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/agdg/ - amateur game dev general
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> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/
New Threads: >>>/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/
>>
How do you guys figure out how to code something specific if you have no idea what to do? For example I want to make a timed turn-based game but I can't find shit online that explains it so what do?
>>
>C++
Rust.
>>
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Background will be fake 3D, too lazy to open up blender. I think some old 2D shmups did this.
>>
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Reposting from last thread

Just made a rough soundtrack demo for my RPG, appreciate any comments/criticism
https://soundcloud.com/connor-ort-linning-wip/broderskap-1?in=connor-ort-linning-wip/sets/towards-the-pantheon-demos
>>
>>147477698
l usually make a scheme on paper before starting to program, something like an algorithm
>>
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What's on your screen /agdg/?
What are you working on?
>>
>>147477831
the godfather part 2
>>
>>147477737
make the background of the sword bullets transparent
>>
>>147477831
>What's on your screen /agdg/?

this thread, baka

but right now I'm doodling character concepts with a 5 minute timer
>>
>>147477698
Divide and conquer. Of course you're not going to find anything useful by googling "how make timed turn based game" because that's incredibly vague. Break it down and solve its constituents.
>>
>>147477831
Still trying to decide how I'm going to handle enemy spawning and level scrolling in my shmup.
>>
>>147477831
I just finished the combat system for my RPG, it's pretty simple but it works.
>>
post dev music
>>
>>147478232
https://www.youtube.com/watch?v=I0xUl_VRCmM
>>
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>>147477906
Fixed
>>
>>147478313
Much better now
>>
>>147478313
How did you make the background?
>>
>>147478440
Exact same way you do parallax backgrounds in platformers fampai except you draw the same sprite and make it smaller the farther it is.

Not even expensive to render since you can just batch draw them.
>>
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Didnt realize the other thread was dead.

First animation I ever did. We atari now.
>>
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Contrast Shader for Bokube part 2
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>>147477831
Testing ideas for this guy's ult
>>
>>147478695
Do you realize your Black_Man.gif is white?
>>
Any good engine for a trading card game?
>>
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>>147478704
dude, what the fuck.
>>
>>147478859
hes running from a black man

It was because I wasn't going to do colour and just have it be a silhouette.
>>
>>147478780
I gotta hand it to ya, that's a cool move
>>
>>147478704
stop this, you're making it worse, do the exact opposite, make the areas around stuff brighter and have less contrast, please
>>
>>147478704
not sure if bokube desperately trying new ideas or if extremely high quality shitposting
>>
>>147478780
I can't really tell what's going on but I'm impressed by the fact agdg fighter still exists
>>
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#th for #all3Dmodelsarebeautiful
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>>147477831
Learning Python
>>
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>>147477831
Working on a contrast shader trying to keep tweaking its values until it look good.

>>147479003
Just trying to post progress on the shader until I get it right.
>>
>IQ of 140
>PhD in CS from MIT
>Intensive training has rewarded me with a 9"x5.5" cock
>Can fuck my Fleshlight Stamina with a vibrator in my ass for literally 2 hours without cumming
>Can shoot my load 6 feet
>Fluent in French, Japanese, Russian and Italian
Am I truly master race?
>>
>>147477831
evil alien (so spooky)

actually is ROBOT :O
>>
>>147479262
>vibrator in my ass
>master race
>>
>>147479262
But where's your game?
>>
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>>147478121
Here's a screencap.
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I look forward to playing your game on demo day Anonymous.
I know you're working very hard to finish it on time.
>>
>>147478232
http://rainymood.com/watch?v=luQhmZmpq78
>>
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How do you do 3d transparency? Thinking like world of warcraft or whatever. Is this anything fancy or are they just rendering these effects to a texture and blending them to the main framebuffer sorted by distance?
>>
>>147480249
Nigga wat, those just look like particles to me.
>>
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>>147479073
I'm afraid that game is dead as fuck. I just drew the bunny for the thread a few days ago and decided to use her as a test enemy for variety, but she's just a reskinned ancient version of the templar.

