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



Thread archived.
You cannot reply anymore.



File: 1438138520367.gif (36 KB, 515x407)
36 KB
36 KB GIF
Just like make game!

> Next Demo Day 16
itch.io/jam/agdg-demo-day-16

> Play Demo Day 15
itch.io/jam/agdg-demo-day-15

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>185864707
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
First for just like make your dream game
https://godotengine.org/article/how-actually-make-your-dream-game
>>
>>185973010
Is Unity okay for a 2D-ish game?
>>
Deving is so hard

I mean you have to really THINK and FOCUS it is legit the hardest thing I've done in my life
>>
File: manual.webm (723 KB, 1280x720)
723 KB
723 KB WEBM
would it be a good feature if you could manually control towers and make them shoot specific parts of for example bosses ?

currently trying to explore ways of how i could make my tower defense a bit less generic
>>
>>185973136
Only if you plan to go for high resolution 2D with lighting and other fancy effects.
If you're making pixelshit just go with Gamemaker or Godot.
>>
>>185973243
> if you could manually control towers and make them shoot specific parts of for example bosses ?

Go play toy soldiers.
Its a tower defense based around that whole concept, and its also one of my favorites.
>>
>>185973131
>Another case is engineers claiming they find success in not using OOP design (while they use it anyway, without realizing it or admitting it)
kek, agdg OOP shitters in a nutshell
>>
>>185973010
I never realized that the nip under the logo means 'we like making average/ordinary games', which I suppose was an attempt to translate jlmg
>>
>>185973208
Yeah but it's better than normal work so I reckon it's good.
>>
>>185973249
I'd like to add some fanciness to it. Guess I'll stick with Unity.

Thanks anon.
>>
>>185973351
thanks, ill try it right now actually
>>
Was talking to a programmer about doing art for her then had to leave after I showed my portfolio. Are you around? I'd like to hear more about the game
>>
>>185973620
Is this the bait guy?
>>
>one big texture of maximum size
vs
>a lot of small sprites
which one is the best for performance?
>>
>>185973620
I forgot to save the pictures, can you post your portfolio again? Thank you.
>>
>>185973249
>>185973136
>high resolution 2D with lighting and other fancy effects.
you mean like godot excels at?
https://www.youtube.com/watch?v=ovaGOvdYCIk
>>
In Godot, how do I make a moving character animation go back to idle when stopped?
>>
>>185973708
Texture atlases. The most often used sprite go into the top priority atlas. Don't make your textures too big otherwise some old GPU won't load them
>>
>>185973432
Yeah. What would be a better translation?
ゲームを作るように maybe?
Or it probably would just be full katakana engrish.
>>
>>185973243
Personally I wouldn't enjoy a tower defense where you have to manually control towers because my only enjoyment in tower defense games is maximising the placement potential and have the game play itself. If i want to aim i'd play a fps/rail shooter.
>>
>>185973803
I'm unfortunately not interested in doing that.
>>
>>185973947
Considering how the phrase is usually used here, I would say something like ただゲームを作れ or とにかく、ゲームを作れ
>>
>>185974264
Whats the rune for "like'?
>>
File: asians on a train.jpg (86 KB, 908x601)
86 KB
86 KB JPG
go back to watching your chinese cartoons please
>>
>>185974394
That depends on what meaning the word 'like' will have in Japanese. In this case, I see it as one of those insert words that don't really mean anything (example: that's, like, so stupid) so in Japanese it doesn't really translate to anything I think.
>>
>>185974669
>so in Japanese it doesn't really translate to anything I think.
pretty amazing if thats true considering all the really niche and specific phrases they have.
>>
>>185974729
Well it's more likely just me not being able to think of one.
>>
>>185974669
>I don't know any japanese filler words
>>185974729
>niponese is truly mysterious

post progress or fuck off to your animu
>>
>>185975065
omae no geemu wa doko desu ka?
>>
File: zUwqrhM.png (513 KB, 1280x720)
513 KB
513 KB PNG
>he makes lowpoly games
>he makes pandering games
>he makes 3D games
>>
if your game were a japanese blade, what type would it be and how many times would the steel be folded?
>>
>>185975065
So how would you translate it, sensei?
>>
>>185973131

