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

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Demo day a day away edishun

>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 (embed)

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 (embed)

>Previous Jams
http://pastebin.com/hVhvNWLw (embed)

>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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We Super Metroid now.

Also ladders you can jump on and off of.
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>>147707103
looks boring as shit.
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I started working on the human enemy ai. So far they are able to follow the player if they see him, or go look at the last place they saw him if the lose him. They can also equip weapons and aim them. Next step will be making them not totally dumb so for example paroling around and stuff like that.
Also made it so enemies can receive damage, and have critical spots for them sweet headshots
>>
>>147707103
Since when did he have tighty-whities on? I've been away a while.
>>
>>147707103
I'm impartial to the running animation but the jump is pretty nice
>>
Is it just me or did Momodora bring NOTHING new to the table.

All it did was do "generic platformer" well.
Coherent / nice graphics.
Juice.
Enough content to play 5+ hours.
>>
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Now that I have bounce lighting turned on, I spent some time trying to figure out how to get a day/night cycle going. I'm not really sure its regularly done but I added a sky light and a directional light (sun). The sun's intensity ramps up from 0 to 10 and back to 0 at dawn/noon/dusk, while the sky light's intensity is set inversely proportional to the sun. This is sort of alright, but there's not really any shadows at night so it looks sorta weird. I'd have to look at how other games do it for some ideas. Also, the transition from the skylight to the directional light isn't perfect. And there's a weird bug in the forest when the sun is around noon and all the shadows "twitch" for a brief moment. Not sure what's up with all that, but it's probably good enough for now.
>>
Ok, I asked this before but got no answer so I'm trying again.
What's the better approach for updating your game on itch.io? Specially for small updates. Editing you already existing page or creating a new one?
>>
>>147707142
thx
>>147707165
Always.
>>147707172
actual thx
>>
>>147707103
>Yet another gay furry platformer

Is there really that much money in it?
>>
>>147707278
I think editing it is better. If you create a new one, you'll lose all your statistics as far as I know.

>>147707256
Is Momodora an /agdg/ game?
>>
>>147707256
Cave Story doesn't do anything new either, it's just really nice and has engaging story/characters
>>
>>147707324
name some gay furry platformers?
>>
>>147707274
>but there's not really any shadows at night so it looks sorta weird.

Add a moon to illumate terrain or human lightsources. On an overcast night there isn't really much of shadows in the real world in a rural area either.
>>
>>147707103

Everything I see your game I think the scale and camera view is fucked up and looks unpleasant and your level layout is a bit claustrophobic (not in a good way)

Your resolution of the main character is too high and the camera should be further away so you can see more level.

Also post a pic of your dragon dildos.
>>
>>147707324
>money

I'm not speaking for the guy but is it that unthinkable that someone who enjoys anthropomorphic characters wants to make a game with anthropomorphic characters?
>>
>>147707338
Really ood point there. I didn't think about that before. I'll go with editing then. Thanks for the answer.
>>
>>147707414
yeah I was thinking of that but the default skybox doesn't have a moon so it would also look weird. Maybe I'll dig a little and find one some day.

The other thing I was thinking is just add a point light to the character to make it seem like they're carrying a torch, which will give some minor shadows and brighten things in the vicinity a bit.
>>
>>147707553
Yes. He was making a furry VN for waifu jam then disappeared halfway through to open a patron for it and get furrybux
He literally said he only makes this shit for money (and because he's a furry himself)
>>
>>147707338
>Is Momodora an /agdg/ game?
No but someone here was making a clone/homage/whatever of it
>>
>>147707641
Ain't no patreon, buddy.
>>
>>147707623
>but the default skybox doesn't have a moon so it would also look weird

Add one as a floating billboard or 3D object.
>>
>>147707553
Anthropomorphic characters are ok, most people here have complained about the childish underwear, because it's the detail that makes the game la furry bait, specally in a setting that doesn't make sense, like in that game.
Also people are kinda upset that the guy is great at art, but he is crippling his talent by doing the same stuff over and over.
>>
>>147707647
He posted here occasionally.

As in had psychotic meltdowns and was raving mad and ranting.
>>
>>147707175
>I'm engine devving for most part. [...]
>Now I've realized I'll never finish anything if I get discouraged by the fact that I'll never have assets for my game, so at the moment I'm mostly digging drawing tutorials
I might be projecting here but perhaps you lack a clear goal/dream? My dream has been the same for years now and it won't change. I have the same problems as you regarding art (well, I'm kind of an artist to begin with but I have terrible motivation), but at least I know where I'm heading, what matters now is continuing on.

>May I ask what are you working on? Are you using RPG Maker? I loved it back then for all the free assets and the fun community.
I thought I would be using RPGMaker but ended up realizing I would be working against the engine as it's not made for what I intend to do so I've been learning GM:S. I'm making an ARPG/Action Adventure game (top/down, pixel art).
>>
>>147707728
when'd that happen? what about?
>>
>>147707850
>what about?

His games being the second coming of christ in general.