>>147478982
ayy
>>
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>>147480249
>3d transparency

???
>>
>>147480249
>>147480348
I mean, yes, you generally draw back-to-front, but you don't need to render to a texture or anything.
>>
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>>147477831
Map system is now in.

I still need to fix swimming because it's currently fucking awful.
>>
>>147479967
DELETE THIS
>>
>>147477831
I'm thinking about my game
>>
give me a jewd game idea
>>
I wonder what gogem is up to right now

Maybe he finally got a job
>>
>>147481264
You find cute sexy girls but they are stuck inside chests and you have to buy keys to free them.
The sexier the girl is, the more clothing she wears too and you have to buy keys to remove them.
The sexiest girls wear burkas.
>>
>>147477587
Baroque
>>
>>147481264
>give me a jewd game idea
Citybuilder/strategy game. You play as a Jew, ruling the world. You have to keep the goyim in check.
>>
>>147481350
or maybe he finally did it
>>
>>147477597
>You will never make music like this
https://www.youtube.com/watch?v=w1EJXCl7hLQ
>>
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>>147457526
Game Name: Spin/Flip (working title)
Dev Name: N/A
Tools Used: C++ and SDL2
Website(s): N/A
Progress:
+Added Arena mode
+Added gamepad support
+Fixed backgrounds that hurt some people's eyes
+Fixed options menu
>>
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Adjusting F.E.I to look better with her cel shader effects.Trying to polish 6 characters off by the end of August is a hard task but it'll be worth it.
>>
>>147482315
She's cute!
>>
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>>147482315
is this an MMO? how big is your team?
>>
>>147481810
Finished a good game?

I think getting a job is more likely.
>>
>>147482396
NO, definitely not an MMO - This is a small action fighter, we're focusing on 6 character multiplayer fighter demo. ( Multiplayer works, damage output/dodge/defense/hp/ep ) and characters are in, animation and fx are in work ) 2 person team.
>>
>>147480654
How are they making the whole model transparent without rendering to a separate target and applying it?
>>
>>147477778
Pretty darn good anon. I like the flute that comes in in the beginning but it's a little quiet. And not sure what that bassy sound is that comes in with the pizzicato but it's a little boomy.
Really nice song. It's evocative.

Second track is nice too as an ambient piece. I might cut the mids just a tad. That might get a little annoying to listen to if it's going to be playing for like an hour though.

Third track RIP'd my speakers. What are you doing anon.
>>
>>147481264

>>>/v/343809481/
>>
>>147482760
Vertex colors can have an alpha channel anon
>>
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>>147478704
It look like a really shitty SSAO effect.
>>
>>147482778
lel
>>>/v/343809481
>>
>>147482851
Meant for>>147482729
>>
>>147477831
Elf kick
>>
>>147478704
>>147482860
That raises a good point, I think it was hard to tell stuff apart because there's no AO. AO adds a lot to depth perception, unless it's shitty and broken like in your image.
>>
>>147482851
Just changing the alpha to be less than 1.0 causes it to blend with anything behind it. It works if you have no back-facing or concave tris that you've drawn beforehand, but that's not exactly something I can do on the go. I'm basically wondering how other people usually go about it.
>>
>>147477831
I'm made a generic goomba enemy, now I just need to implement lives.
>>
>>147477778
pls do the art for my game
>>
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What are the benefits of sprite batching?
When should I start to take it into consideration?
>>
>>147479209
I think your game has always had too much post-process anon. Adding more isn't the way to fix it.

Unless you're nearly finished I would turn that stuff off and focus on the gameplay anyways.

Is there going to be a map editor? Can I make levels for you?
>>
>>147483248
Performance
When you need more performance
>>
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Fuck. What was that technique that was an alternative to textures to avoid getting blurry when really close to the 3D object? I completely forgot what it was called.
>>
>>147483443
Procedural textures?
>>
>>147483248
It's much faster.