WTF ?! I love Godot now !
>>
>>185973883
How do you have the animations set up? Is it just an AnimationPlayer, or an AnimationTreePlayer?
You'd probably want to check if the player is moving by having some velocity variable, or if you're using a RigidBody get_linear_velocity(), and if the length of the velocity is low enough set the animation to idle.
>>
File: 1501700198661.gif (855 KB, 500x281)
855 KB
855 KB GIF
>he makes furry ___gay games
>>
>>185973359

Seriously, who shits on OOP or any programming paradigm, for that matter? It's like being a carpenter and saying hammers suck, or screwdrivers are shit.

Just use common sense and don't use a hammer to try to tighten a screw or a screwdriver to hammer down a nail.
>>
>>185975818
I think it's because many people assume you MUST use only one paradigm for an entire project and you're not allowed to use anything else. Which is just silly.
>>
>>185973947
>>185974264

'Just like make game' is a meme and difficult to translate into Japanese.

I think a better translation would be ゲーム作れよ. Just cut out the を for more colloquial sound.
>>
File: Spoiler Image (39 KB, 235x314)
39 KB
39 KB JPG
>>185975818
Agreed. Use OOP only when it's the correct tool.
For training brainlet codemonkies to work on the catastrophic ruins of projects that exceeded the bare minimum of complexity and turned into bug-ridden, unmaintainable spaghetti.
>>
>>185975818
>saying hammers suck, or screwdrivers are shit.
in this shitty hardware analogy itd be the brands of your tools, and people actually prefer brands even if its marketing.
>>
File: 1502580232858.jpg (39 KB, 460x469)
39 KB
39 KB JPG
>>185975818
>LITERALLY objectifying code
fuk u
>>
>>185975994
Exactly. Unfortunately they don't teach it like that in University and it's something you come upon yourself with experience.

>>185976057
kek. Brb re-writing and improving on UE4 by doing it in pure functional reactive Haskell.

>>185976257
Nah, the analogy isn't shitty. The brands of the tools would be the quality of the work the programmers you work with put out. If they suck and have no standards, they'll put out shitty code whatever language/paradigm they use.

You can get a shitty brand of hammer that breaks on 10 uses, and that's your shitty unmaintainable OOP written by somebody who doesn't care or doesn't know any better.

>>185976478
I objectify women too. But seriously, that's the "art" in "code". You get use your own judgment to pick and choose the brushes, colors, the material of the canvas, and depending on what you want to do, some things are better than others. There aren't hard rules, just your own thinking.
>>
>>185976057

Jesus. Now the OOP drones want to tell us that OOP is a tool itself rather than a strict policy on how we are supposed to be using our actual tools (language).
Fuck, I can't even deal with this cancer anymore.
>>
>>185976607
>Haskell
>not Idris
enjoy your shit type system
>>
File: 1501864361802.png (335 KB, 454x515)
335 KB
335 KB PNG
>>185976042
Even better: Kansai-ben.
>>
File: cannon.png (191 KB, 1355x595)
191 KB
191 KB PNG
progress:
> hellshot weapon (basically plasma pistol)
> hellshotter weapon (spams plasma shots, poor accuracy, good for groups)
> cannon weapon (bouncy, good in close quarters)
> new blessing: explosiveFeet (plants mine when u jump but jump costs 3x stamina)
> allowed option to disable Vsync (for above 60fps)
>>
>>185975668
It's an animatedsprite node.
>>
>>185975240
>he make games

good for him!
>>
File: japanese man.png (41 KB, 300x250)
41 KB
41 KB PNG
who here read manga
who here make game
you rike sushi? you rike nintendo?
>>
>>185977427
That's a chinese.
>>
>>185973010
Are you working on your dream game right now?
>>
File: 2017-08-13 10-16-49.webm (1.66 MB, 1920x1080)
1.66 MB
1.66 MB WEBM
Finally got the enemy logic for this to work properly. Trying to get it to use the proper sprite while also not crashing and also interacting with the player's animation states was harder than I originally expected.