Then about Gwyn copying/stealing from his unique and highly novel generic platformer game.

>when
early 2015 or perhaps it was late 2014.
>>
>>147707971
you sure it wasnt just gwyndev or someone else falseflagging? that seems like a thing that would happen.
>>
>>147707728
Damn, the game looked cute and comfy as fuck, is a shame the mind behind it was the total opposite of that.
>>
>>147707051
>As a half decent artist you could earn the same amount for the same time.

True.

But I'm not a half-decent artist.
I'm someone with absolutely no skills whatsoever, no college no nothing, who started making money with just some internet meddling in his free time.

>And you did spend quite a lot of time on getting it set up.

Setting it up in 2 weeks is quite a lot to you? When the alternative you mentioned takes 2-3 years to set up?(becoming a half decent artist) ?

How convenient that you don't take into account how many hours it takes to learn a trade, but you do take into account how many hours it takes to learn how to set up the passive income, and count it as a net loss.

I'm not the guy who recommended the passive income thing though, because the more people do it the less I'll make, I just wanted to show you that it's definitely doable and not always a scam.
>>
>>147708109

I am sorry I asked in the previous thread but what exactly do you do to earn that money? Maybe I just missed it.
>>
>>147708030
>>147707971
Hmm I seem to remember there being some .gif of blog post about that drama. I forget if it was Momodora dev or what.
>>
>>147706996
This is my face when realising you basically have to put some memes and 9gag-esque jokes (which are not regular jokes) into your game these days to get any attention.
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>>147708230
No need to apologize bro, I didn't answer in the last thread. Because I'm a jew who won't give out his trade secrets.

If you're interested in making money online there's a subreddit for that, "WorkOnline". Good enough place for beginners, check it out.
Word of warning though, there's generally less work for any non-US country, but you could still make some if your english is good enough.
>>
>>147708030
>you sure it wasnt just gwyndev or someone else falseflagging?

rdein isn't known for being a stable person and he posted game screenshots as evidence. He also had some simultaneous twitter meltdown.
>>
Free released 2D or 3D cute girl yet?
>>
>>147707848
>lack a clear goal/dream
I admit, that's also part of the problem. People tend to think that having an idea is enough in itself, but when you start the implementation, you start to face so many questions that might be overwhelming and makes you retreat. Like: I want to shoot a fireball. Ok, but how will it behave? Will it follow the target or go in a straight line? Will it be fast or slow? How will it effect the overall game play? How should the enemies behave? Can they dodge it if they see it coming? Etc. It just becomes worse of you are a 1MA, since there's no one you can discuss these issues with.

So, yes, I'm learning it the hard way, but I hope after every Nth unfinished project there will be at least one finished. Especially if I can encourage myself with some interesting story or character at the end, and not only circles and boxes.

Have you posted about your game by any chance, yet?
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>>147708789
Sent ;)
>>
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>>147708850
WHERE IS IT???????????
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>>147708880
You need to hit refresh, you left your tab open since last year.
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>>147707256
Momodora main appeal was mainly the girl with the lewd legs.

I'm always up for metroidvania games but I got bored of momodora after the first encounter with the giant titties witch.
I don't know why but somehow the cute graphics were just not enough to keep me interested, nor the story. Kind of glad I didn't buy it.
>>
>>147707103
is he wearing diapers? the furry diaper fetish community is pretty small you should focus on solely the furry part
>>
>>147708912
October 2013 was 3 years ago.
>>
>>147708947
Hmm they are lewd.

It reminds me of something a literal furry said in another AGDG thread... Something like "It's better if you hint at being lewd rather than actually being full lewd. Leaves it open for fans to do." or some shit

Wonder how much merit there is to that.

In fact it was re this game: >>147707103
>>
>>147707150
They move like robots or undead.

Maybe that's why so many games use them as enemies.
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>>147707848
>well, I'm kind of an artist to begin with
No offense but if you're an artist then you can't understand.
>>
>>147707256
Momodora has cute graphic, a cute game name, and good music.

Gameplay matters sure but some people here are deluding themselves if they think that's what matters most. What matters most is art and the atmosphere of your game, because that's what people will see first.
>>
>>147708789
Google.com
>>
>>147709020
N-no

Time to go have a mental breakdown.
>>
>>147709080
There are few people who matter, and they care about things that matter. There are a lot of people who don't matter, and who care about things that don't matter.

Who you dev for is up to you.
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>>147709080
It has good music... but boy the sound effects are really grating. But yeah, the shit you mentioned is pretty important.
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>>147708057
Isn't that normal? Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.
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>>147708840
Good luck in your journey then, anon.

>Have you posted about your game by any chance, yet?
Nothing but random pixel art / studies. I'd like to do things right so I plan on showing my game to everyone only when things are more or less ready, i.e. when I have something worthwhile to show and once I'm ready to handle the shill aspect. I get easily anxious and I do not want this to affect me negatively at a bad time.