You should do it whenever you can, really.

You at least should be doing it for things were you're drawing lots of stuff in a group, like the game's tiles, for example.
>>
>>147483443
Mip mapping with a high res texture?
>>
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>>147483248
>>147483432
>>147483570
What's sprite batching?
>>
>>147482364
I think you need to come up with a proper visual effect because just turning the whole screen white is pretty disorienting.

That's pretty funny though.
>>
>tfw you have no idea how to implement tutorials, other then throwing shitton of text at the player.
>>
>>147483702
A way to increase performance by reducing draw calls and texture binds
>>
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>>147457526
Game Name: Frogs Life
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): /agdg/
Progress:
+Rid of mixels
-Which now causes screen tear
+Fishing
+Dialogue boxes
+Multiple new NPC's
+4 directional dirt tilling
+Sound shit
+new, non-blurry font.
>>
>>147483248
>When should I start to take it into consideration?
All the time.
Common cases where you'll normally use it:
Any tile maps
Bullet hell games
Anything else that requires drawing many many copies of the same sprite or set of sprites that share a sprite sheet/texture.
>>
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>>147483702
>>
>>147483702
I don't mind helping people when they have problems but holy shit use google
>>
>>147478704
>>147478915
>>147482860
>>147483424

All these posts have officially removed shaders and fog from the game forever.

Shaders, camera effects, fog (unless fog is apart of a raining scene/weather scene that calls for it) all banned from this game now.

You can compare with the shaders, fog, and camera effects on the left, vs nothing on the right.

Hope you're happy Agdg. I am just hoping I don't get another person begging for those effects again to throw me off..
>>
>>147483432
>>147483570
>>147483845
I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
I will look into it after I actually have a game.

>>147483702
Sending a lot of sprites to be drawn at the same time to the GPU. Modern GPUs work better doing huge calculations with a lot of triangles, so it's better to do it than to let them draw every single sprite individually.
>>
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>>147457526
Game Name: Vampire's Bit
Dev Name: Vampiredev (JCS)
Tools Used: Game Maker, Photoshop
Website(s): https://jcs.itch.io/vampires-bit-demo
Progress:
+ Finished and added the new title screen.
+ Remade Hunter's AI from scratch.
+ Added a small "demo" screen.
+ Fixing bugs, cleaning and optimizing code and resources.
- Lost a lot of time on the previous Hunter's AI.
- Still haven't finished website nor promotional art.

RIP Recap Guy
>>
>>147483868
I definitely agree with that choice. Your game has a very clean aesthetic, play off of that rather than muddying it up.
>>
>>147483914
Sprite batching actually has little to do with the GPU, it's all about reducing CPU overhead
>>
>>147482315
Her arms look like sticks but otherwise that looks really great.
>>
>>147483914
>I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
No it doesn't.SFML 2.0+ offers vertex arrays, which is literally all you need to batch since that's what it is.

You need to make your own sprite batch class if you want something like what XNA does, it's not complicated.
>>
>>147483868
>throw on some random shaders, don't even try to tweak them
>all you needed was simple contrast
>wonder why it looks bad, get mad at the people giving feedback

you still have a nice game but I'm starting to think you're retarded
>>
>>147483868
looks way better with nothing
>>
>http://imgur.com/gallery/gdQeh
>guy working at walmart gets offered a gamedev job
>you're still a nodev
explain yourself
>>
>>147484131
>starting
>>
>>147483868
Well the left looks garbage but there's still obviously a lot of bloom (if nothing else) on the right.
>>
>>147483868
seriously looks better. some fog and bloom might be alright
>>
>>147484089
Why even mention "class"?
>>
>>147483868
Right a million times
Left looks like you applied 30 bad filters in photoshop
>>
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>>147483868
Hey look, I can see now.