.webm is a comparison of new enemy stun-break on the high attacks to old enemy stun-break on the low attacks. I originally made the enemy turn green when they break out of stun as a fill-in placeholder for me not having a second 'enemy is hurt' sprite for each hit region.

I still don't have a second 'enemy is hurt' sprite for each hurt region, but I'm going to be swapping the enemy's color palette to use it as placeholders for future enemies so the green-color-changing behavior had to go and proper behavior had to be implemented. This actually took me two days to do, because I hadn't realized that the stun code was running in the incorrect order, which kept making the stunbreaker sprite show up at the wrong time when I tried to put this in.
>>
>>185977368
don't use animatedsprite
thats basically just a gif player
>>
>>185977516
>chinese
>r
>>
>>185976927

ゲーム作れなや
>>
>>185977541
No. I'm doing something basic because the only program I ever used was Fusion Express years ago.
>>
File: haha.png (32 KB, 244x200)
32 KB
32 KB PNG
>>185977516
>>
>>185977605
Oh. I see.

I will set it up again as a sprite with animationplayer. I will get back if I get stuck again.
>>
>>185977427
いいえ、まんがをすきではありません
はい!ゲームをすきです!
はい、すしとニンテンドをすきです

I've been learning Japanese with Duolingo, so I don't know if these are correct
>>
>>185973131
that actually a freaking good article.
>>
>>185977858
>"""""""""learning japanese"""""""""
>>
>>185978157
Don't worry, it will very quickly turn into him saying he "knows" japanese.
>>
File: 1317327048002.jpg (231 KB, 400x500)
231 KB
231 KB JPG
>tfw no money to hire cute japanese voice actress
>>
File: no.jpg (69 KB, 425x282)
69 KB
69 KB JPG
>>185978310
>sideways slanty vaginas
>>
instead of finishing my project, im adding new stuff to delay the release forever
>>
i want to jump to godot from gamemaker so bad
>>
>>185977625
Perfect. How do we get Yun's VA to say it now?
>>
>>185978851
why not release your project now and sell your new stuff as DLC?
>>
File: 12123.png (10 KB, 284x178)
10 KB
10 KB PNG
>>185973010
How does Epic Games know what your sales figures are if they want their 5 percent royalty?
>>
>>185979045
>implying they don't have plugs at volvo
silly frogposter
>>
>>185978310
It hurts
>>
File: reece[2].jpg (29 KB, 600x494)
29 KB
29 KB JPG
>>185979045
They can't take your profit if you don't tell them about it
>>
>>185978885
The longer you wait, the more "I wish I had started with a real language/engine instead of GM but now it's too late for me to switch" posts.
So, basically, you should probably get out before it's too costly to un- and re-train yourself.
>>
>>185979045
They can audit you. That's in the license agreement.
>>
File: tfw.png (5 KB, 235x225)
5 KB
5 KB PNG
>tfw being stuck in an ice cube forever looks like an appealing option with the amount of shit you have to do every day before you can even begin to think about coding
Hold me aggydaggy.
>>
File: davinci.jpg (222 KB, 1593x895)
222 KB
222 KB JPG
penis
>>
>>185979343
>implying I read license agreements on software I use for commercial purposes
thats like gay shit, Idgaf. its like crushing my freedom of speech to not let me make games if I gotta do that
>>
>>185979032
not that anon but how would one implement DLC? is there a standard way or something?
>>
>>185978885
How far are you into your current game? If you are decently far then don't switch yet.
>>
>>185979526
make game
cut content from game
>>
>>185979469
https://www.youtube.com/watch?v=6JaY3vtb760
>>
>>185979590
Kek
>>
Anons, any tips for 2d html5 development? I am trying phaser now and I compare it to things like godot, thinking "is html even worth it"? My hand hurts from constant refreshing of pages, local server and cash getting stuck.
>>
>>185979862
>I am trying phaser now and I compare it to things like godot

