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/agdg/ - Amateur Game Dev General
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Just like make progress

>Next Demo Day (Ten)
https://itch.io/jam/agdg-demo-day-10
>Previous Demo Day
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) (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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My game sucks
>>
(hire me)
>>
>>148103548
Rest in peace yesdev. You tried.
>>
(embed)
>>
>>148103054
Sorry I don't want to be bullied if you don't like my game
>>148103675
Whoops
>>
>>148103596
I'm not sure how to use array/lists, I'm using this as a learning experience, too.

cross postan from the last thread.
>>
>>148103459
>love2d is on there, a framework with no notable games
>Monogame/xna isn't

explain
>>
>>148077692
I feel I might doing something wrong, but I never felt the need to use pointers. The only reason to use them would be in the case of some huge data, like graphics. However if I just, I don't know, load all my assets into a global array, then I won't face issues where they get copied or multiplied.
>>
>>148103787

Arraylists are just variable length arrays,

You add an item, it +1's the size, you remove, it -1's the size.

Much more useful for a lot of things, especially considering you can add Generics.
>>
>>148103904
Most of the OP is useless.
We should honestly just have the dd and jam stuff and possibly the site and that's it.
But autists will flip because something changed.
>>
>>148103961
I mean, I get the general idea, I just don't understand how I'd implement it in regards to adding/removing something.

Would I call an item from the same array in the update/render loops, then delete it when it was done? Wouldn't it reference a certain index and mess everything up?

ex, if my listarray goes dog, cat, dog, and I delete the cat, won't it just point to the dog, now?
>>
>>148103919
>The only reason to use them would be in the case of some huge data, like graphics

Or in the case of absolutely anything, even if it's small, if you want to avoid unnecessary copying, or if you want to change the values (though a reference could work here too).

>globals
bad oop design
>>
>>148104142
Err, explaining a bit better

Arraylist goes dog, cat, fish. I point to the cat in a loop. Cat is removed from arraylist, won't everything that pointed to that cat, now point to fish?
>>
thread theme

https://www.youtube.com/watch?v=s66g-FFGksI
>>
Anyone have an idea for a game that can be programmed in 1 day like flappy birds or stacked.
But that hasn't been overdone
>>
>>148104142

If you're pointing at Cat (position 1)
And you remove Cat, it should squeeze the list and point to dog, which is now position 1.
>>
>>148104016
Its a little offensive to have one specific music guys site on there, but not the agdg soundcloud group

The Engines list is pointless too, its not like if you google Unity its address won't be the first result
>>
>>148104289
But wouldn't I want it to point to nothing, so that thing in general is removed from update/render?
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>>148104412
I am

But what does that have to do with make game?
>>
>>148104269
Program alternate rules of tetris?

The reason most 1 day program stuff is overdone is because not only is it simple to program, but people already understand it completely, so of course it will feel overdone.
>>
>>148104412
DELETE THIS

DELETE IT

NOW
>>
>>148104359
The SC is not there purely because we forget about it.

I don't know, maybe I'll try for like the fifth time, and see how the tantrums fair.
>>
>>148104549
add monogame too. It's probably the best option imo for people who wanna use a framework to make a 2d game, and is certaintly more powerful/flexible than love2d.
>>
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>>148104601
fck you
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>>148104601
don't try to bully me into not bullying people you faggot.
>>
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I don't want people to rush things but when there is gonna be a video in the DD10's page?
>>
what the hell
http://pastebin.com/aamrX5rG
>>
>>148104720

>that appear to be female

kek
>>
>>148104720
whenever MMBN dev decides he wants more attention.
>>
>>148104807
>MMBN

?
>>
>>148104807
He should spend some time actually making games lol
>>
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>>148104828
mega man battle network dev
>but how do yo
he admitted it.
>>
>>148104828
MeMeBaNe
>>
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Any suggestions for sites/docs/books that deal with planning game systems? Not engine things like display and movement, but the actual mechanics of the game: dialogue, items, battle, menu, etc. I feel like when I work on a project, I spend way too much time trying to figure out what gets implemented first, and exactly how I do it. A guide might be helpful.
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>>148104252
In a sense yes but you're not doing things right then.. An array list is like a normal physical list, picture that. You have cat, dog and bird on the list. Now let's say you're really fucking sick of dog. You get your scissors (remove function) and remove dog. You then, to keep the list a list, shift bird up the list (move the lower part of the list up) to cover the hole that dog made.
So, now let's say you kept this list to count how many cat dogs and birds you saw, you will now look at things, go through the list to see if what you saw on the list is there or not. When dog is removed you won't find dog anymore. But let's say you had decided to do something else, we don't normally use lists like that. Lets say you had been counting the amount of poop a dog let's out. And you decided for yourself 'dog is always in the second spot'. If you remove dog you have to account for that
Or else you will count the dog poop into the place where you were counting eagles (birds). Since that's now second.