>>147484089
Is that so? I thought Vertex Arrays were just a workaround.
Well, now that's good news. I will get into it after I finish cloning basic shitty games.
Thanks, aggydaggies.
>>
>>147484183
Easy: Guy has work experience I do not.
>>
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BEHOLD
>>
>>147484325
>I thought Vertex Arrays were just a workaround.
Nope it's just how it works.
Instead of sending 3/4 vertices at a time you fill an array of thousands of vertices which you send all at once.
>>
>SFML doesn't have sprite batching
>>
>>147484590
SFML isn't a game framework or an engine, you do that shit yourself, including your game loop.
>>
>>147484525
Holy shit, don't tell me you finally did it.
>>
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>>147483914
>Looking for batching in GM:S
>Lots of overwhelming recommendations
Eeeh I think I'm going to work on that after the demo day.
>>
aggydaggy web dev here, I've been busy for the last couple days with life shit but the suggestions you guys have stuffed in the suggestion box have been queued up and I'll start working on them again as soon as I'm free.
I'll also begin taking progress submissions for the next monthly recap at that time.
God bless.
>>
>>147484657
So? It's got stuff for e.g. animated sprites, it's clearly not intended to just be a thin abstraction layer like SDL. Sprite batching is the same for every game you will ever make anyways.
>>
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Moray manor. I fixed a few things about them. Basically instead of calculating the distance between the player and itself it calculates the distance between a child object that's in front of its face to determine when to charge. I might tweak it all so it can be like the urchins and I can make some faster and some slower for later levels.
>>
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>>147484557
I see. It obviously makes sense that I only send a single texture to the draw function since they are all essentially the same sprite.

>>147484662
You better do it.
>>
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>>147484131
I spend time tweaking them, and posted multiple screenshots over the last 2 threads that were about that.

>random shaders
I detailed that the 3 shaders I even added were based on feedback. shaders they were, Anon's asked for them "Contrast" "Colored Shadows" "Fog" that I tried and did exactly that.

>>147484131
>>147484195
Though it was my mistake to fall for the camera effects, and shaders meme. No need to be rude about it senpai.
>>
>>147484662
>GM
Don't even bother.
>>
>>147484783
>So? It's got stuff for e.g. animated sprites, it
Well that's new, guess it was added by someone else because Gorilla sure as hell didn't do that for SFML.
>>
I'm trying to build a character creator in unity for my game, with modular body parts that can be swapped out at runtime much like armor/weapons.

I'm an absolute beginner to modeling/animating/rigging etc since I'm a CS student and programming is by far my strong suit.

Unfortunately I need to create at least one basic model with meshes/animation rigs etc so I can properly implement the character system before I start looking for graphic artists to work with.

Are the subscription based tutorials on CGCookie worth $27/mo? The free one was very good.
>>
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I did the thing and then I had a moment and began to cry.

http://webm.land/media/RHqa.webm
>>
>>147484131
>get mad at the people

There was nothing mad about his posts but NICE BAIT. THIS IS BAIT.
>>
>>147485043
Song?
>>
>>147484982

2D or 3D? you can use unity animation for 2D and it works pretty well. I haven't tried with 3D though. that would involve more correcting origin points and splitting models to replace parts seamlessly.
>>
>>147484982
Download another character creator like makehuman and use their models/morph targets for it. Then you'll have some idea what your artist will need to create and you can program it in full.

