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/agdg/ - Amateur Game Dev General
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progress posting

> 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/
>>
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found out aseprite git has animation export with json metadata and shit.

made an animation loader

>tfw the program crashes while recording


POST PROGRESS
POST PROGRESS
POST PROGRESS
>>
My name is not important. What is important is what I'm going to do... I just fuckin' hate AAA games. And the human nerds feasting on their 3D graphics. My whole life is just cold, bitter hatred. And I always wanted to make game. This is the time of development and no publisher is worth saving. And I will put in the grave as many as I can. It's time for me to dev. And it's time for me to get rich. My indie crusade begins here.
>>
>>147331589
>that webm after 0:06
WHAT ARE YOU DOING
>>
>>147331646
It looks like his IDE jumped to somewhere in the STL when it crashed.
>>
>>147331693
You pilot a mecha
>>
>>147331693
A horror game where you interrogate random people in South Africa.
>>
>delete no longer deletes objects in 3ds max.

How the fuck can this even happen?
>>
>>147331589
>json
BLOAT
>>
>>147331693
agdg tycoon.
>>
>>147331803
>not using blender
>>
>>147331820
What's with all the Tycoon ideas in AGDG lately?
>>
>>147331693
A game about using a razor to cut hair following shapes
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>>147331693
Ace Attorney, except everyone is birds.
>>
>>147331818
I was thinking of you when I did it.
>>
>>147331896
Google "Toca Hair Salon"
>>
>>147331590
Here's your (You). Sorry for taking so long.
>>
>>147331917
Too late.
>>
>>147331939
fugg

>>147331693
Tycoon-Factory simulation game.
You are a bacteria colony inside a mouth. You need to expand your activity while making sure you don't get discovered and you resist oral hygiene procedures. Time progresses, different seasons, during winter people eat more sweets, during summer you might have periods where the host goes to parties and doesn't brush, etc..

Difficulty levels ranging from UK citizien to OCD autist
>>
>>147331693
You're a bartender in space and have to serve different aliens that come by, and suit their needs. A slime monster wants slime, a robot wants oil, etc.
>>
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>>147331818
You will love my progress then. I made an program to convert my json animations to binary files, decreasing their size to 16% of the original. They will still take up 4KiB of disk space regardless because of file system blocks sizes though. Now it's a bit annoying to edit them since they're not plain text anymore and I have to convert them, but it's fine because they have cool magic numbers.
>>
>>147331693
you're a whore in space and you have to fuck all kinds of aliens according to their needs. white males will rape you, white knights will ask for consent before they touch you etc
>>
>>147332524
That's why you put small assets into archives (compressed or not) and load them all at once.
>>
Fuck guys I smacked a fly and it exploded with hundreds of small larva
I almost vomited all over my keyboard
Its still hard to breathe and I think I lost my will to live
>>
>>147331693
like papers please but instead of papers you'll have to look at turds and figure out what kind of diseases the people have
game is called turds please
>>
>>147321696
This looks more like a remote controlled payload / suicide bomber ship that gets close to you and explodes in a big pink blast of plasma.

>>147322850
Yeah, you should either increase the jump height massively or make the game mostly horizontal with a bunch of elevators and such.

>>147325683
Only a couple fans should be wearing their caps backwards IMO, right now the crowd looks stupid.
>>
>>147332742
kek. post a picture.
>>
>>147332767
I can see this being a success
>>
>>147332742
Happened to me when I was around 10. As you can imagine I refused to kill any kind of insect out of terror for almost 6 years
>>
Why is framerate-dependent gameplay mostly a console thing?
Is there a reason it was so prevalent on early consoles in a way it wasn't on PC?

Obviously the issue sometimes gets brought over to PC games in the porting process, but mostly by Japanese developers who still seem to be caught up in that mindset.

Why do they do it?
>>
>>147332585
Eventually they will be embeded in the executable
>>
>>147332919
Because PCs are all different but consoles of the same type almost always have the same CPU RAM etc
>>
>>147332771
About the ship, yeah I can see that. I wanted to make it painfully obvious that they're bad guys since there will also be civilian and police ships and if you shoot the wrong ones you'll be in troubles.