What? Engines like GoDot, Unity or UE4 can export to html5
>>
>>185979909
I didn't know that, but it wasn't my point. I am learning web, so I thought maybe I can also use it for game dev.
>>
>>185980042
learn c++ you can use it for game dev too
>>
>>185980157
No shit. I learn web for it to become my source of income, game dev as a bonus to it. If I wanted to spend my days digging through legacy I would go for c++.
>>
>>185979469
https://www.youtube.com/watch?v=i4ZYJypIXH8
Nice Push Push Penguin clone
>>
>>185979570
but is there an easy way to make an installer for said cut content
>>
how can you make that effect in original pacman when a sprite goes outside the screen you see the rest of it in the other end while keeping collision and logic working at the same time?
>>
>>185981483
make one a duplicate and have it send relevant data to the original, one fully transferred, either keep duplicate, or swap original in and axe the dupe.
>>
>>185975818
OOP is a hammer shaped like a saw
completely useless for its intended purpose
>>
>>185981708
Where is your non-OOP video game?
>>
is shilling your finished game allowed here or on /v/? I figure /agdg/ is more about development than finished games.
>>
>>185981883
no. read the rules
not that that stops people like yandere
>>
>>185981883
depends, its not allowed for whodevs otherwise i dont mind it
>>
>>185981883
only if you posted progress before
>>
File: quad.png (68 KB, 649x518)
68 KB
68 KB PNG
progress
>>
>>185978851
rip in progress
>>
File: NickCrompton.webm (3 MB, 1920x1080)
3 MB
3 MB WEBM
>>185973010
Fresh just added some wonderful animations :)
>>
I haven't devved or been on /agdg/ in a month.
What I miss?
>>
>>185973131
Damn. I just can't into Godot, but this guy has real words of wisdom put in here. I can respect that.
>>
>>185982193
I hope you didn't pay for those FPS weapons.
>>
>>185982265
:/\)
Possibly
>>
>>185981483
>>185981650 is a simpleton. Just set the position of the sprite to the other side of the screen. No need to duplicate anything.
>>
>>185982217
You've missed making your game.
>>
File: 1357292877298.jpg (18 KB, 403x403)
18 KB
18 KB JPG
>>185982335
>>
>>185982258
same, godot feels so clunky and unorganized
it tries to be unity but its simply not as good
>>
>>185973131
>And no, it's not scope that makes the game viable or inviable. A lot of articles you read about making a successful game will tell you to keep your scope small to avoid risks. This is bad and inexperienced advise. Don't follow it. Without risk there is no gain in this world. The key is understanding how to manage this risk.

/agdg/ btfo'd hard
>>
>>185982517
Those who don't take risks, don't drink champagne.
>>
>>185982440
the worst thing is that it's inheritance based, not component based

>2017
>not realizing OOP and inheritance specifically is cancer
>>
>>185982678
champagne tastes like shit
>>
File: marmaduke.jpg (38 KB, 326x327)
38 KB
38 KB JPG
progress
>>
>>185982697
see >>185981812
>>
File: platemail.png (573 KB, 1294x904)
573 KB
573 KB PNG
Redoing my plate armour model because I didn't like how bulbous it looked before. Before I start doing UVs+textures is there any suggestions as to what I could change or add?
>>
>>185980801
Thanks! Lovely game, isn't it?
>>
File: 1456295010458.png (591 KB, 908x727)
591 KB
591 KB PNG
>>185982914