And morph targets are generally a better way to go instead of swapping out body parts. I don't even know how you'd get rid of the seams in that way.
>>
>>147457526
Game Name: [Placeholder Title]
Dev Name: N/A
Tools Used: GM:S, GraphicsGale
Website(s): N/A
Progress:
+Changed knockback (again)
+Increased Jump Height
+Added new enemy (I have no idea what it is supposed to be)
+Changed how wall-kicking works
+Made more rooms
+Retry system should now work in not boss rooms
+Added MaxHP/MaxMP increasing items
+Saving/loading is working again
>>
>>147485043
/wsg/ gondola threads might want to have a talk with you.
>>
>>147484815
Wow that's really creepy.
>>
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>>147484661
pretty much done yeah, it was surprisingly easy considering all the bullshit I went through to get there

can probably be generalized to other conic sections as well but I don't have that in me right now

and honestly I don't know how much different this is going to be from polar lerping, so the whole thing might as well be wasted effort on some level or other

oh well, at least it was fun
>>
>>147484815
Nice lighting, really adds to the spook
>>
Bokube, I think the biggest problem with your game is that you see the whole level at once AND it's busy as fuck. You can't have your cake and eat it too; pick one of the above.

Instead of trying to make the visuals "interesting" through obtrusive particles and whatnot, why not increase the fidelity or add STATIC details to what's already there, while still keeping the playing field "clean"?
>>
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Taking a break from making poorly drawn NPC antagonists to try out something neat. Found a script to turn heightmaps into terrain data directly in Unity and used it on a Kalimdor heightmap I made a few months back.

Pretty neat, don't think I will do much with it though.
>>
>>147485428
>Found a script to turn heightmaps into terrain data directly
wat
"Terrain data" IS a heightmap, if it's not volumetric.
>>
>>147485317
You have an odd sense of what is fun.
>>
>>147484856
I think the real meme you fell for was the "X dev doesn't appreciate feedback" and you were trying too hard to accomodate for people telling you to do this or that

feedback is great and I believe even the shittiest response should be taken into account, but you don't have to drop everything you're doing to please people. you do know what you're doing and that's cool
>>
Reminder that developing without a goal is merely practice, not a game in the making.
>>
>>147481852
Damn, and I thought I was being creative/original.
>>
unity 5 corrupted my project and it wont even open
>>
>>147485858
Backup everywhere.
Engines can't be trusted, computers can't be trusted, hard drives can't be trusted.
>>
>>147485083

https://youtu.be/Dgkqhz5ViNo

>>147485292

I dont know, I got very sad for some reason.
>>
>>147485858
>Not making a backup like it warns you too

Its your fault bub
>>
>>147485858
Good thing you've got those backups, anon.
>>
Well learning pixel animation was probably the single most fun and interesting thing I've done in the past 6 months.
>>
>>147485858
Every time.
>>
>>147484815
you've played Insanely Twisted Shadow Planet right? it's fantastic and the devs used to have a blog (maybe a youtube channel), there was some insightful info on camera work for a game like yours that you might want to check out
>>
>>147485845
The important is not the idea, but the execution.
If you think you can make it fun, then by all means go ahead.
>>
>>147485858
Unity is so shitty man.

Its so poorly coded.

UE is way better but it's way harder. It sucks cuase if the barrier to entry was as easy as unity it would be by far the best engine to dev on.
>>
>>147485115
Well, apparently it's possible in unity as long as you have a strict definition of what each body part can be in terms of meshes/bones/animations/colliders. The body parts are super similar outside of aesthetic and stats, save for some unique ones which can only be attached with other restrictions anyway.

I also need to pay attention to the disparities between parts and assign different Y/XZ offsets for animation. So I figure as long as I keep one set of bones for each body size (S/M/L) and attach/copy stuff to the MeshRenderer component(s) properly it should work.

>>147485115
I'd rather make the models from scratch because I can foresee implementing a system using test models/rigs etc that I don't know the ins and outs of being a potential issue.
>>
Is it even possible to make a project in unity without it getting corrupted
>>
>>147486121
i dont think so.
>>
>>147486121
Google Firewatch
>>
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>>147486034
also posting a video because it deserves some love

https://www.youtube.com/watch?v=-9r6J0b-2BI
>>
>make model
>UV unwrap
>texture defuse, specular, normal, etc etc
>rig
>animate
>all for just one model
3Devvin is suffering. Why does this have to be so hard?
>>
>>147484815
>>147486034
https://youtu.be/pdvCO97jOQk?t=30m19s
This is what Anon 2 is talking about.
>>
>>147486034