>>147709075
Don't worry I'm not taking any offense here; could you expand please? I'd like to understand better.
>>
>>147709039
It's not really about the amount of lewdness but the amount of 'everything'.
In the example of momodora, the game have some potential but it's just not fully exploited well, sadly. I feel like the issue is just >>147709080
>cute everything
Yeah, everything is cute as fuck, but not really interesting. Kind of hard to explain.
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>>147709136
Things don't have to be as extreme as you're making them out to be.
>>
>>147709080
Art itself isn't strictly necessary.

What matters is consistency and atmosphere, the overall feel how well it meshes together. It's why games like Thomas was alone or whatever the memegame was called can exist and thrive.

As soon as it's good enough and playable then the main point is conveying the feeling of great gameplay.

At this point it's also guaranteed to have good gameplay if the reviews are good. If there's anime titties everywhere I'm not sure if it's a boner doing the review or if there's actual gameplay to be found.

If it's Primtivies: The Game, then obviously there's something else than just shallow art that made it good.
>>
>>147709163
>Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.
uhm, no? I know plenty of "normalfags" who can't stand sad stories at all, and sad people who love to write tragic stories because happy stories seem too shallow to them.

I mean, it really depends.
>>
>>147709373
I would say like attracts likes.

If you're happy and in love a romantic comedy is going to much easier to associate with and enjoy than if you've been alone for 5 years and suicidal.

And a depressive drama about nuclear war and people dying left and right would fit much better to the suicidal people because it agrees with his bleak visions and feelings he's used to.
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>>147709527
It's still a very restricting way to see things, kind of a non-discussion here. I still see what you mean though.
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>>147709373
>I know plenty of "normalfags" who can't stand sad stories at all

Because inside they're feeling miserable and their social persona is just used to cover that.


If you laugh really hard you can't hear yourself crying.
>>
>>147709163
>Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.

Don't quit your day job, Freud.
>>
>>147709163
Not sure, I have been pretty depressed lately due to some shit that has happened and while I like cute and joyful things, I usually like sad, grim and dramatic stuff a little bit more too.
I know there is a stereotype about creative people being dicks as well.
>>
>>147709202
>could you expand please?
As an artist you get to have the possibility. Let me explain :

As a coder I have a good set of game I want to code, and games I can code. Even if I'm not making them right now I know that I can make them later, no big deal. That's the key thing here, I'm not limited by anything and I know I have the tools and competence for it.

Now, for assets that's another story. When you start organizing your project around, you already know that whatever you do you will not be able to make the assets. It's the one thing that you know you can't do, and you also know that the game will just not exist without it.
Who in his right mind will start working on something that he knows he won't be able to finish? This is why you see most coders of agdg being stuck with their custom engine, or eventually go down the meme game way since it doesn't require consistent art.

Of course, there's some meme-poster who will probably start posting his usual "1MA" but we all know the truth. Even limited with agdg, I can't find of a single game that was completed by a single guy, unless it's an unfinished platformer by an artist. In fact, I truly believe that the artists of agdg go with platformers not because they "lack creativity" like the usual meme-poster will say, but mainly because that's the only thing within their "possibilities" if you follow what I've been saying at the start.

I didn't mention the "hire an artist" because I'm pretty sure that as an artist you wouldn't like me telling you to "hire a coder" for your amateur game.
>>
>>147709789
>creative people being dicks as well
Because they think they have talent, something which they've born with, which make them stand above the rest. You need to learn that skill comes from hard work and nothing else, thus can be achieved by mostly anyone who's willing to acquire that skill.
>>
>>147709828
>Now, for assets that's another story. When you start organizing your project around, you already know that whatever you do you will not be able to make the assets.

Why not? Are you seriously so massively incompetent that you cannot make anything asset-like on your own? Or make sure you design a project where they'll be for sale or availible from open sources?

Are you the same guy that said you would refer to the audio guy whenever you needed 2 seconds cropped from an audio clip?

It really isn't that hard to aquire some basic competence in other fields, along with taking design decisions that ensure you're not needing an open world skyrim clone level of asset that you cannot make.
>>
>>147709828
Thanks for your insight.

>I didn't mention the "hire an artist" because I'm pretty sure that as an artist you wouldn't like me telling you to "hire a coder" for your amateur game.
You're right, that's why I've been learning. My best friend of 10 years whom I respect and had been looking up to even proposed to help me for my game, and even him I refused. I just want to do everything by myself, otherwise there's no point to it, it'd be tainted.

I'd love to see /agdg/ grow as a community with more tutorials, resources and help available to everyone. Especially regarding art, but not limited to. The website would be a good place to start I think. We have a lot of potential I think.
>>
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Reminder that Demo Day 9 will have the most games featured out of ALL Demo Days in /agdg/ history!

Why aren't YOU participating in this historic event?
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>>147710330
But I am, anon.
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>>147710330
i don't get it, why are there so many people now? i haven't noticed some great resurgence in posting

did this guy really intimidate all the nodevs into participating?
>>
>>147710115
>It really isn't that hard to acquire some basic competence in other fields
Sure, everyone can do kenney level assets here, but that's past the point
>>
>>147710397
Might be because of summer (not in a "newfag summer" way, simply summer = more free-time).