> heels

Please kys
>>
File: 1502639115.png (24 KB, 497x287)
24 KB
24 KB PNG
who here /hardwaredev/?
>>
>>185982810
why are you defending OOP, are you a fucking SJW?
>>
>>185982914
fashion week got weird, you guys
>>
File: Spoiler Image (55 KB, 600x760)
55 KB
55 KB JPG
>>185981883
Post it and claim you posted progress years ago.
>>
File: 1496614148885.jpg (34 KB, 784x349)
34 KB
34 KB JPG
>>185982771
>>
>>185983019
I'm just trying to be historically accurate though? All realistic medieval female plate armour had heels.
>>
>>185983474
you're being a frogposter but it seems to have worked for some
>>
File: 20170405_141030.png (591 KB, 1280x720)
591 KB
591 KB PNG
>he learns japanese just for the "muh weeb culture"
>>
File: 1429630116768.png (21 KB, 180x204)
21 KB
21 KB PNG
>>185982914
It doesn't really look like a plate armour
Assuming it's skintight on the ass/legs/arms because those are some kind of trousers/naked skin, the chest armor is too small, it looks more like a corset than a plate armor. The head is also too small.
>>
>>185983685

> learns German to talk to Arabs
>>
>>185983787
Learning Japanese is about as useless as learning German, I can agree with that.
>>
File: gzsr_gameplay-05_ns.webm (415 KB, 766x614)
415 KB
415 KB WEBM
Added a quick flashlight effect to the game. I remember getting a lot of complaints about the darkness in the first version of this game, so I wanna know... is it too dark? Or is the flashlight actually decent this time?
>>
https://www.youtube.com/watch?v=JmwbYl6f11c
Why aren't you making match-3 games anon?
>>
Besides Fusion, which other engines have visual programming?
>>
>>185980801
@2:43
holy fuck this penguin is brutal
>>
>>185984135
Basically all of them, Unity has an asset you can buy.
>>
>>185984135
ue4, unity, godot, gm, all of them
>>
>>185984109
cant see shit
>>
File: Carltonbanks.jpg (7 KB, 225x225)
7 KB
7 KB JPG
How do you guys market your game?
>>
>>185983019
fuck off sjw cunt
>>
>>185984289
what game?
>>
>>185984347
wat
>>
File: progress.jpg (104 KB, 800x435)
104 KB
104 KB JPG
>>185983026
who here /hardwaredev/?
>>
>>185982914
more buttview pls
>>
>>185983764
>>185982914
regardless of the skintight part, it's a single piece so she wouldn't be able to move her back either.
>>
>>185983764
I used these two armours as reference points. The arms are going to be textured to look plated like the armour on the left. The hips/thighs will be textured either chainmail or leather. Lower legs are plated.

Is it really too thin looking? My previous armour was thicker around the torso and it seemed too bulbous and imbalanced while trying to make it feminine at the same time. I don't want to make it look like a man with a woman's head stapled on top. I can make the helmet bigger though.
>>
File: gzsr_gameplay_03.png (112 KB, 813x675)
112 KB
112 KB PNG
>>185984281
How's this, anon?
>>
>>185979484

very mature
>>
>>185984628
Needs more contrast. Like making the dark darker and the light brighter?
>>
>>185983575
kys, definitely.

Also, please, go to /tg/ and ask them some advice about female historical armor. And tell them that "Jim Profit" sent you - they will understand.
>>
File: golf307.gif (3.48 MB, 350x207)
3.48 MB
3.48 MB GIF
>>185982193
Apart from the floating shoes, driftan is working well :)
>>
>>185985076
/his/ you mean.
>>
>>185985068
I'm trying to figure that out. The problem is I'm limited to how I can render the "light" because I'm using JavaFX (not the best platform to migrate this to, I know... but it's better than Swing/AWT, which is what the original was based off of). The flashlight is just a solid white polygon I'm drawing at 5% opacity and with the blend mode SRC_OVER over the black rectangle that is the darkness. I can't think of any other way to do this with JavaFX.

I wonder how much refactoring would be needed to just migrate it to LWJGL at this point? I'm assuming stuff like this would be easier with that library.
>>
>>185983019
gay
>>
>>185973131
>What makes your game different?
>tfw I can't even answer this question
Is game_x + game_y with a different theme good enough to be considered different?
>>
>>185985287
Nay, /tg/
>>>/tg/54667983
>>
>>185984592
Assuming you want a female knight, is it important that she wears plate armor? Plate armor is big, heavy and will cover up a lot.

