or keep using them.
>>
File: LOGO.jpg (127 KB, 980x450) Image search: [Google]
LOGO.jpg
127 KB, 980x450
>>147115909
>>
>>147115353
To be fair many countries' math education is just bad. In the US it's particularly worthless. They can't figure out how to engage the students so they immediately resort to authoritarian sentiment in a feeble attempt to motivate them with fear.
>>
>>147115760
Your bullets reflect at the border of the screen and get stronger and stronger with it. It's your main way to taking down most enemies due to their huge HP.
>>
>>147115898
Haha yeah its on my to do list
>>
>>147115760
bullet orbit other bullets
>>
File: crashpoint.jpg (318 KB, 1920x896) Image search: [Google]
crashpoint.jpg
318 KB, 1920x896
>>147115293

Dont know what that means, but show your code progress.
>>
>>147116203
your hand writing is awful, that's unintelligible
>>
>>147115760
Katamari Damacy shmup.
When you activate your special power you can fuse with any enemy on screen by touching them.
They will shot for you (from the direction where they touched you) but you will become slower.
They also serve as shields.
(This is actually neat, I'm stealing this.)
>>
Note: when making and animating sprites make sure they have the same fucking proportions as the other directions of the sprite
>>
>>147115760
as you destroy enemies you get resources to evolve your battleship (in the middle of the game, of course)
>>
Note: when making and animating sprites make sure to have a box of tissues so you're ready to cry
>>
File: menu 2 - useless feature.webm (87 KB, 296x241) Image search: [Google]
menu 2 - useless feature.webm
87 KB, 296x241
>>
>>147116369

Where is your thing?
>>
File: 2016-06-30 22-10-11.webm (844 KB, 800x600) Image search: [Google]
2016-06-30 22-10-11.webm
844 KB, 800x600
Should I keep the bullets as circles, or should I change them to long, thin lines?
>>
>learning some opengl bullshit with glew/etc for the sake of it since i don't have any game ideas to make

i've never really had to deal with oop/high-level abstraction before and i'm having trouble getting accustomed to working with it. I never really feel like I know exactly what I'm doing or that I fully understand what can be done. working in contexts and binding shit just feels really disconnected. I can't form a visual/geometric image of what exactly I'm doing like I can with most other things, which is the main way i understand things. Anyone have any resources that help with this side of understanding it?
>>
>>147114210
You should make a simple graphics space explorer where the ship is some form of rectangle and the point is to go to other solar systems and sell insurance.
>>
>>147115353
>>can barely do multiplication in my head now
I can't do that either but I can do calc 1-3 ez
>>
>>147116918
I'm just a shitty wannabe dev but i would say thin lines are better, because the hitbox will be more precise
>>
>>147117046
It uses circle collisions, so as a circle, most of the collisions are very precise. I would lose a bit of precision by changing them to thin lines, which is really the only reason I'm hesitant.
>>
>>147116685
>That's what I really wrote?
I should go to bed.
>>
>>147117149
so just put a tiny collision sphere at the tip of the projectile
>>
File: 1442447948851.png (43 KB, 255x255) Image search: [Google]
1442447948851.png
43 KB, 255x255
>>147117387
Hey, that's a neat idea. I've never thought of that before. Thanks anon.
>>
>>147116939
You seem to be asking a couple questions and I'm not sure what any of them mean. I'll just make a wild guess and assume it'll help you somehow.

First of all, do you understand how the GPU pipeline works? Like, why you're drawing triangles instead of whatever else? There's a few good articles about this and I can't find the one I like most but here's another: http://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation
>>
>>147116821
I don't have one.
>>
File: arrow.jpg (6 KB, 374x291) Image search: [Google]
arrow.jpg
6 KB, 374x291
>>147117476
the little yellow thing in the middle is my collision sphere on my arrow

it's inwards a little bit so that when I parent it to the thing that it hits, it looks stuck inside them. but same general concept
>>
File: 1466766245571.jpg (14 KB, 320x320) Image search: [Google]
1466766245571.jpg
14 KB, 320x320
>>147116685
don't remember me about that, anon
>>
File: new bullets.webm (702 KB, 800x600) Image search: [Google]
new bullets.webm
702 KB, 800x600
>>147117046
Better?
>>
File: gl1-pipeline-01.png (95 KB, 589x941) Image search: [Google]
gl1-pipeline-01.png
95 KB, 589x941
>>147116939
>>147117516
I found a much better link (though still not the one I was looking for)
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html

Pic related
>>
>>147117929
you need a backgroud that isn't a solid color. a grid would be 100 times better because i have no fucking idea where you are moving
>>
>>147117929
I didn't think the difference would be noticeable but yes, actually
>>
How do I 3D model a mech?
Nothing I do looks right, I thought mechanical stuff was supposed to be easier in 3D.
>>
>>147118404
post what you've been working on
>>
File: Babby.jpg (53 KB, 521x521) Image search: [Google]
Babby.jpg
53 KB, 521x521
>>147118162
but what about the bullets
>>
>>147118404
post some pics of what you have been trying to do
>>
File: oh god what am I doing.png (175 KB, 1680x1050) Image search: [Google]
oh god what am I doing.png
175 KB, 1680x1050
>>147118459
>>147118474
pls send help, I've deleted my attempts
>>
File: 1444024148492.jpg (26 KB, 600x800) Image search: [Google]
1444024148492.jpg
26 KB, 600x800
>>147118462
GRID
R
I
D
>>
Godot is really nice.
Anyone know if i can port my games to a console later? I know they are getting C# support and the company that develops it gave it exporting to consoles but it isn't available to the public.
>>
>>147118958
native console support probably won't come for a while, it's not really a focus. but hey it's open source so you can always do it yourself
>>
>>147118958
You might need to talk to the devs about that. It has to do with consoles needing licenses to work with, so it's not easy to just have it public.
The devs and people who know the engine well are regularly on their IRC.
>>
>>147118958
>console
Hahahaha
You can't get a console license you nodev
>>
>>147118462
the bullets need to be really big
>>
give me a million dollar mobile game idea
>>
>>147115760
a shmup where you play an RPG to attack
>>
>>147119406
a shitty mini-game from the past
>>
>>147119406
bejewled
>>
>>147119127
>>147119237
Thanks guys, i'll talk to them and see what can be done.