Maybe it makes more sense now? In your case you have specific functionality for each element, you don't really have to index them like we did in the second example.
>>
>>148104828
MyMinusculeBeNis
>>
>>148104946
UuUu
>>
I've heard that a free released 2D or 3D cute girl turns you into a dev.
>>
>>148104368
If it points to nothing and you try to render it you get an error.
But you're not rendering cat because cat doesn't exist anymore. So there's less work.
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>>148104773
aha, I figured it out

calling GetWorld() in one function returned a different result than the other function
>>
>>148105095
You've been lied to.
>>
1st person vs 3rd person

Debate
>>
>>148105179
3rd is objectively better.
>>
>>148105179
First person is for puzzle games and walking simulators
Third person is for action, fightan shootan
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>>148105179
1st person because muh immersion
>>
>>148105109
Wait, setting aside the fact that I'm pretty sure I'd get an error anytime I shrink the size of the list then,

why doesn't it just render/update dog in every instance/update it should have rendered cat?

>>148105020
So, basically I'd be making a bunch of if checks in render/update, to see if an index in the list is what I want? Won't the changing size of the array mean that when I change 1 thing, everything after it is broken, or do I change it from "dog" to "nodog", and stop counting?
>>
>>148105273
Serious Sam is the best FPS and shooter in general though.
>>
>>148105335
My nigga
>>
>>148105335
FPS is an inherently flawed genre

Serious Sam is flawed
>>
>>148105179
why not both
>>
>>148105330
you don't store references/pointers to anything inside an array list. any time you want to access the data, you call arraylist.get(index), which returns the value there, so you never should actually be touching deleted data.

when you loop over it, you loop from 0 to arraylist.size(), which will update if you remove something, so you're ensured you don't try to access an index that no longer exists
>>
>>148105330
>why doesn't it just render/update dog in every instance/update it should have rendered cat?

Why would it do that? Computers only do what you tell them to. Arrays aren't setup to provide that behaviour, nor should they
>>
>>148105179
third person requires you to model and animate your character(s), too much work
>>
>>148105179
Whichever serves the idea of your game better.
>>
>>148105478
>Serious Sam is flawed
whoa now, watch that tongue.
only the hitscan
>>
>>148105478
>FPS is an inherently flawed genre
How so?
>>
>>148105627
Serious Sam isn't a good game, it's just different from other FPS
>>
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Particle effects now play when things explode (other than fireballs, which already exploded). When trying to mix potions without a valid recipe, they'll explode and do damage based on how high-level the potion was. If you fail to disarm a trap, it'll explode and play an effect depending on its trap type (the air trap explosion is almost unnoticeable right now, but whatever)
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Anyone else here feels comfy making progress knowing that DD is not in a week?
>>
>>148105502
Maybe I'm thinking about how to use this in render/update all wrong then.

Say I just wanna render a grid of sprites, and the grid goes:

dog, dog, cat, cat, dog..
dog, dog, cat, cat, dog

I'd assume I'd store that in an array, right? Then, I'd make a loop that says, draw everything in the x co-ordinate at positions n, add to the y co-ordinate, draw everything in x co-ordinate, etc until you hit the end.

If I delete one thing, doesn't the whole array shift and the positions after the thing I deleted get all messed up?
>>
>>148105702
How is it not a good game?
>puzzles
>gameplay puzzles
>having to constantly choose and switch between weapons for the current situation
>as well as balancing which enemies to prioritize first
>>
>>148105837
in that case, yeah. you'd have to store an empty value in place of the thing you deleted

though, for a dynamic inventory list or something, that is exactly what you'd want (auto-shift to first open place)
>>
>>148105753
dope stuff
>>
>>148105702
>A game is not good if it's only good feature is that it's different from the rest
Okay? So SMB3 is not better than 1?
>>
>>148105837

>If I delete one thing, doesn't the whole array shift and the positions

No. If you delete something, you have an empty element in your array

>I'd assume I'd store that in an array, right? Then, I'd make a loop that says, draw everything in the x co-ordinate at positions n, add to the y co-ordinate, draw everything in x co-ordinate, etc until you hit the end.

each animal has an x and y position. loop through the array and draw the current animal at its x and y position
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>>148105179
second
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>>148105665
limits what you can do. why more aren't like mirror's edge is strange.
>>
>>148105921
>>148106027
>Yes
>No

???