About bunny's fans, I plan to add another type of fan that uses the same model with some differences after finishing up their animations.
>>
>>147332919
Consoles, especially early ones, have far more predictable performance.
>>
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It took a few hours, but I put all my older games on itch.io (all freeware):

https://thetagames.itch.io
>>
>>147332919
>>147333057
Also,
>in a way it wasn't on PC?
https://en.wikipedia.org/wiki/Turbo_button
>>
>>147333057
But even if your game predictably drops performance in certain areas, yeah you can script things in that area based on that assumption, but it's still going to fuck with the gameplay when your jump height or whatever varies between places.

Like with the Dark Souls (2?) weapon degradation speed being based on framerate, even if the performance was perfectly predictable, your weapon is going to break at different speeds depending on where you are and how many enemies are about.

Was it initially necessary for performance reasons or something?
>>
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Just working on the events that kick off after the boss is destroyed.

The camera circles around the craft and some congratulation text appears.
(The boss parts take one shot to destroy in the gif)

Just a few things left for the Demo Day.

- Need to damage player and asteroid when they collide
- A quick intro screen the the demo day.
- Player texture (even if its a placeholder for now).
- Redo skybox.

Then if I have time I can add some nice to haves.
https://www.youtube.com/watch?v=WcQllS-jreY
>>
Released free cute 2D or 3D girl yet?
>>
>>147333148
Are you Vietnamese?
>>
>>147333414
Yes
>>
17 anons joined Space Jam as of today.
I hope we will see at least 17 games when the Jam is over. Don't disappoint me.
>>
>>147333035
Mostly this.
If you make a game for PS3 you know it will run exactly the same on every fucking PS3 on the planet, since is basically the same hardware and mostly the same software for all of them.
If you make a PC game you have a huge amount of different hardware and software. From a guy with the last rig avaiable on the market to a poorfag on a shitty laptop runing it at 30 fps, and yeah there is always a guy doing that.
>>
>>147331820
What is Game Dev Tycoon?
>>
>>147333445
Where?
>>
>>147333537
devs in game dev tycoon have too much progress and too few memes
>>
>>147333497
Even then, the guy using melee weapons has a different experience than the guy using FPS-tanking magic
>>
>>147333585
Online
>>
>>147333403
I mentioned "predictable performance" because typically the games are programmed on the assumption that they will never drop below (or exceed) the target FPS during normal play.

The issue with DaS2 is that some things were framerate-independent while others were framerate-dependent due to oversight, and they STILL allowed the user to unlock the FPS on PC. Technically, yes, your weapon would degrade slower on consoles if the framerate ever dropped, but it's not nearly as noticeable as constant 2x degradation.

>Was it initially necessary for performance reasons or something?
No, it was just never even considered because there was never a need to run a game on different hardware except in the case of a port or localization.
>>
Does anyone have access to the SlideNormalThief script for 3ds max? The download link seems to be broken.

http://slidelondon.com/_downloads/SlideNormalThief/SlideTools-SlideNormalThief.rar
>>
>>147333628
If magic tanks FPS in the first place that's a big issue, doesn't matter if it's compounded by other problems related to framerate.
>>
>>147333732
So you're just lying ok.
>>
>>147333437
No, but I can see why some of the titles would make you think this. Some of the other games have other cultural references - though most have none at all.
>>
If you post a cute anime girl (2D) in this thread, I'll use it in my game Needs to be not too high res, around 40-50px in height or so.
>>
>>147333901
No, I'm sitting
>>
>>147333961
AYOOOOOOOOOOOOOOO
>>
Friendly reminder that you can't climb the ladder of success with your hands in your pockets
>>
>>147333919
So where are you from (as in country)? Do you speak some Viet? Why did you use Điện for the title?

Sorry if these questions annoy you, I'm just curious.
>>
>>147333628
And that difference can be fatal on some games. Hence why games like MKX worked perfectly on console, but failed horribly on PC, because the port is so awfull is almost a miracle to find another guy that can run it at a constant amount of fps to play with.
>>
>>147333961
You're making fun of me and I don't like you. You're a bully.