You can also check this channel out
https://www.youtube.com/user/scholagladiatoria/search?query=armor
>>
>>185985431
your game doesnt need to be different
i mean just look at the godot developer, he basically copied Unity 1x1 and hes talking about being different
hes like the biggest hyprocrite
>>
>>185981883
you can post fake progress after you finished your game instead of posting the end result directly, best way is post it on a span of a couple of months, will gain you followers and people won't burn you alive when you shill the release
>>
>>185985521
I see you've never used Unity or Godot.
>>
File: 1495284481783.jpg (24 KB, 320x480)
24 KB
24 KB JPG
>>185983445
>fashion week got weird
>>
>>185985521
godot is not even remotely similar to unity
>>
>>185985759
Ah, a new Silent Hill I see?
>>
>>185985761
explain?
>>
>>185985903
try both and find out for yourself
>>
File: modified.png (535 KB, 1200x932)
535 KB
535 KB PNG
I tried making the head bigger and thickening the torso a little. The head is only 10% bigger but looks a bit too big already. Default naked character model on the right for reference.

>>185985474
It's a high-fantasy RPG, so players can make characters of either gender and put them in any armour. So yeah they need to wear plate armour. I've also seen lots of scholar gladiatoria videos, it's a good reference channel!

>>185985076
That was what is called a joke. I'm not trying to make realistic armour. The massively oversized space marine pauldrons were probably a hint. I should've maybe just asked at the start "how do I make this armour look cooler, also I don't care if it's realistic?". My bad.
>>
File: NickCar.png (106 KB, 229x286)
106 KB
106 KB PNG
>>185985089
>>
File: red.png (175 KB, 448x400)
175 KB
175 KB PNG
I tweaked Red's design a little bit, mainly made the head a bit smaller and changed her twin tails. How's it look now? Before you ask, no I don't have a 'before' image because I'm a retard and I forgot to save one.
Also I have bigger problems to solve but I'm procrastinating
>>
>>185986271
turn it around girl lemme see what you workin with
>>
>>185986271
whats this game, bunnydev?
>>
>>185986271
don't you never see her from the front in your game?
>>
>>185986271
I don't remember what it looked like before, but it's pretty cute now.
>>
File: silly bun.jpg (133 KB, 1011x666)
133 KB
133 KB JPG
Shaders are like arcane runes. I'm way too dumb for this shit.
>>
>>185986271
Wasn't she with red hair?
>>
>>185986471
Ouch, it's been a long time since somebody called me that I kind of miss Idol Comm@nder
It's supposed to be a stealth game where you collect cake slices while hiding from the wolves.

>>185986519
You can freely rotate the camera in the game.

>>185986635
Thanks.

>>185986728
Nope, she was always blond. Red hair with red hood would look weir I think.
>>
>>185986106
It's better now, but you need to be literally a skeleton to fit.

As it was before, you couldn't even fit your head in the helm.

I'd scale it a bit more and call it a day.
>>
>>185986817
Then work on it again, dummy.
But any neat gimmicks to it?
>>
>>185986106
> Girls ? He says that those little things are supposed to be "pauldrons"
>>
>>185984347
>male knights
>sjw
what did she mean by this?
>>
>>185987164
eh, dropping it was the right choice. creating the beatmaps was hell and I don't think I know how to create a system that generates them automatically. Plus let's face it, it wasn't very good.