My camera should be giving some anticipation based on where you go. I'm not sure what happened to that, maybe I tweaked things and it isn't apparent anymore. but I do intend to have the camera lead the player when moving so you can see what's going on
>>
>>147486430
why is your game in 4:3?
>>
>>147486337
I hadn't seen this talk, thanks friend
>>
>>147479184
key = {kei[i] = False for i in xrange(512)}

Learn2 map/list comprehensions niqqa
>>
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>>147457526
Game Name: SNEK
Dev Name: snekdev
Tools Used: Unity, Blender
Website(s): snekdev.tumblr.com
Progress:
+Cute UI reactivity
+Right click to select
+Softer visuals
+Color palette selection
+New mechanic to spawn new units
-Not ready for D-Day
>>
>>147467795
>>147468448
Genetic algo guy, this is rad shit, I want more details
>>
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>>147485380
That is not a problem that you can see the whole level, captain toad does the exact same thing, further more you can rotate the camera so what is your problem I don't understand it? Some things block the camera so you will rotate to a new angle.

Further more there 14 levels and a boss in every world and 7 of those levels in each world (being half) have follow camera systems and not static rotating cameras.

Iv been working on not making it "busy" for awhile now and I will continue on that mission but I think what I have lately isn't busy at all its fine.

>>147485603
I will admit this is a problem I have. Admittance is the first step around the problem though.
>>
>>147480821
nice
>>
>>147486310
UV unwrapping usually doesn't take more than 20 minutes.
Substance/Quixel make texturing easy.
You don't have to rig/animate the majority of models. Only the really important ones.

Really the hardest/most time consuming part is making the high poly model. Everything afterwards is a breeze.
>>
>>147487042
Actually, it isn't about being able to see the whole level, it's about following the player. If the camera follows, you can always find the player - they're in the centre. If not, it can be very difficult to track them especially if things are moving around so much.
>>
>https://play.google.com/store/apps/details?id=com.ketchapp.stack
>almost 50 million downloads
>probably making thousands a day
>took less than a day to make
Why aren't you making mobile games?
>>
>>147487427
Because I don't want to make games for casuals
>>
>>147487427
I don't have an idea that simple and unique
>>
>>147487485
>>147487427
I think making a few easy small in scope games for mobile is a good way to get some supplementary income to hopefully encourage a more large scale game.
>>
>>147487427
That's like saying that you will be automatically millionaire if you start a gameplay channel, is not that easy.
>>
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>>147457526
Game Name: CC
Dev Name: Kada
Tools Used: Unity Gimp Blender
Website(s): None
Progress:
+ Add changing levels with different scenes
+ Logic for respawning enemies in overworld map
+ Add animated faces to character bodies
+ Fix weapon animations
- Will remove allied AI for fighting, they will now be standby, the player can swap them in, so much schedule wasted
- Broke some enemy AI
>>
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http://webm.land/media/Ldkw.webm
>>
>>147487728
me on the window sill
>>
>>147487728
incredible

honestly
>>
>>147487728
>That last shot
L-LEWD!
>>
>>147487728
>http://webm.land/media/Ldkw.webm
I mean that's great music but you didn't make it right?
>>
>>147487956
Thats a hell of an accusation, do you have proof?
>>
>>147488027
Yeah, just listen to it.
>>
>>147487956

No I did not make the music it, before someone says I claims I made it.
https://youtu.be/8GW6sLrK40k
>>
>>147487728
This is awesome
>>
>>147488193
That's a great track (thanks for posting it) but what are you going to do for your game? License it?
>>
>>147484815
Cute webm famalam, do u have a mewsicshun?
>>
>>147484815
looks good
>>
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tiny spooky alien
>>
>>147488464
it's a placeholder you dip
>>
>>147488878
Yes because that guy is just going to make a track like that for his game.
>>
(You) @ me if you are using or intend to use vulkan
>>
>>147488795
Emphasis on tiny.
>>
>>147479840
>>147485845