>>147333931
Please stop it's already hard to get one so don't put restrictions.
>>
>when you have to dev but you want to play civ and civ games last an entire day
Shiet
>>
>>147334246
You're never gonna make it
>>
>>147334454
I know.
>>
>>147334054
Didn't want to tell you this in this way, but I have my hands in my pockets because I'm masturbating furiously.
>>
>>147334246
>have to dev
You are in the wrong thread.
>>
>>147331409
I'm seeing a lot of VNs on Steam.
I don't think it would be very hard to make a good one, but the limiting factor I guess is art cost.
Does anyone know the average VN cost for an artist? I was thinking, if I had 6 or so main characters, with 20 'sprites' each, that's 120 mugshot images (let's say $20 per image?). If I had like 10 major events per character, that's 60 CG. I imagine a full CG is like $100? So that's already 120*$20 and 60*$100 = $8400. If I pay $1000 for sound/music...I guess is $10k a sufficient budget for a VN? Am I under/overshooting it?

I'm wondering what the returns are. Supposing a good story is written, with characters that connect to the weird otaku that buy this shit off steam, with some good mini-games to pad the thing out... Does a good VN make $10k back? Does it make even $20k USD? Anyone know?
>>
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Post your Space Jam work music.

https://youtu.be/KV0-hQQbEkg
>>
is having portal gun going to be a copyright problem?
>>
>>147334798
No.

But if you want to make a decent one in 3D they're deceptively complicated
>>
>>147334752
>this video is not available in the great country of AMERICA
>>
>>147334859
the model is easy, the portals are also easy to make if you can live without them being see through
>>
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Anyone here around when Notch stole Infiniminer to make Minecraft and also never gave out those copies he promised everyone who funded him?
>>
>>147334949
The hardest part of the portal gun is rendering the other side of the portal. It's like rendering a mirror - it's why you don't see too many games with functional mirrors.
>>
>>147334752
i'm not even participating on that jam but
https://www.youtube.com/watch?v=23N_ebouoLs
>>
>>147334071
It's not annoying. I'm from the US. I don't Vietnamese either.

I wanted to give that game a unique name. I didn't want something generic like "Power Grid." So, I looked to languages/cultures that I had some idea of.

To me, hearing the word "Điện" as an outsider to the language, I think it sort of sounds like the idea it evokes. To me, I think of bursts of charge moving through a wire - an idea that fits perfectly with my game.
>>
>>147335017
That's pretty cool. Good luck with your game, mate.
>>
>>147335017
It's funny but I think lightning in Chinese is Dian - probably where it comes from in Vietnamese?
>>
even i participate in space jam

odds i start working out the details of an actually brilliant concept
>>
>>147334949
Not if you want physics.
>>
>>147335017
*don't speak Vietnamese either
>>
>>147335017
>>147335110
It's Den in Japanese.
>>
>>147335110
Yes, I actually knew this about Chinese, and I think the Vietnamese word might follow from the same root.
>>
>>147334859
The only issues are cutting holes in the level's collision geometry, the non-euclidean physics, and optimizing the rendering.
>>
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do you guys have any resources on how do RTS games implement pathing algorithms?
I mean I know how about A*, but how do they manage to compute pathing for maybe 100s of unit at once, when the terrain itself can change etc?
>>
>>147335260
le nodey face
>>
>>147335212
Oh, cool - all probably from the same root, then. That kanji character is the same as the traditional Chinese character, too (as most are, I suppose).

>>147335106
Thanks!
>>
>>147334741
>$20 per image
HAHAHAHAHAHAHAHA
Try 1000$
>>
>>147335249
Yeah, and the Portal team got hired by Valve for doing it.

Doing it to the standard of Portal probably isn't worth it if it's a throwaway mechanic.
>>
>>147335327
what?
>>
>>147335260
D* is similar to A* but is optimized for changing costs (i.e. changing/unknown terrain).