Perhaps because gamemaking as a whole has been promoted on social medias too? I don't know. These things can have a lot of influence. This anime season there's an anime about gamemaking, and next season I believe there's also another one airing. I can bet you anything it'll have some impact.
>>
>>147710115
I'm not him, but yes, for some people it is that hard.

Now that I started to learn drawing, I still suck at it, but now at least I get it. Let me explain: art is a language. With a single line you tell the viewer if the shape which is formed by said line is a 3 dimensional ball, or a rectangle etc. You tell the viewer which entity is near to the viewing plane and which is far away, and so on. It is a language, which you can understand but can not express yourself with right away. When you are hungry, you know which words to use to ask for food, it was naturally learned. However it is not the same with drawing. You may draw a stick figure, but to know how to draw a figure from a given angle and make it look right is a different story.

Honestly, if it would be that easy, there wouldn't be people on this board who ask if the artist is autistic or not because the poor choice he made in color selection. It is fucking hard for those who know nothing about this. Just look at the feedback people get. Most feedback is about the art. The nose is too big, why did you use that color, hair does not behave like that in the wind etc. These all come from the simple fact that doing art is not a natural thing, you either learn it or not.
>>
>>147710174
>We have a lot of potential I think.

Too much memes and people full of themself. You ask how to peel a potato and a handless person replies that you need to buy a $120 potato peeler or get a formal education as a chef. Then an autistic person that eat unpeeled potatoes raw as his staple diet says that the industry standard of peeling potatoes is to first learn how potato peelers are made, followed by potato biochemistry and modern agricultural practices, and gives you a 14000 hour tutorial that teaches you the fundamentals of industrial mass production and factory economics.

At the end of the century, after following all of AGDGs advice you'll know enough to work as Potato acuisition and peeling manager for the global food trade, but still not know the actual practice of how to manually peel a potato that you asked for initially.
>>
Post reference - receive 3d model.
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Anyone tried Stingray yet? Being a Mayafaggot I'm naturally inclined to suck Autodesk's dick, especially if it means a much smooth asset flow
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>>147711061
Do it.
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>>147710586
lol
sounds accurate
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>>147711173
>>147711061
PS: No organic characters, pls.
>>
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>>147711217
k
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>>147711252
I might give it a shot, but do you actually need it?
>>
>>147710586
I don't know when was the last time I laughed this good, thank you, anon!

Other than that, /agdg/ is the usual cynical 4chan community. Maybe we're laughing more on our own misery than the others, maybe we pretend we are more than we are, but at least we are creating content and having honest fun. At least I know I am.
>>
>>147710561
Your entire post is essentially a complaint that your initial design choice was to make a game that you couldn't make the art for.

Basic competence is not to be able to animate a sprakly pretty pixel platformer. Or rig and animate realistic human characters. Or write an orchestral soundtrack. Or draw AAA level box/concept art.

Basic competence means you know how the software works at a rudimentary level, you've played around with it and done something. You have an idea of what you're capable of. That's what basic competence is.

You then take design choices that incoporates this basic competence of yours in your game idea. That means to NOT use photorealistic humans if you cannot make them. For the same reason I don't plan a 2-year long luxury yacht vacation I wouldn't design a game that overrides my competence budget.

To take the elephant in the room of shitty art: Minecraft. How much of it do you think was initially meant to end up looking like it did? Do you think the spastic and rigid cube doll the characters are was an intentional aesthethic choice, or a compromise between the vision of the game and the artistic and 3D modelling capability(or absence of) of notch? Sure it might fit the rest of the looks but that's because everything else in the game was subject to the same compromise and constraints. It was also well within the competence bounds of art and therefor easy to make, unlike someone who overextends their vision and ends up having to ask this place for shitty feedback on shitty art that looks like shit all over in addition to being inconsistent.
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>>147711309
>>147711217
>>147711061

Better idea, find a dev so that you wouldn't be making useless trash and some assets instead
>>
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>>147710397
>>
>>147711395
I'm sorry chen I'm working on it but I don't know if I'll have something playable by demoday
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>>147707165
>>147708789
Unity girl
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>>147711075
>suck dick
>asset flow

that's what you call it now?
>>
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>>147711217
if you don't try something you're not good at you'll never get better
>>
pros/cons of ren'py for VN/IF/MUD?
>>
>>147711828
I have never even attempted to make humans in my life.
>>
>>147711881
then make a bunny, or copy mya from :3, that's a super simple art style
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>>147711858
It's not very good at HP/DMT/GBBT, but you surely can do HTW with GABBO
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>>147711858
Just use unity and multiplatform it.