The possession could have a range. Failure state could be being out of range of possessing someone. Some NPCs leave the level. NPCs going on long isolated paths would be necessary to complete some levels, making it more puzzly
>>
>>147478232
https://www.youtube.com/watch?v=jJk15CEOyds
GUMI
U
M
I
>>
>>147489035
I think he meant the Gondolas.
>>
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>>147477597
Probably a dumb question but I'm new to coding for gamedev so fuggit.
How does one decide how many different header files to have when making a game? Like for an rpg, would it be something like, mainGameLoop, renderer, playerController, randomMechanic etc... or is there a more efficient way to do it? I'm using c++/OpenGl btw and I just don't want to over-complicate a simple project.
>>
https://clyp.it/xciboxxv

HELP
>>
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Hey /AGDG/, how do i start with gamedev?

What books do i read, or should i watch videos?

>watdoplz
>>
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working out my death mechanics
>>
>>147489589
you are getting way ahead of yourself. you shouldn't be touching OpenGL if you're asking these questions
>>
>>147487728
I'd really like it if you added a drop kick to this game.
>>
>>147489735
Listen to YESDEV, a gentle introduction to gamedev by our very own Ryan Jake Lambourn: https://www.youtube.com/watch?v=iQ0e3QUADw8&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=1.
>>
>>147489735
play game(s)
note fun
draw stuff
slam keyboard
make game
>>
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>>147488878

Thats the question.

I think we all got to go in the end.

http://webm.land/media/cLAt.webm
>>
In a tactics game, should I have default right click to move and left click to select, or vice versa?
OBV I will have remappable controls also.
>>
>>147489371
Have you ever played Ghost Trick Phantom Detective? I was thinking a system like that. You can only possess someone if you're in range, and you essentially "hop" to them. That way you can't just rush at the target or possess the person right next to them.

I really like the idea of some NPCs leaving the level. It incentivizes learning patrols and schedules. I'll write that down. Thanks!
>>
>>147490018

yes i got steps 1, 2 and 3 down but

> how hard do i slam the keyboard

i mean, you guys know your programming before you said, imma dev'it
>>
>>147490430
If you can only have one unit per tile, left click should both select and move and right click should open options for the unit.
>>
>>147489973

thanks
>>
>>147489973
i agree with this
>>
>>147489797
Why not?
>>
>>147490510
>open options
Do you mean possible moves?
I have a system where you can cycle between a selected unit's abilities, and each has a different range highlighted.
>>
>>147490638
Yeah, or stuff like checking a character's inventory, stuff like that.
>>
>>147490638
>>147490510
Also sometimes you can use abilities on friendlies so left can't be both move and select.
>>
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>>147490206
this better be nonviolent
>>
neetdev I sent your trump game to jim stirling
>>
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>>147488585

a what?
>>
>>147490613
>>147489973

kek at that boss life bar
>>
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>>147490753
No inventories, it's pic related.
I will try condensing everything into a right click menu and see if that clarifies the gameplay.
>>
>>147490792
If you've selected an ability to use, left clicking no longer allows you to select a different unit seeing as you are trying to attack/defend stuff. Or something like that. A lot of tactics RPGs manage to consolidate most actions into two buttons, you should be able to as well.
>>
>>147490985
looks kind of confusing t b h

maybe it makes more sense in motion
>>
>>147490963
googly eyes is skilled at vid editing
>>
In unity, how do you prepare generic scripts, like controllers? I'm trying to wrap my mind around the whole "not hard coded for a single case" thing.
>>
>>147490943
musician, im drunk
>>
>>147491150
what do you mean generic?
>>
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>>147491153

I only have myself. I've tried making music but I'm not that great with it.
>>
>>147490620
I'd look at some tutorials for simple games. You can get an idea of how their game loops and classes are set up.