You can compute one path per formation, the difficult part is KEEPING formation.
>>
>>147335376
For a simple face?
If it's really 1000, that must meant they're spending 66 hours on a single picture at $15 an hour.
>>
>>147335419
nodes
>>
>>147334752
Not music, but speaking of Gundam I'm gonna try to make this sound for my space game
https://www.youtube.com/watch?v=MgtV_byet7s
This warning sound is nostalgic for me.
>>
>>147334867
Do you live in alaska or something? I can watch it just fine.
>>
>>147335452
>$15 an hour.
HAHAHAHAHAHAHAHHAHAHAHAHAHAHAHA

We had 700$ dollar payments for some 16x16 sprite on AGDG already. Draw your conclusions from this.
>>
>>147335418
I didn't say they're not complicated, but they're hardly deceptively complicated.
>>
>>147334752
>no one posted the most obvious choice yet
https://www.youtube.com/watch?v=lWKQiZVBtu4
>>
>>147335260
Probably you need to store the group as a formation object and consider a group of units as one big unit then have some manager class dictate movement for each unit in the group. You could use A* or D* for the group object I think.
>>
>>147334741
understand that VNs are basically just books

you need to be able to write to make one before anything else
>>
>>147335519
I live in the USA nigga. I have FREEDOM. I should be able to watch WHATEVER the fuck I want.
>>
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>>147331693
A survival horror dungeon crawler
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>>147335606
VNs arent "books" you illiterate retard
>>
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>>147335558
>some manager class
>>
>>147335521
Do they really charge that much? Sheesh. Am I looking at $50 an hour?
>>
>>147335670
they are books with packaged with art and music
>>
>>147335686
Dont calculate on per hour basis for artists.
They want large money for big things and are ok with smaller moneys for small things. Dont try to break it into the per hour formula or your pockets will be empty before you know it.
>>
>>147335670
you're right, they're comics
>>
>>147335778
Simply having some letters doesnt make it a book.
Have you ever read REAL books?
>>
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>>147333931
Here you go. Whenever you post progress I'll roll a d20 for a chance of upgrading her
>>
Weapon durability - yay or nay?
>>
>>147335523
Depends how perceptive you are.

You'd have to manage duplicated physics objects which are on both sides of the portals, match up the perspectives of the player and portal camera (which would either need FoV trickery or to move around, matching the relative location of the player's camera to the other portals, presumably moving out of bounds while it does so but never clipping)
>>
>>147335558
>>147335260
Doesn't A* get very slow for a fine grid like that used in RTS?

They must do something less naive - e.g. defining "points of interest" on the map, and treating the entire map like a graph with those "points of interest" as vertices?

I don't really know how they do it. All I know is that there isn't a single RTS game with truly good AI (except maybe DEFCON, but that has very simple, elegant mechanics); they all need to cheat to beat even a novice player. But, this is more of an issue of strategic AI, and not pathfinding AI.
>>
>>147335886
what are you getting at? that something has to be written a certain way for it to be considered a book?
>>
>>147335963
If you have means to keep equipment repaired, yes.

Otherwise, nah.
>>
>>147336040
That your writing skills dont matter since the scene eats up whatever trash you throw at them.
>>
>>147335948
Not him but what do you expect people to do with a fixed 64x64 sprite?
>>
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>Complaining about concepts again
Can't you just make games?
>>
>>147336107
>He doesn't want to make a good game
What, are you in it for the money or something?
>>
>>147336040
no you're right, this thread is a book

4chan is a book

who are we to say what is and what isn't a book, we are not the authority on books
>>
>>147336214
Not him but if you want to make a good GAME why the fuck would you make a VN?
>>
>>147336214
What other reason is there to spend all these hours of work on something?
>>
>>147335886
Sorry, i only read imaginary books.

>>147334741
why do you think most weebshit starts as webnovel. If you really want to make a VN go for the Ryukishi way.
>>
>>147336250
oh, it's literal anon
>>
>>147336204
Video gaems
>>
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>>147336358
>>
I got invited to this, anyone know what it is? Some kind of game jam inspired by a certain artist/collective's art?

https://itch.io/jam/a-game-by-its-cover-2016
>>
>>147331195
Elaborate please.
>>
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>>147336721
>>
what's the best way to implement GUI in OpenGL? dynamic vertex buffers?
>>
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Where have I fucked up?