>>147711881
Just put your dick in someone.
>>
>>147711963
>Just put your dick in someone.
Creating them is not the difficult part, raising them is.
>>
>>147711547
The joke with Unity-chan is that she can't be used at all.
>>
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Went to bed and didn't check if any replies last night
Anybody have feedback on this for the survival horror part of my RPG?
https://instaud.io/slO
>>
>>147711387
You're shitfting the post. But remember that basic competence is why we have games like RoR, Undertale or Goat Simulator.

And no, before you try your usual popular talk I've asked numerous people outside of the internet what they thought about the game. It made me realize that the internet really is another community by itself.
>>
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>>147711395
No progress today, besides adding another cute screen that probably nobody will ever see.
Just catching and fixing bugs right now
Pic related is yesterday's progress I couldn't post. You can see the new AI and part of the new level layout in action. Hunter walks slows, after he notices you he starts moving faster, and there are more obstacles here and there.
>>
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missed the new thread so here again:
first draft on the finish.
is that good? or should I rather use a static rotation on the menu or even no rotation at all?
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>Trying to use custom ray-channels to make an effect work in ue4
>Nothing I do works, it refuses to ignore the pawns hitbox who clearly states that it should ignore that channel
>Even do a whole fresh project to post a proper bug report
>Here it works as it should
>Wtf
>Go back to original progress
>Had been fidgetting with the wrong pawn for an hour
>>
>>147712560
No rotation at all. Maybe some other animation? Like around the edges? Maybe that's too hard right now for you, but that rotation is a bit annoying at best.
>>
>>147712283
I love it. Dark ambient is one of my favorite genres.
>>
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anyone know a good shooting tutorial in unity for beginners?
>>
>>147712481
you have one of my favorite games in aggydag right now. please don't stop posting progress!
>>
>>147713735
Ask google and do the rest yourself. Making an FPS game is hardly rocketscience.
>>
>>147713735
What specifically are you confused about?
>>
>>147707274
The buildings are visible when the ground is pitch black.

Apart from that, its a nice effect.
>>
List all missing devs you can think of.

No cheating by checking recaps. I want to see who managed to be the most memorable of those who have passed on.

So that I can steal their dead games
>>
>>147712481
What's the cute screen?
>>
>>147713868
Scripting, ive only started to learn and most tutorials dont go in depth enough or skip over things
>>
What are some notable /agdg/ games?
>>
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>you need an account to download GM standalone
Since when?
>>
>>147714035
yours ;)
>>
>>147714047
It's gambling maker now.
>>
>>147714047
It's obvious you need an account and a key considering even the free version gives you the ability to release paid games.
>>
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Fug, ready with time to spare for unnoticeable polish. No more than 3 minutes of gameplay total, less mechanics than before but the atmosphere should be higher quality overall.
>>
How would I make a 2D bookshelf where the books are seperate objects from the shelf and become physics objects if slammed into?


in other words, How do I make books go flying off shelves?
>>
>>147713526
aight will do later on
>>
>>147714047
Bullshit right?
>>
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>>147713749
Thanks! I'm glad someone is enjoying it that much. I have a lot of ideas for it, so I'll probably be working on it for some time, and posting my progress here of course.

>>147713920
Sometimes, after staying idle at the title screen, instead of going to the demo you get a screen thanking you for playing the game and reminding you I'll keep updating it, with a small chibi-style drawing of the vampire girl.

Pic unrelated, a placeholder banner I made for the itch.io page.
>>
>>147714326
Best idea that comes to my mind is having the booksheld with the books in as and object, when you slam something to it, it creates books as particles, and changes it's sprite to one of an empty bookshelf.
>>
>>147714664
genius

thank you
>>
>>147714770
You're welcome
>>
>>147714326
you can do >>147714664 or just have the books there from the start and change the bookshelf's collision mask once you hit it with enough force
>>
Reminder to hide the Aggy Dagger somewhere in your game, so that we can all have fun finding it in each demo day demo!
>>
Stardew valley has over a million owners. That's more than 10 million dollars. WHAT THE FUCK.
>>
Baby Superheroes - how's that for a game jam theme?
>>
>>147714991
He worked four years on it I believe. All by himself.
>>
>>147715124
It's a bad theme if there is only a single possible interpretation, IMO. You need something more vague, preferably with multiple, very different meanings. A single word is usually good for that.
>>
>>147714991
>>147715178
inb4 reddit etc but here's his AMA :
https://www.reddit.com/r/StardewValley/comments/4b8s7v/im_concernedape_developer_of_stardew_valley_ask/
>>
>>147715337
Alright, babies.
I really like em, if you know what I insure.
>>
>>147713735
> making le AAA 3D fps game
> dont know how to script "shooting"

good luck senpai
>>
>>147714832
I have a hidden agdg logo. Maybe I could give a small prize to the first guy that finds it.
>>
>>147715563
>Anything you regret while developing?
>"I regret a lot of stuff about the development, but that's part of the learning process. One of the big ones is going with XNA (totally outdated now)."
Monogame shills, out now. :^)
>>
>>147714991
valve takes a lot of that, plus taxes and paying back the licensing of whatever software he used.