Maybe the yes only applies in a dynamic arraylist?

If I tell spritebatch to render "bird", and "bird" is not stated anywhere, will it just skip it? Or will it throw me an error? How would I make it skip an "empty" place, if the latter?
>>
>>148106139
>limits what you can do.
That's it?
So every game is flawed because you literally can't do everything?

FPS aren't limited by nature, they're only limited by the people and their tech.
>>
give me a free idea for my first real GM:S game
>>
>>148106139
>limits what you can do
Nigga, every genre does that.
>>
>>148105837
You're getting bad advice from different directions, and I don't think you understand the difference between deleting an object, and removing an element from an array. No offense but you should go back to the basics of OOP before trying to learn from anons on the internet due to Mount Stupid
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>>148070728
>oh zero quest was fun. I wanted to put her in a picture along with jelly but I'm going to ask jellydev first about that

It seems as if people are not familiar with my other works.
>>
>>148103459

I want to make a 2D game without using a full engine like Game Maker. I would like my skills to be transferable in the future. Where do I start?
>>
>>148105837
Yes that's a good example for when to use an array rather than an array list.
And what you'd want to do then is use a 'dead' or 'visible' variable which you store in every entity to set the "deleted" tile so it's invisible. Basically what you did with your pong game. You have an if that checks on the bool to render or not.

But for less simple structures, say you have an MMO/platformer/whatever and you want to delete an old mob that died you could use an array-list and just remove the object. By doing that you don't have to check on the bool all the time and the list takes less memory. Since it doesn't need to store every monster that has died ever and check if it's dead or not.

Which honestly for the scale of game you're making it's not an issue, you'd consider having an excessive amount of memory that you don't use to be a 'memory leak'. I think it's something you gain perspective on later.
For a simple platformer with say a few thousand entities per level, even if you never get rid of them they're not gonna be a problem. It's bad practice to just leave them laying around. Going through the array and checking if they're alive or not may eventually cause lag on slow machines (your frame doesn't have time to render at a constant 60fps+). But it's not a big deal.

I can't really find any good guides on how to do what we've been describing because it's such a simple system. All I can find is entity component system guides.
>>
>>148106501
By learning c++ or C# instead.
by learning c++
>>
>>148106302
Yeah, I think I should focus more on the basics as well. Again, I'm using this stuff to try and understand c# and coding in general, learning as I go.

Though, I think I get the difference, the object isn't actually stored in the array, it's kind of just like a label that references it, right? Like, if I have an object, dog, and my array stores 3 "dog" in a row, deleting 1 "dog" won't remove the dog object, because that's what all "dog" logic/rendering is based off of. Right?
>>
>>148106231

It doesn't just skip it, unless you can show that the language feature is defined to make it do that.

When you access an empty element, most languages would simply give you an error, or do nothing and give you a warning.

You could make the loop not call the render function if the element is null, but that'd be bad. just make sure your entity list has no empty elements in it.

You might consider using a linked list for your entity list
>>
>>148106501

Monogame then?
http://www.monogame.net/

Seems the same but I mean most coding of this kind is just learning the basic principles like variables, booleans, making your own functions, class inherence, numerators, coroutines, switch statements.

I mean you can make most games with just those alone. Sometimes you need a little more complext things like Lists, dictionaries and learning how to write a node system for AI to cycle through to pathfind (and then make it so they avoid moving obstacles while doing it) but that's probably quite a while away from what you want.

It's mostly concepts you have to become familiar with so then you can apply them in any language.
>>
>>148106302
>You're getting bad advice from different directions
Elaborate how anything said is bad advice.
Are you saying that it'd be a bad idea to have an array of entities? Are you saying it's a bad idea to have a list of entites?

I don't see any of the advice given as bad. Aside from the fact that we're maybe trying to teach him at the same time, rather than pointing him to MSDN list/arraylist.
https://msdn.microsoft.com/en-us/library/41107z8a.aspx
>>148106569
Which would be something you should look at.
>>
>>148105179

I wrote a long ass thing and decided not to post it because it was kind of gay desu.

Pretty much came down to whatever you create the game around is the best perspective. I personally prefer first in general.
>>
>>148077374
>1. looks amazing
This is THE thing that'll make your game featured on all those platforms, isn't it?..
>>
>>148106826
Duh.
>>
>>148106231
>Yes
>No
No that's not a correct interpretation.
>>148106027 Is saying
What you predicted. It's Yes in a 'dynamic' arraylist (dynamic is redundant because arraylists are dynamic by their very nature).
In an _Array_ it's 'no' because. There's really no way to 'remove' from an array. An array is just a set of memory. As such you can't really remove the memory. What you can do is set it to something invalid.
>>
Why does my player object shake when I jump in game maker
>>
>>148106953
it's antsy to do more things.
>>
>>148106548
Well, I'd like to try to understand how I would use it in less simple structures.