Player still walking through the collision object
>>
>>147336851
2d rendered on top of the 3d scene?
>>
>>147336889
you didn't understand the question
>>
>>147336851
I believe "stream" is better than "dynamic" for 2D (well, immediate) rendering.
>>
>>147336765
this game would be so much better if the character was actually judy
>>
One of you guys need to stream how you game dev so I can actually make a game
>>
>>147336024
I know Planetary Annihilation and SUPCOM 2 use flow field pathfinding, and I'm sure others do too. I'd look ito it.
>>
>>147337101
both of those games reveal one of the major flaws with the system which is that sometimes units just get stuck on obstacles

optimizations for A* exist that would make it quite competitive with flow fields in performance I think
>>
>>147336631
Back in 2010, TIGSource did this competition:

https://forums.tigsource.com/index.php?topic=13392.0

Essentially, there is a community of Japanese artists who create imaginative cartridge designs / covers for fictional games on a fictional console. The exhibition is called "Famicase." For the TIGSource competition, the idea was to pick a cartridge from the exhibition, and make an actual game based entirely on the words and imagery/aesthetics on it (there was actually little else describing the fake cartridges - which was on purpose). Because of this, it gave devs a lot of freedom while providing grounded, yet often surreal, ideas. It was a very cool competition I entered it.

Looks like someone is reviving the idea in the form of a game jam. Cool.
>>
Anyone know where I can find some decent male/female body references for 3D modeling? Something with a front/back/left/right perspective.
>>
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>be professional software developper
>be good at programming
>want to code amateur games
>don't want to have to dwelve into all the graphics and gameplay and shit like that
Am I fucked? or is there a team somewhere I could join?
>>
>>147337590
So you don't want to program the engine OR game logic?
>>
>>147331693
Turn based FPS
>>
>>147337306
Sounds pretty awesome. Don't think I could ever do justice to the original aesthetics with my programmer art tho.
>>
>>147337590
LibGDX, bro. No need to learn all these GUIs that just obscure the code from you. Work right from your favourite IDE with git. That's what I do.
>>
>>147337590
>>want to code amateur games
>>don't want to have to delve into gameplay
Seriously nigger?

Sounds more like you want some coding challenge or something.
>>
>>147333537
A shitty, shallow, flawed mobile game?

Gamebiz 3 is the only one that's even remotely tolerable and it's also flawed (especially when youj get to the xbox 360/ps3 era)
>>
>>147330198
Looking forward to it!
>>
>>147337784
>Java
>>
>>147337370
https://www.the-blueprints.com/search/male/
>>
>>147337650
oh no I want to program
I'm down for everything related to programing
I just don't want to have to think about the game mechanics because I have no idea, and I dont want to make the grahix myself
>>
>>147337830
>any JVM language of your liking

If a professional software dev doesn't have at least ONE jvm language they're willing to write, then what the FUCK?
>>
>>147337671
Remember how NES covers/cartridges always had fantastic depictions of the characters/settings/art? The in-game graphics almost never looked like that.

Your game doesn't have to include the art/aesthetic ideas presented by the cartridge. A pure gameplay idea would also be more than acceptable - and you would still be doing the cartridge "justice." That's the idea - the jam seems very open-ended.
>>
>>147337992
There's not a single JVM language that isn't trash except MAYBE Kotlin.
>>
>>147337992
>He fell for the Java meme
>>
>>147337992
does C# run on jvm?
>>
>>147338091
I don't think you're the professional software dev guy in >>147337590 then.
>>
>>147338213
I'm not, but why does it matter?
>>
>>147338206
Yes, it's called Java.
>>
>>147336765
Oh right. I thought about trying that view when you suggested it the first time then I forgot. I will see how it looks and report back! not now though, too busy watching Sumer anime
>>
>>147337590
I'd be happy to feed you design and let you make my game for me. Unfortunately there's no guarantee that a random stranger is going to make my time worth it and follow through. You could always look for actual "help wanted" work.
>>
>>147338385
Post your designs I'm interested to see your art work
>>
>>147338335
>reading sumerian clay tablets instead of dewing