Still a nice chunk of coin tho

I wanna know how much money the FNAF guy has made.
>>
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Alright then if I can't get a cute girl I'm just going with this.
>>
>>147715818
XNA is only outdated if you want to make AAA's
>>
>>147715941
His game is an indie game and he stated he would continue making 2D sprite based games.
>>
>>147715886
what is it
>>
>>147709065
getting realistic looking behavior is for AAA devs who have people dedicated solely to making AI stuff, i will be satisfied enough if i can make them not too easy to beat
>>
>>147715986
Yeah, and at least C# has nullable types and lambdas so its a somewhat modern language
>>
I've been writing music for my game, but I don't think I can use this https://soundcloud.com/pedro-montoto-garc-a/ouverture-in-c-minor

Feel free to use it though.
>>
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>>147706996
all this time i thought progress was a meme, but actually if you just sit down without any distractions you can get more done in an hour than most people do in a week
>>
>>147716264
>nullable types
>good
Nigga pls.
>>
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>>147711252
>tfw strike vector is deader than dead
>>
>>147715818
https://www.reddit.com/r/StardewValley/comments/4b8s7v/im_concernedape_developer_of_stardew_valley_ask/d175k0f
>I'd probably look into something like monogame next time. Maybe even GameMaker depending on what the game is.
>>
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>>147716491
>following a dev and they just stop updating or their project is cancelled
This kills the progress
>>
>>147710330
because my game lacks enemy AI,
and a lot of other stuff, but that's more important for it being playable.
>>
what time zone is the demo day deadline in?
>>
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So why is it called Demo day if you only release a small mini game like thing
>>
>>147717771
It conforms to yours.
>>
>>147717807
It should be called Beta Day but that's everyday for us ;_;
>>
>>147717807
Demo day isn't a jam
>>
>>147717807
because is a demo of a small mini game like thing
>>
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>>147717893
Not if you're a NoDev like me
I swear to god I will start some day, maybe tomorrow, I just need the Waifus to be ready cooking
>>
>>147716321
Sounds pretty nice, what'd you use to make it?
>>
>>147716464
Tell me what you think I mean by nullable types.
>>
>>147717807
We could release more demos if we had cute girls.
>>
>>147718097
Musescore + Protools (Omnisphere plugin)
>>
>>147718109
A type that you can assign null to. This means you have to guard against any possible case where the value is null and overloading the type with semantics for null like "there has been an error instead of letting the compiler handle such cases (as in Haskell).
>>
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Holy shit, basic gameplay is in, so I just might have something playable in time for demo day!

Still need to make a proper level for the demo though.
>>
>>147719037
I hope you're going to make better diagonal surfaces before the demo though,
everything else looks good.
>>
Guy making the RTS here, I need to make more units, give me some ideas please.
>>
>>147719037
Why is she throwing bloody tampons at the enemies?
>>
>>147719037
That looks really good anon. When I saw your sprite by itself the other day, I thought it looked a bit small, but when it's in context it really shines. Nice work on those slopes too.
Do you have any social medias? I want to be your devfriend.
>>
>>147719226
What is your theme?
>>
I'd just like to take a book and go out into the sunny weather and read and drink beer.

Why couldn't I be autistically motivated to make game?
>>
>>147719467
Do it, taking care of yourself is good for motivation.
Just set a timer. An hour or two, and then you come back inside to make game for an hour or two as well.
>>
>>147719137
Drawing the missing tiles is next on my list and will be done before demo.

>>147719353
That's one way to see them I guess. They're supposed to be pinecones or something like that.

>>147719402
>Do you have any social medias?
No, I'm currently only posting my progress here. I'll think about it though.
>>
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>>147719463
it should have been some kind of snowy world but it looks nothing like it, so anything goes.
>>
>>147719467
>reading books
fuckin nerd lmao
>>
Substance, Quixel or 3dCoat?
>>
>>147719037
It's looking solid anon, but (no offense) you're something.
The game looks generic. Solid but generic. There needs to be some kind of unique or at least interesting mechanic to keep people interested.
>>
>>147720013
>you're something
Wow rude.
>>
>>147719983
Pirate them, see which one you like best.
They're all pretty good.
Substance has cool procedural stuff, although lacks in hand painting flexibility, quixel is basically a photoshop plugin, and ndo is useful for hard surface stuff, and it got great default materials. And you can extract them, and use them in substance.
>>
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>demoday is tomorrow
>lost two devdays due to a limitation in the engine that I couldn't work around and had to change the design to fit the new schematic
>won't make it on time
>shit
>fuck
>cunt
>cock
>>
>>147720109
>>147720013

Whoops. You're "missing" something. Just woke up.
>>
Laser beams.

Lag from recording... mostly. Taking lots of tiny chunks out of a ship in rapid succession tends to bog shit down a bit.

Also fine-tuned the movement with some magic space drag, because gameplay > realism desu.