Say I have a level in a platformer, and it has 3 goombas, so the array looks like [Goomba, Goomba, Goomba], For sake of clarity, the goomba at 0,0 is goomba A, next is goomba b, etc.

If I remove goomba b from the arraylist (by jumping on it or whatever), won't the update/render just stop updating/rendering goomba c, and goomba b will be fine? Why not?
>>
Console Pet guy I'm uploading your video now. I increased the bitrate a ton from yesterday cause a lot of games had the jpg-compression-looking thing going on, but now my videos are like 5x more filesize, so it'll take a bit longer to upload.

If anyone else wants me to do a video review of their game, let me know.
>>
>fighting general useless as fuck
>emulation general useless as fuck
To think I've been complaining about agdg..
>>
>>148107017
or rather, goomba B will be removed, but to the player, it will look like goomba b is fine, in the game.
>>
>>148107170
Go have a look at /tes/,/fog/, and /terag/ as well.

I wish we were as comfy as /rpgmg/ is though.
>>
I want to make a game that is the ultimate cash grab. I want it to be game where no matter which angle you look from or how optimistic you are, the only thing you can describe it as is a cash grab. It should have real money currency, loot unboxing, limited item durability, member subscription and everything that would make you shy away from a normal game.

And it would be part of the games identity. You wouldn't download the game and then realize its a cash grab, it would all be clear to see from the trailer that the game is mafe from the ground up to rip you off.
>>
>>148107315
And why would I want that?
>>
>>148107315
the sad thing is people would play this ironically and "ironically" give you money for a joke.
Especially if some autist on /v/ found it.
>>
>>148107012
but what's the actual reason
>>
>>148107315

cool you should probably hit up a company that already has a game made but wasn't as successful and throw the name of a bigger game on it but make you pay extra for all the shit and make millions off of debt-ridden 20 year old fuckheads best of luck
>>
>>148106826
Yeah. People don't give your game a second look if it's not pretty.
You can of course not just live on pretty looks.
Or maybe you can, thinking back to some games
>>148106953
Post code.
>>148107017
>won't the update/render just stop updating/rendering goomba c
It will keep rendering any goomba that's alive because it's still in the list.

The reason the stomped goomba isn't rendered is because it's not in the list anymore. The list shrunk because it's an arraylist.

If it were an array you'd have to take special care to make sure it's not being rendered. Since as mentioned >>148106939 it's not really 'removed'.

This is why I think C is a good programming language to start with. Because it's painfully obvious how memory works.

>>148107176
You're probably thinking about referencing. That's a very complex topic to go into now. I'm not sure I can be bothered honestly. But generally it's a bad idea to give individual entities a structure where they reference each-other directly unless you take care to handle it.

I'm thinking maybe you got this idea from how you're writing your pong project. Your ball knows about both the paddles in some sense right? Either you write the update in a way that checks the ball against the paddles or the paddles know about the ball and make sure it's not allowed to pass through.

In a more advanced pong where you have dynamic objects the simplest possible way to do collision like in pong would be to have the ball loop over the arraylist of entities and respond to the walls or paddles, whatever entities there are. When you remove them from the arraylist they're no longer in the list, the ball won't do collision checks against them and because of that it won't collide with the deleted paddle.

You're pretty smart anon. That's obvious from this conversation.
>>
100 posts

2 progress
>>
>>148107496
There's tons of learning anon. That's progress.
>>
>>148107496
There's plenty of on-topic discussion, kill yourself.
And as always
>bitches about no progress while posting none of his own
>>
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>>148107456
Warning, I've never coded anything before
>>
>>148107456
>This is why I think C is a good programming language to start with. Because it's painfully obvious how memory works.
Fucking exactly. Memory management becomes so much less of a mystery when you're forced to actually think about what is actually happening in memory, rather than how some opaque abstraction is designed.
>>
>>148107718
>>148107456
I too like pushing on outdated advice.
>>
>>148107521
i dont like posting half-finished progress
>>
>>148107641
not bad, the only real thing you need to improve is consistent spacing and bracket placing with your functions.