wew
>>
>>147337047
FUCK OFF FURFAGGOT
>>
>>147338260
Cause I wasn't talking to you, I was talking to a professional. Who will be enough used to Java/Scala/Clojure/Groovy to not cry about using one of them, and will almost certainly be more productive with them than GML/Unity/Godot
>>
What engine would be most suited for recreating dynasty warriors
>>
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>>147338531
there's nothing furry about judy
>>
>>147338569
Even if I was accustomed to using a terrible tool at work why would I subject myself to it at home?
>>
>>147337590
JUST LIKE CLONE A GAME
>>
>>147338569
As a guy who has used Java professionally . I will say Unity is easy to pick up after making softwares in Java since C# is just like Java
>>
>>147338639
Delusion: the post.
>>
>>147338615
All the 3D engines will work

Just use Unity
>>
>emailed collab organizer to know if the collab is still on or if he stole our info and ran
>no reply
Fug I want to collab for Space Jam.
>>
>>147338615
Why would you want to recreate the shittiest genre ever
>>
If I submit a game for demo day, is there a way I can make it unlisted, so only /agdg/ can see it?
>>
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>>147338493
Nice try.
>>
So, how do you code sparseness into a recursive backtracking maze algorithm?
>>
What is the best and easiest game engine to learn to use for making a 2d mobile game
>>
>>147338916
no
>>
>>147338683
For sure, but you also have to learn the GUI, which IMO is a big overhead compared to working with a normal IDE that you like plus a lighter framework - whether that's IntelliJ+LibGDX or Visual Studio+Monogame
>>
>>147338987
flash
>>
>>147336875
I'm using nearly the exact same thing and it works and I dont see the problem
>>
>>147339006
Either way you still have to dig through the library's API for hours learning to do things that are a simple button press on a GUI
>>
>>147338914
those games could be improved significantly, that's why
>>
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>>147336432
Alright you know what? I'm going to do it only to show you that you can't do it.

Now what?
>>
>>147338987
Godot.
>>
>>147338935
How is it a nice try? I am curious to actually see your art
>>
>>147338961
What do you mean by "sparseness"?
>>
>>147336875
I had a glitch where my game would crash because the player would get stuck in the while loop forever, so this is how i fixed it. My collisions always work 100%, how big are your walls?
>>
Nice paper mario clone.
>>
>>147339006
The GUI is about as self-explanatory as is possible, and as >>147339078
mentions, will probably help you more than hurt you. Unity + VS is a very good choice.
>>
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>>147339201
>>147336875
forgot picture
>>
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>>147339201
32x32

My character moves perfectly, so I just don't understand why it's not colliding
>>
>>147339219
forgot to quote >>147339102
>>
>>147338801
wow you mean everyone giving their info to a random anonymous guy wasnt such a great idea

who would have thought
>>
>>147336875
You're doing that but also moving the character regardless of whether a collision was detected or not.
>>
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>>147338916
If you tick this I think it'll only be accessible through the demo day page
>>
>>147339415
I don't care about my info to be honest, I just want someone to partner with to make a game. I'm currently 1MA but I'm not really good at anything.
>>
>>147339462
Perfect, thanks.
>>
>Tfw you will never be as good as Gogem making games
>Tfw you will never be as good as Knightdev or Neetdev

WHY LIVE
>>
>>147339113
I know. I was actually talking about gameplay design though, not visual design. I can art a bit but I'm much too slow at it to crank out assets for a videogame.
>>
>>147339458
hspd or vspd should be 0 the step that collision is detected though, so the character would be moved 0
>>
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spent a few hours learning how to use blender and unwrap UVs
this is the result.

yes, it's that awful little hoe in his hand
>>
>>147339219
Paper Mario needs a clone. Color Splash looks like Color Trash.
>>
>>147339585
No, because immediately after calling that you then set hspd and vspd with lengthdir.
>>
>>147339586
>awful little hoe
is this a lewd game now?
>>
>>147339586
Beginner/10
>>
>>147339548
they all suck desu
>>
>>147339586
How will you handle holes in the ground? It's something I've been struggling for my game but eventually gave up.
>>
>>147339751
They are only ones here who actually finished games and have best games I seen completed
>>
>>147339813
Not him, but it's basically just tricks with the depth/stencil buffers or even just parallax mapped decals.
>>
>>147339179
That less than every cell is carved/part of the maze.