At this rate I'm just going to put up a physics sandbox for DD9. You'll get to switch control between the demo ships with the number keys, probably.
>>
>>147720446
>that framerate death

you might have to do some optimizing later
>>
>>147719037
>another artist platformer
>5 replies, mostly praise
See?
>>
>>147719685
I can't code for shit while drunk, which is what I'd be if I went out to drink for 2 hours.
>>
>>147720013
I know, and I don't have a gimmick in store either. The thing is, I started this whole game just as a practise project to improve both my programming and art skills, so I went with the common, safe beginner project of pixelated platformer.

I have more mechanics planned, but not really anything original or groundbreaking.
>>
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You can now push the button. Damn... I've made so little progress this week, there's still so much more stuff I wanted for demo day.
>>
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how well can gamemaker, UE4, or handle actual animation?
>>
>>147720849
Game Maker's animation support is weak as fuck.
>>
>>147720849
forgot to put in Unity
>>
>>147720849
tip: your question is vague as fuck and you can only expect vague answers
>>
>>147720446
>in space
>things are falling down
>>
>>147720849
handles it the best.
>>
>>147718450
That's the opposite of what they mean in C#. Nullable is the Option or Maybe type of C#.
>>
>>147720786
Getting pretty strong TimeSplitters vibes from this. Please tell me that's what you're going for; I fucking loved those games.
>>
>>147720849
Man, I can't wait for Indivisible.
>>
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How do I get myself to do anything?

I have many things planned but I just can't get myself to start drawing assets... and without assets I can continue coding my game.

People drawing pixel art here, how did you do it? Were you inspired by other artists/games? Used references? Spent hours and hours on some little tiny things?

I need inspiration / help, please.
>>
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>>147721356
you just draw because you want to make game, retard
>>
>>147721356
What style are you aiming at?
>>
Post prOgress, Recrive faNart!
>>
>>147721475
Y-yeah.

>>147721542
Top down, but slightly bigger sprites than your typical RPGMaker game.
>>
Welp, looks like I might miss Demo Day AGAIN

Because of UE4 packaging/deployment bugs AGAIN

This time it's some sort of internal bug in 4.12 relating to PhysX and "Continuous Collision Detection" which cannot be worked around, even by disabling CCD for the entire project.

I even had the foresight to start my cook attempts two days early specifically for this and I've got no idea what to do. And it invariably takes Epic 2 weeks to even get back to AnswerHub bug reports, so who knows when the demo will actually be ready.

Fug.
>>
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Oh my god making a tile sprite sheet is the worst thing ever. It's just so annoyingly slow and the results end up looking shit anyway. I don't get how people do it. I bet they just outsource it to Vietnamese children who end their lives after the process is done because they can't live with themselves afterwards
>>
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Got screenshake working. Way easier than I thought it was going to be. Still not sure what I should do to make the boss jumping obvious outside of adding a sound effect, for instances when he is offscreen. Probably create a shadow somehow while he is landing.
>>
>>147721161
Never played them, so it wasn't intentional unfortunately, but it might end up being similar-ish.

I wanted to make a Duke Nukem 3D or Shadow Warrior with Quake-level graphics, which I think isn't too far off.
>>
>>147721783
What are top/down games with sprites bigger than the RPGMaker/Zelda standard? I can't think of any. Google isn't helping either.

2D that is.
>>
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>>147721783
Well noartbro, I too had problems to put my projects on track because I can't draw or illustrate to save my life. The solution I found was to literally create my own graphics from stock graphics in photoshop.

Pic related, it's a composition of around 8 or 9 different images cut, pasted and edited together. I'm pretty satisfied with it. I know it has it's flaws and it's far from the eye candy of the cutesy pixelarts projects but it gets the job done.

If you want to I can give you some tips so you can at least have something to work with.
>>
>>147722284
No offense but I still want to learn and draw the normal way.

Thanks for the offer though.
>>
>>147722284
Are you ever going to post gameplay?
>>
>>147722392
Ok no problem anon.
>>
>>147722021
>Because of EXCUSES
>>
>>147720446
is that unity? looks really cool, how are doing the cutting? dynamic vert manipulation?
>>
>>147722021
https://answers.unrealengine.com/questions/425170/ori-cohen-physx-issue-on-compiling.html
Seen this?
>>
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>>147722532
It's a visual novel demo with like 6 screens...

Okay. Here's the deal: I will finish the interactive zone and post some gameplay. It'll take some hours but you have my word.

I won't lie, I'm shy of showing it but I'll have to get over that.
>>
>>147721356
You literally just do it, maybe do a 30/30 regiment to start off. That is where you draw for 30 minutes and take a break for 30 minutes. That way you don't burn yourself out and by forcing yourself to stop you build up a desire to continue or finish what you started.
>>
>>147723042
that honestly looks pretty spooky and no less rapey

I can almost see a crazy anime chick overlaid on top telling you you're never leaving this place
>>
>>147723087
I was thinking of something like this yeah.
>>
>>147723087
I can testify that this works great for masturbating
>>
>meanwhile cute girls are not being used in any games
>just posted for attention
>>
I've got 5 days to pack, clear out and clean up my filthy apartment. It seems my life as a student is coming to an end.