Also one statement ifs don't require brackets in GM do they?
Otherwise you can make things a little neater if you're absolutely sure nothing else will need to go in there.
>>
>>148107718
>Memory management
Well it's not even that in this case.
>>148107747
>outdated advice
Anon do you not see how the confusion of what an array is vs an array list and how it would be elleviated by learning an array as a primitive computer science project first
>>148107641
Is it _just_ shaking. Or is it jumping and shaking? Also since you're using vspeed for vertical movement maybe do it for horizontal movement too? Just apply friction. It's not that difficult.
>>
>>148107456
Thanks anon. I'm trying to wrap my head around these concepts, I can't thank you and any other anons helping me enough for explaining this stuff to me. I honestly, really appreciate it.

Basically, I have a rectangle set around the paddles, and the ball, the update checks if they intersect, and if they do, it reverses the ball's velocity.

re: goombas, won't the program see it like this:

Goombas position 0, 1 and 2 are all fine
[Stomp on goomba]
[now there are goombas in 0, 1, because it shrunk]
There are goombas in position 0, 1.

How will the program which goomba to stop rendering? No matter which goomba is stomped, won't I just be left with goombas in 0 and 1?
>>
>>148107870
>primitive computer science project first
Not sure where that came from.
Primitive datastrucutre first*.
>>
>>148107892
You would put all the goombas in a ds_list, then when one dies, it removes itself from the ds_list.
>>
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Where are the lewd games?
>>
>>148107747
>outdated advice
Except that, ultimately, you're relying on someone else's code that is built upon that very same "outdated advice". Computers work the exact same way, at their core, as they did sixty years ago, and the same rules apply. If I'm going to use an abstraction to obscure them, I at least want to have a really good idea how that abstraction works.
>>
>>148108014
so that is what uncovered breasts look like
>>
>>148108034
>>148107870
Sure, but you can learn that by reading up on it, rather than wasting time directly learning/practicing C.
>>
>>148108014
liru was pretty disappointing.
>>
>>148108127

you take that back heathen
>>
>>148108179
I mean some scenes were alright, but they dropped the ball on her full model.
You can clearly see a quality difference between her face/head and the rest of the body.
>>
>>148108097
I don't believe it's the sort of thing you can learn to any useful degree without actually practicing with it. It's like saying that it's good enough to just read about chord theory when becoming a musician, or to just read about color theory when becoming a visual artist.
>>
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I cant seem to get a clear webm under 3MB.
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>>148107892
Its not [Goomba, Goomba, Goomba]
its
[GoombaA, GoombaB, GoombaC]
stomping Goomba B and removing it from the list changes it to
[GoombaA, GoombaC]

Exactly where an object is in an array means nothing, if you're just iterating over all of them
>>
mfw this is the question on my mind:

>>148105016

>but whenever it comes up people just start arguing about fundamental CS concepts and manual memory management in C

how is jump formed? how mario get airborne???
>>
>>148108097
>wasting time directly learning/practicing C
Except if you ever have any sort of requirement on memory usage or how fast your game should run. Right now C is pretty much the only language for that. No Go and Rust hasn't seen wide adoption yet.
>>148108014
B-blue board!
Nice animation though
>>
>>148108246

This guy is talking a load of shit

Just learn what you want to learn, in the language you want to learn it
>>
>>148108531
How would you adjust your code to be more cache friendly in whatever language you're using?
>>
>>148108394
Oooh. I see. That makes a lot more sense. Now I feel silly for thinking it would be [Goomba, Goomba, Goomba]. At least I have a better understanding of some basic programming concepts, now.

Thanks again for everyone who helped me out. I really appreciate it.
>>
>>148107315
So you want to make Tree of Savior?
>>
>>148107641

Look up some coding standards so you can make your code easier to read, in 2 weeks you won't remember shit about what those variable names meant and what bracket ends where.
Also spacing.
Add more comments. IBM recommends a line of comments every 2 lines of code.
>>
>>148108698
>IBM recommends a line of comments every 2 lines of code.
how about no stallman.
>>
>>148108391

how many years did this take
>>
Last call for video reviews of your demo

Console Pet guy's video is here (HD still processing... but it's a text game anyway):
https://www.youtube.com/watch?v=S2RTIj2Q4mw&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S&index=16
>>
Fuck guys I will never learn how to program and my art is shit all i want ot do is make game
>>
>>148108531
>Just learn what you want to learn
I agree, actually. But my point was that if you don't want to blindly rely on someone else's memory management implementation, then you have to get practice managing memory manually, so that you understand how it works. If you're completely uninterested in that and the game/project you want to make isn't going to be demanding on memory, then sure, don't bother with it.
>>
>>148108689