>>147119274
Im no nodev, i make breakouts for a living.
webm related
>>
File: Harvest-Moon.jpg (88 KB, 1024x768) Image search: [Google]
Harvest-Moon.jpg
88 KB, 1024x768
>>147119406
harvest moon simulator
>>
>>147119406
Flappy Bird except there are enemies you can shoot.
Be sure to drop a few million in my PayPal after you become rich.
>>
>>147119532
a mobile farming game that forces people to login everyday to save their crops
>>
>>147119527
Worry about getting art before thinking about consoles.
>>
>>147119734
I can do art, im just using placeholders till im satisfied with the gameplay
>>
>>147119819
Fair enough
I hope you're gonna do more than breakout at least
>>
Hissure Blon Blon Te
>>
File: 2016-07-01-0000-58.webm (120 KB, 692x380) Image search: [Google]
2016-07-01-0000-58.webm
120 KB, 692x380
does aggy d gee like my star cluster
>>
>>147120038
Im planning to get some rpg elements in this and replace bricks for enemies .
>>
>>147120151
>unity
No.
>>
>>147120151
not bad / 10
>>
Some conceptualization:

>game title(fades out)
>radio chatter: tells you the mission
>interstellar music/space music

http://webm.land/media/D9fW.webm
>>
>>147120363
Maximum spookage.
>>
>>147112302
How long did it take for you to actually be proficient enough at coding (in general and with openGL) to actually start building your game?
>>
>>147120363
That's great.
>>
>>147120626
He hasn't done anything complex GL wise, you can learn to do this easily within a month.
Not only that, he's using C# which makes things ez modo.
>>
>>147120151

nice parallax
>>
File: powerup.webm (899 KB, 800x600) Image search: [Google]
powerup.webm
899 KB, 800x600
Added a power up that spawns a shitload of bullets behind you as you move.
>>
>>147120814

Personally I've found myself completely inable to learn how to code
>>
>>147120363
good stuff, makes me want to stop nodeving and pick up my space spook simulator back up

fuck you
>>
>>147121668

Movement should be solely based on launching yourself with bullets/rockets
>>
File: Nonsense.png (717 KB, 1280x960) Image search: [Google]
Nonsense.png
717 KB, 1280x960
>>147120716
At coding, maybe a year. For OpenGL, a month or two. For OpenGL, the most important part is understanding the math and how variables are stored in memory. For the programming, it's being smart enough to write your code so it's flexible.

>>147120814
As this anon stated, nothing I've done is difficult on its own. I suppose you'll have to excuse me for picking an "ez modo" language that's perfect for the job.
>>
>>147121916

Why so mean? do you have a thing?
>>
>>147122232
Why did you chose 3d for an iso game?
>>
>>147118117
>>147117516

Yeah sorry if my question is badly worded. You can ignore the visual learning part for now. I mostly think I understand the pipeline, my big issue is that I just have this feeling that there's a lot of shit going on that I need to know, but don't. For example, binding points. I don't fully understand what I can and cannot do when I bind to some specific target, I just don't have a complete understanding of what I can or should be doing. If I didn't have some book/etc to read I'd never be able to figure this out or make anything that functions, but I don't get that feeling with anything else in programming. I always feel like I know my tools and their limitations.

This probably just comes from just how much shit I still have to learn though, so when I finally get through all of whatever I'm learning from I'll see the big picture and connect all these things that I don't fully understand yet. I think the initial jump into opengl is just such a steep learning curve that it's creating this problem and it's overwhelming.
>>
File: 002.jpg (260 KB, 1123x629) Image search: [Google]
002.jpg
260 KB, 1123x629
>>147122390
sorry friend, I'm a bit frustrated. yeah this is the last I have

https://a.uguu.se/7Ge75sw06ioN.webm
>>
>>147115265
This actually looks really nice. I'd play this, as long as the levels were well designed. Good work, anon.
>>
File: overworld.png (376 KB, 1024x768) Image search: [Google]
overworld.png
376 KB, 1024x768
>>147122505
Far fewer assets to create and far more flexibility. Instead of drawing an animation from at least two different angles for each frame, I model the unit once, rig it then create the necessary animations. Same applies to the stages/levels.
>>
>>147122691
2spooky
>>
File: codeprogress.png (27 KB, 725x778) Image search: [Google]
codeprogress.png
27 KB, 725x778
>>147116203
>>
Someone teach me to get good at making games
>>
>>147123246
Build discipline (a knowledge issue not a willpower issue).
Self study.
Seek constructive criticism.

Problem solved.
>>
What the fuck happened to that guy making the engine that shall not be named-like FPS?

I remember him having a fairly large white-boxed map,inventory, and basic dialogue going.
>>
>>147123397
How?
>>
>>147123532
?
>>
>>147122085
I don't know if I like that idea. I think it should be possible to move without shooting and vice-versa.
Thread replies: 255
Thread images: 182

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.