I thought of simply disregarding some ends, or setting the state of random tiles to have been visited already (without every having been carved), but I'm not sure if either are the best solution.
>>
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So, I guess my game is a horror game now. Anyone else put their fears in their games?
>>
>>147339458
>>147339649
Aha! Thanks

What I did was move the collision call to below the hspd/vspd = length dir lines, and above the x/y += hspd/vspd lines and it works now.

Hoping that's the right thing to do
>>
>>147340096
You're afraid of snails?
>>
>>147340096
Why don't you use a camera tied to a bounding box?
>>
>>147340138
Yes, that sounds right.
>>
>>147340096
Your fear consists of huge snails?
>>
>>147336432
>>147339102
>20 min later
>still no reply
See? You know perfectly you can't do anything with it like I've said.
>>
>>147340096
Me, I'm terrified of mixels
>>
>>147340096
>Snail doesn't hide in its shell and turn into something that can be kicked around, Koopa style
D R O P P E D
>>
I wish an artist here would draw me a 2d dick girl for my game as the main character =(
>>
>>147335686
Go to fiverr, browse portfolios, find one that you like. Get shittons of assets for under $1K.
>>
>>147340138
Check if it's possible to walk directly into the corner of a wall.
I had that problem once, had to move code so it resolved collision like this:

Horizontal collision code
x + hspd
Vertical collision code
y + vspd
>>
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Cleaned up my options menu. I know it's pretty ugly (and it's even worse at higher resolutions), but it works fine, which is all that matters right now.
>>
>>147340538
>dick

stopped reading right there
>>
>>147340581
His should handle that fine.
>>
>>147340407
Show me where there are mixels in my game and I will work tirelessly until I have eliminated every last one.

>>147340409
I don't know what this Koopa you speak of, but I assure you there are no similarities to any possible existing games here. But yes, I'll implement a "carapace" or "husk" that will be left behind and you can kick around.
>>
>>147340695
I was talking about my own game, friend.
>>
>>147340643
Started reading there

FTFY
>>
>>147340738
Phew!
>>
>>147340096
>snails
>no spiders
>>
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>>147340409
>not burning them and throwing them at other enemies
>>
I cant wait to watch some speedgames wit hmy fellow 4chan posters. xD
>>
>>147340918
Spiders made of bones in snail shells.
>>
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Parallax backgrounds are starting to come together.
>>
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>>147340096
What, you're afraid of snails because they can cause the extinction of the human race?
>>
>>147341161
He moves too slow for that run animation.
>>
>>147340695
Koopa is the mario turtle
>>
>>147341156
Isn't that Spoopy's game?
>>
>make no changes to views and the like
>game suddenly stops being displayed in window mode, still works in full screen, but now takes a few seconds to start displaying

Fuck you GM:S.
>>
>>147341205
Don't bother, that furry fuck listens to no one, he only posts his shit here because he's an exhibitionist and the idea that other people are aware of his fetish arouses him.
>>
>>147341161
what the fuck where are his pants
>>
>>147341205
>>147341307
That and it's based on Megaman so that's why.
>>
>>147341205
it makes it feel like megaman more, at least that's what I think he's going for.
>>
>>147341161
Give him clothes.
>>
>>147341353
>>147341431
plebs right here
>>
>>147341161
Furry hating aside, I wish I could program for an artist who gets shit done like you
>>
>>147341307
You're upset about the underwear, aren't you.
>>147341378
>>147341406
Pretty much, overblown stride + not really moving that fast. This character moves faster than Megaman already though.
>>
>>147340594
>no master volume
that's what I hate most about triple A games
>>
>>147341558
I'm upset about your continued existence.
>>
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Is there any point to making my game multithreaded?
>>
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>Plutonia Joke

OH DEAR NO
>>
>>147341161
The background art is kinda noisy in a bad way, is it a placeholder?
>>
What kinds of people, buildings and shops/services can you find in a medium sized village of ~50-75 people?
>>
>>147341738
yeah
>>
>>147341209
I have never played that, as my lawyers will also inform you.
Thread replies: 255
Thread images: 167

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