Help yourself out by learning programming instead of trying to learn it and combine it with architecting games, which are generally complex programs
>>
>>148108880
>I will never learn how to program
because instead of keeping at it you give up after three seconds, tab back into /agdg/ and bitch.
>>
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This is you. This is all you've ever amounted to. How's it feel? And how's that liver treating you? :)
>>
>>148108880

are you me tbqh
>>
>>148107315
ortiel already has you foreverially beat
>>
>>148108812
STOP WHISPERING. I feel like I'm being molested.
Thanks for reviewing games
>>148108880
>I will never learn how to program
What are you having issues with?
>>
>Sit on bed to rest a little because my chair is old and uncomfortable as fuck
>Fall asleep
>Dream that I'm coding
>Can't get my code to work properly
>Wake up confused as fuck
Guess I got to the point of no return. Maybe DD9 kinda burned me up.
>>
>>148108769
started working on it about 3-4years ago

but i work alone and have worked on other games at the same time.
>>
>>148108812
thanks, i appreciate it
age is increased by a week, every second, by a different thread
>>
>>148108391
N I C E !!

>>148108927
I... What?
Who makes crap like this?
>>
>>148108927
>>148109009
>92 seconds
I mean everybody knows you're samefagging but make it a bit less obvious if you're going to do it.
>>
>>148109009
>I... What?
Shitposting old memes. Ignore or filter don't answer.
>>
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Fuck, why aren't there any good "female getting hurt" sounds.

The only ones I can find are too weeb for my game. Nothing wrong with them I mean, but it just doesn't suit my game.
>>
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>>148103459
I just recorded 7 "lets play" videos of DD9 games that are 15 mins+ a piece. The first one is taking literally 4 hours to upload so feel free to wait forever in anticipation before you find out that I didn't do one for your game..
>>
>>148108927

I could make something better in about three seconds in sketchup though lmao
>>
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>>148108927
ok
>>
To think we were free of both source and "danny" posting for the last few weeks.

Dont know what you've got until its gone.
>>
>>148108945

I seriously can't pay the fuck attention and just do it. I actually get headaches when I try to do math or logic-puzzles. The amount of folders and libraries and languages, etc... I just get overwhelmed.
>>
Can the sourceguy be reported for quoting himself?
Or maybe for avatarfagging? he is using the same 2 pictures all the time anyway.
>>
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>>148108927
your life ends here.
>>
>>148109170
>>148109191
he hasn't gone past my filters this whole thread
http://pastebin.com/dkVd5wCC
>>
>>148108880
>I will never learn how to program
>my art is shit
That doesn't have to be true, but you have to practice and start small, possibly smaller than you think you should have to. Just accept that whatever you make early on will suck, and focus on making small improvements every day.

>>148108391
Looks fucking incredible. Is it fully textured? My only criticism is that it seems like there isn't much consistency between what is noticeably textured and what appears to just have flat colors.
>>
>>148109097
make a request in >>>/soc/fsa
>>
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Aww, is poor little baby scared of his reflection? Don't worry. Look at it enough and you might get better. Or just kill yourself. Lol. :)
>>
>>148109302
Hmm. Might work, thanks.
>>
>>148108812
Hey man thanks for doing Ball Run
I should have mentioned that the controls are listed on the download page. But next time they'll be listed in-game.

What kind of hardware are you using? That shit was running at like 200+ fps. I didn't realize that I didn't have it locked at 60 until I watched your video.

Also I don't have dual monitors or a different mouse, but when I do I'll look into those problems.
Thanks for the video!
>>
>>148108391
seems like the sightlines are too open, you'll get shot from every direction in most places if there were enemies
>>
>>148109190
>I just get overwhelmed.
Do you want me to put togeather a rather simple guide to start using Angel2D and do some normal things? It's a C++ framework which is very simple to understand.
>>
>>148109287
What extension are you using? I want to filter all the post replying to him too.
>>
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>>148109390
Uh huh. As if you can do better, shitfam. :)
>>
>>148109097
>>148109302
>>148109369
These are free assets I've collected.
https://mega.nz/#F!yMRAFYiI!5PejtX8VQLGLZHlyl2Z79A
Maybe something fits.
>>
>>148109481
appchan x
Script-> filtering hide stubs
>>
level design is NOT Game Dev.
>>
>>148109579
correction, level design IS game design
>>
>>148109563
uncheck "stubs"*
>>
>>148109509
That looks like shit! Who made this? Can they please stop??
>>
>>148109387
I have an i7 skylake and gtx970
>>
>>148103459
anyone used haxeflixel before?
it has potential or is just a waste of time?
>>
>>148109579
things that aren't gamedev:
art
level design
sound
music
programming
game dev
>>
>>148109798
Can I give updates about how my gardening is going, though, is that game dev
>>
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just finished this tech demo for the nightly game jam