You asked kind of a weird question, and on top of that the answer will vary greatly depending on what you want to do, so it's likely you're not quite at the level yet where you should be thinking about stuff like RPG system mechanics.
>>
>>147491207
That it'll work by itself and not really care about what else is going on with the game object. For instance, a drag and move script that lets me click on a gameobject and move it around. I should be able to stick it on anything and get the same behavior.
>>
>>147491270
do you think you'll finish this project? I make music and like what you have here, if you're interested. Not tooting my own horn but I'm experienced and not some random person who smashes his head against a keyboard
>>
>>147491353
That's kinda the point of behaviours yeah. Just make sure the script handles everything related to what you want it to do, and if it doesn't, add [dependencies]
>>
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>>147491379

I fully intend to finish it.
>>
>>147491086
Baroque UI has a bit of an aesthetic appeal.
If I went that route though, I'd keep try to keep all of that info secondary but helpful, and still try to condense the controls
>>147491075
Thanks for the ideas. I'll try that, maybe after D-Day
>>
>>147491509
Know any place I can find some good behavior scripts to look at as examples?
>>
>>147491558
y-you only answered one of my questions (there were secretly two)
>>
>>147491284
I suppose you're right. My focus is basically building each aspect at a time and I'm far from any real mechanics yet. But it was just something on my mind as I've been learning gamedev.
>>
>>147491640
if you intend to offer yourself you better post some samples fuckboy
>>
>>147491620
unity comes with a bunch of standard scripts
>>
So I just finished the Unity Roguelike tutorial and well, I mean I finished the game and all, but I don't feel any smarter, I wouldn't be able to make the thing myself. What the fuck do I do brehs, how do I make any shit
>>
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>>147491640

Music from the musically talent would be nice to have. If you're willing to do it then I would accept.
>>
>>147491738
clon ping tatris asterids mincroft
>>
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Part 2. The left is the shaders, camera effects and fog for night time levels, right side is none of that for night time,

I get that day time levels look way better with none of that, but how can I improve the night time levels or is the right picture better and perfect already? How can I convey a bright, but yet pretty night Anons?
>>
I got a job
>>
>>147491859
Rather than using filters for the whole scene, consider doing individual work with the textures of the terrain to make it all shifted a bit bluer and more night-y. It'd be more work, but keep that beautiful cleanness you have going while still implying nighttime.
>>
>>147491859
Unrelated suggestion but your rotating axes should have black and light gray axeheads. Both the cannonballs and octospikes already have that color scheme. Consistency is good.
>>
>>147491859
use cool lighting and darker shades
>>
>>147491689
v rude

>>147491763


https://clyp.it/ufqdrv40
https://clyp.it/2n4mkvkh
>>
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Concept art for the boss
I hear that giant girls are trending
>>
anon you are cute. Cute!
>>
>tfw my networking is starting to work
>messages are getting through and being farmed into deserializable information
it's happening, it's really happening
>>
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>>147491859
>>147492053
>>
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>_imp
i wanna kill myself
>>
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>Retail night shift wageslave
>Too tired for dev

I envy the NEETS of this board.
>>
>>147487042
your game is gorgeous
>>
>>147492106
the last 30 seconds of the second one are cool

do you have anything that has more than 3 notes in it?
>>
Can I make a game if I can't into art?
>>
>>147492389
those both have more than three notes so im not replying to memesters
>>
>>147491953
Congrats! What do you do?
>>
>>147492326
reminder that if you were a neet you would likely be so due to your complete lack of ability to handle stress and anxiety and as such would not be able to dev either way
>>
>>147487225
get gud, the camera doesn't need to follow pac man in pac man either
>>
>>147492326
You'd just waste all of your time and you know it. The NEETs who pretend like they don't stretch out 1hr tasks into full-day events are delusional. Any excuse works for you.
>>
>>147492442
y-you shut up
Thread replies: 255
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