My desire to dev is finally returning too. Maybe it'll stay for more than a few weeks this time.
>>
>>147723301
My cute girl is the focus of my game though.
>>
>>147722564
Yes, because of excuses.

I'm still committed to it and a week from now when it's sorted I'll put the demo up, I just keep missing the window.

I feel like I need to start cooking 2 weeks before Demo Day actually happens.
>>
>>147723436
Anon, we said cute girls.
Not cute rabbits.
>>
>>147723436
And you just have her waste her potential by doing awkward dance moves.

You're wasting her potential. And you're wasting your potential as well. Do more.
>>
>>147723436
Make her turn into a stripper with drug expenses if your performance goes too bad.
>>
>>147723510
>I just keep missing the window.
Here it is. Now out you go.
>>
>>147720709
If you can't think of unique mechanics, neat powerups and such can bring a game some interest.
>>
>>147722931
Yeah, I've seen every AH thread about it.

None of them actually has a SOLUTION, though.

Even then his solution is "I stepped through 3 years' worth of level elements looking for that one trigger with CCD still enabled on it", which I'm doing, but the point is obviously CCD is broken since it's supposed to be a log warning that notifies that CCD does nothing on kinematics, not a cook-breaking process.

Shit, there are valid reasons to put CCD on kinematic objects (I don't encounter them, but any kinematic object which is set to simulating at runtime would almost require CCD to be on-and-ignored during kinematic portions of gameplay), the point is 4.12 broke this process and until Epic fixes it the only workaround is to hunt through Every. Fucking. Object, disabling CCD along the way.
>>
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>>147723436
Suggestive bunnygirl when
>>
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>>147720527
It wasn't nearly that bad without OBS, I assure you.
I did manage to get rid of the egregious lag spikes by hitting every few frames instead of every frame without fail.

>>147721051
It's orbital drift or some shit. I've either got that effect for removing confetti or a gradual opacity reduction.

>>147722763
A 2d "voxel" damage system like in From The Depths. More precisely, every destructible object has an 8-bit "HP texture" that can be altered by damage events. Cutting itself is done by checking continuity via a co-routined floodfill algorithm, followed by instantiation and texture collider polygon regeneration if there are any islands.
>>
>>147723624
S-Sorry, this is the best I can do right now. I'm still learning though.
I will make an RPG with cute girls and microgames eventually

>>147723701
I'm planning on redoing her rigging and adding fingers etc after DD9 to be able to animate better dance moves.
>>
>>147723730
>texture collider polygon regeneration
texture trimming and collider polygon regeneration
>>
how does /agdg/ sit?
>>
reminder to flip your normals
>>
>>147723851
On my butt
>>
>>147723851
Very carefully.
>>
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>>147723851
>>
>>147722156
This keeps looking more and more impressive. Great job, man
>>
>>147722156
Game looks fun to play, even with placeholders
>>
>>147723730
nice voxels
>>
>>147723851
I don't sit, I levitate.
>>
>>147723730
> the rockets going to impact that piece of junk then suddenly going for the other piece
>>
>>147723851
Cross legged on my couch is pretty frequent. My comfy chair got destroyed and the kitchen chairs were impossible to sit in for prolonged times so I had to abandon my computer desk.
>>
Why are furfags and dweebs allowed ITT?
>>
>>147724140
mouse guidance
>>
>>147724269
I just thought it was funny, you did a good job anon.
>>
how many ideas and references did you steal today agdg?

reminder that thieves finish first
>>
>>147724260
Because creating attrition in an already divided and fragile community just out of childlish prejudice won't help us grow at all.
>>
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guys guys guys
finally finished static blocks. assuming you remember the concept from previous progress webms, is it clear wtf is going on there?
>>
>>147724741
The 2 blocks are attracted to each other and stop in the black ones. But i don't think it's very intuitive, make sure you explain it well in a tutorial. Part of it i think are the blocks going downwards, might be better making them just dissapear with some particle effect?
>>
Thoughts? Not finished yet but would appreciate...
https://clyp.it/bny2hxiq
>>
>>147724930
hey, thanks for the feedback.
I think you're right but guess it'll be easier to understand when you go step by step (i.e. simple collapse without any static or anything first).
I'll try to post a simple puzzle/solution or lets say the idea behind the puzzles next, hope that'll clarify the whole thing a little bit better
>>
>>147725162
wait nvm, turns out it's still a bit broken...fuck...
>>
>>147723681
I have quite a few things planned still, such as different attacks, temporary powerups, breakable tiles and so on. I'm not anywhere near done with this game yet.
>>
yay, another fucking UE4 update!
>>
are games art? i like to think that they are, it's just the community around them that makes everything so shitty and watered down.
>>
So, is Unity and C# good to start out?
I have no idea about programming or game design
>>
>>147725762
Just like art in general.
>>
>>147725762
Not mobile games
Thread replies: 255
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