i spent all night just getting this katamri mechanic working
didn't do any actual game design
>>
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>>148109302
>mfw soc
>>
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>someone actually made this thinking it'd be ok
fucking Lol. :)
>>
>>148109762
haxeflixel is html5 for flashfags
>>
>>148109862
that's the only thing that IS game dev
>>
>>148109881
Never understood why it was a thing on an "anonymous" image-board.
>>
>>148109879
grats anon
>>
>>148109886
it doesn't support html5 my nigg
>>
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>>148109883
This needs to end now.
>>
>>148109879
So how long are you going to keep doing this and are you ever going to work on a real project?
>>
>>148109956
to contain the fujoshits
>>
>>148109956
Because normalfags had started invading every other board. Not that soc helped in any way.
>>
>>148109883
What the fuck is this?
>>
>>148110047
I wish 4chan had a sadpanda filter.
>>
>>148108812
>agdg asmr
Good stuff man, thanks for doing this
>>
>>148110027
my goal is to get 10 of these that are actually fun,

then i want to make a wario ware style game where i'll do a clean rewrite of the best nightly games i've done
>>
>>148110117
What do you mean?
>>
>>148109883
Can this ever be stopped? Or is this just the life we've chosen
>>
>>148110047
>Not that soc helped in any way
It did get the trap threads out of /v/ unfortunately
>>
>>148105753
but what if i tried to the two potions positions? U N F A I R
>>
>>148109879
haha I love it, nice work
>>
>>148109107
Best part of demo day
>>
>>148110134
>a wario ware
You should make a new warioland m8.
Everyone does ww clones.
>>148110142
To access and post on 4chan would require the same thing as exhentai
>>
This guy is still at it. I mean, think about it. There's a guy behind his screen that has nothing better to do in his life than shitposting and samefagging for almost a whole day straight.
>>
Consider this:

https://www.youtube.com/watch?v=geYBLxYEITo
>>
>>148110217
Oh yeah that would be great. It's actually trivial to access sadpanda yet people STILL don't know how. It would definitely help keep the retards out.
>>
>>148109879
N I C E ! !

>>148109883
Can you please fuck off with your nodev bullshit already? That's not a game. You'll never have a game. Fuck off, shitfam, and take your booty boy blake with you!
>>
>>148109009
thanks
>>148109297
thanks. yes, its kind of hard to tell from the video, but there are all textures except metal is flat. altho some are just more subtle, and some arent final.
>>148109390
maybe so in some parts, but ill adjust what needs to be.
>>
>>148110264
Does /g/ still talk about him?
>>
>>148109302
Oh my god
http://chirb.it/cfvCz8
>>
>>148110320
He streams more now. Yeah.
>>
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>>148108927
why would u post this
>>
>>148110339
>foreigner
of course
>>
Is Esc the best option for pause/options/quit/controls or is there a different key people use?
>>
>>148110443
P for pause
>>
>>148109883
Does anyone actually think that this shit is okay?

>>148110443
Can you PLEASE fuck off with your Full Sail assignments, shitfam? It's been over ten years now, and you STILL haven't finished! Don't you think you should give up? On life, I mean. :)
>>
>>148110443
it's pretty standard, yeah.
Personally I like 'p' for small/arcadey games though.
But as always, make everything rebindable.
>>
>>148110264
>3d models render inline with your source code

for what purpose
>>
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>>148110264
>>
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How big should a capital city in an RPG be?
>>
>>148110264

what the fuck did I just watch?
>>
>>148110517
He's storing the 3D model in source.
It's more of a programmer thing than for serious production.

He's schizophrenic. So who knows what the reason actually is. It's really sad to see.
>>
>>148110551
4 houses and a store.
>>
>>148109883
Who made this and how can we end their life
>>
>>148110509
>But as always, make everything rebindable.
Even the options menu??
>>
>>148110604
You're probably okay there, as most people are used to esc. But more options never hurt.
>>
>>148110604
In my opinion, everything except esc should be rebindable.
Esc should be the "escape" to the menu in case someone is really having a hard time figuring the shit out.
>>
>>148110589
O, mines 40 houses so far
>>
>>148110551
>>148110551
big enough to contain the characters and quests, and no bigger
>>
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>>148109883
Can we please fucking kill whoever keeps making this filth?
>>
>>148109959
>>148110027
>>148110195
>>148110283

playable tech demo here

https://hephaestus_rg.itch.io/destinari-nightly-game-8
>>148110217
maybe more like mario party then?

i dunno i could also take one of these and just flesh it out into a real game, with multiple levels and just adding more content
>>
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P R O G R E S

>New target marker for enemies
>"Targeting computer" for AI ships, will hit a linearly moving target easily
>Fiddled with B L O O M


I might try to add some form of targeting computer for the player ship as well, maye as a powerup of sorts. Right now the AI ships are maye even too accurate, considering the short ranges.
>>
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Game Name: Guns n Stuff (temporary name, previously named Pu Me Mea)
Dev Name : me
Tools Used : blender, unity, FL studio, sai, photshop
Progress :
+Running Animation, Idle Animation, 1st Attack Animation
+modeled a set of clothes
+modeled weapons(2 swords, 2 guns)
+cooked bacon
-adding more animations soon
-another set of clothes
once all the character actions are done i can start to form something playable
>>
>>148110828
change that hud right now.
>>
>>148109883
Literally worse than that weird schizo christian OS. Why do you keep trying to make shit, shitfam? You're shit!
>>
>>148110551
Bigger than the other cities.
Skyrim got away with it. Even if it's woefully unimpressive.

I think the problem is that Skyrim decided that every NPC should be someone.
So they couldn't populate the world without effort.

It seems like they should be able to though. It's not hard to add hunters that go out to hunt, farmers that go out to farm etc. They can practically be auto-generated.
>>
>>148110858
That animation is pretty good
>>
>>148109883
WHY DOES THIS EXIST
>>
>>148110952
reference reference
>>
>>148110828
Nice anon. Really like this game so far.

Are there going to be movement abilities or something that makes movement more interesting?
>>
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>>148110264


>"god said they were dancing."
>>
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I'll try to get a couple more done tonight and then call it quits.
>>
>>148111345
May I ask at what speed can you upload? Giving video feedback is a great idea, but uploading that much data would take me days.
>>
>this is what his life is
>>
>>148111345
youtube channel?
>>
>>148111454
I dunno exactly, a few hundred kB I think. It's about 30-60 minutes per video now. I was doing much smaller bitrate before and they were only like ~20-50mb each, but they didn't work well for 3D games where all the pixels were changing constantly. I expect this'll all be done by the time I wake up in the morning.

>>148111549
https://www.youtube.com/user/Lapislosh/videos
>>
>>148110264
Is this a Death Grips music video?
>>
>>148110264
Holy fucking lol. This is him. This is the man who made source.tiff. Fucking Lol. :)
>>
>>148109563
>>148109643
Thanks, worked perfectly
>>
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i am successfully doing tessellation on planes. but does anyone know how to do it on rounded objects? is that even possible? every time i try something rounder than plane, the 3d model brokes to different pieces like in the picture
>>
>>148111378
>>148111720
>>148111649
Don't do this to schizophrenic people. That's incredibly low.
>>
>>148110870
care to elaorate?
is it too intrusive? would you rather have it on the sides of the screen like usual?

>>148111026
Thanks.

>Are there going to be movement abilities or something that makes movement more interesting?

I was planning on making the player have a few selectable abilities with cooldowns, like speed boost / supercharging shields / increasing firepower, and propaly some kind of "evasive maneuvers" like the legendary barrel roll or flipping 180.

That, and ships have adjustable top speed / acceleration / handling / turnin speed stats, so I can easily have ships that move a bit differently.
>>
>>148111736
mhm, anytime.
for comments
use:
/^<specific thing to filter$/
for misc terms use
/ <word/phrase to filter> / and it will filter the whole post.
>>
>>148110264
Hahahahahahahahahaha. Holy shit. Is this the face behind Source? Jesus christ.
>>
>>148111378
Is this sourcefam? Wow.

>>148111795
No, don't worry. This is fine. Unity is the only way to make a game.
>>
>>148110264
Everytime you see source, remember that THIS is the face behind it!

STILL think source should be allowed in aggy daggy, literally insane shitposters?
>>
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>>148111345
>>
>>148111898
Thanks, based anon, its working beautifully.
>>
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FUCK YOU /AGDG/

IM GONNA DO IT, IM GONNA FUCKING DO IT, IM GONNA MAKE A GAME WITH MY VERY LIMITED JAVA EXPERIENCE, JUST LEARN AS I GO IM GONNA FUCKIN DO IT, MAKE A GAME AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
>>148112452
>Java
>>
>>148112447
Yep, also be sure to change any themes from pure blacks/whites as they're harmful to your eyes which will directly impact your motivation.

A nice saturated theme is best.
>>
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>>148110264
Thread replies: 255
Thread images: 126

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