As for this game, I don't think I have any real gimmicks. You can throw stuff to distract or stun the wolves, but that's about it and it's a pretty standard feature in a stealth game.
>>
File: dignity.webm (2.48 MB, 546x280)
2.48 MB
2.48 MB WEBM
Finally got the classes running around in the new environments.
>>
>>185987964
maybe it's the perspective, but that run looks very weird
Can't really explain why, but it feels wrong
>>
>>185987964
Stop converting from gifs.
>>
Quick question; is there a way to make particles stack on top of each other in unity?
>>
>>185987964
The environment is pretty. Is this gonna be some Avatar sort of thing with elemental benders?
>>
>>185987964
Nice framerate
>>
File: 1439774551038.jpg (32 KB, 600x400)
32 KB
32 KB JPG
>>185987964
>single word title
>single digit framerate
Another UE4 masterpiece
>>
>>185987964
"running"
>>
File: 06524723.jpg (68 KB, 640x634)
68 KB
68 KB JPG
>>185987964
Ignoring the framerate/dying gif problem...
It looks fucking sick.
>>
>>185988425
>single digit framerate
you can clearly see that it's floating around 100 fps, the guy just sucks at recording
>>
So it really is possible making 1+ million dollars making pixel shit, right?
>>
>>185988592
>can clearly see
It's compressed to hell and you can't see shit.
>>
File: Thomaswasagame.png (419 KB, 1181x563)
419 KB
419 KB PNG
>>185988959
It's the game that counts.
>>
>>185988959
http://steamspy.com/app/391540
>>
>>185989087
you should buy new glasses gramps, I can clearly read the fps counter
>>
File: 1502557004630.webm (531 KB, 400x300)
531 KB
531 KB WEBM
You can do it, /agdg/ !
>>
made a song for my lowrezjam fps as a little break from programming and design
https://clyp.it/tcoowcag
>>
>>185989113
>tfw I will always associate this game with the horrible nausea I got while playing it on the bus
just looking at this screenshot makes me sick
it wasn't a very good game either
>>
>>185988959
can you? yes
will you? no
>>
>>185988959
No
http://steamspy.com/app/603960
>>
>>185989320
Over-saturated genre, desu.
Plus if I dont see atleast a few threads on /v/ post-launch i dont expect it to fare well.
>>
>>185988959
Why should you care if you don't have a game ?
>>
>>185989113
>simple puzzles
>basic platforming
>literal walking simulator

thinking back, it wasn't a good game, but i really enjoyed the aesthetic and atmosphere.
>>
File: OC_CODE_DO_NOT_STEAL.jpg (125 KB, 612x715)
125 KB
125 KB JPG
Reminder not to steal code from Unity Answers, or else you're liable to lawsuit!
>>
File: 1372859527586.jpg (47 KB, 797x807)
47 KB
47 KB JPG
>>185990460
>if (weapon == 1 && hasSword == true)
>>
>>185989845
if you enjoyed it, doesn't that means it's a good game?
>>
Help

I made half a game and kinda lost passion. I want to continue because I still think it's fun to play, but I just can't stand working on it anymore.

This is not the first time it happened. I don't want to abandon another one.

Tell me some stories of perseverance pls
>>
File: white_icon.png (57 KB, 266x132)
57 KB
57 KB PNG
I changed the icons to be white because it was hard to see at a glance.
>>
>>185990460
>how does copyright law work?

protip: you can copy this snipped of code because it's below threshold of originality
>>
>>185988221
Yep, but 'benders' are only one of three classes.

>>185988113
It is a little goofy.

>>185988134
Its a new codec, it kind of shit on the video quality, hence:

>>185988301
>>185988425
>>185988441
>>185988480
You can actually see in the video its locked around 120 fps, the hitching is from the video recording. I can release the level for people to run around in again if they would like to try it and report their FPS.
>>
>>185990460
Huzzah?! Is this the legendary Unity community I have heard so much praise for? Wh-whoa...
>>
>>185990967
obsproject.com
gitgud.io/nixx/WebMConverter
>>
File: 1502524832237.jpg (111 KB, 1280x720)
111 KB
111 KB JPG
Are there any big benefits with using GM2 over GM studios? I'm contemplating switching over if it really is better and thought might as well start learning now to get a good handle on it before I do something semi serious.
>>
>>185988959
Hahahahahahhaha
>>
File: animeshun_buttonu.webm (2.64 MB, 1280x720)
2.64 MB
2.64 MB WEBM
>>185973010
Testing out object animations and added simple "buttons" for a door.
>>
>>185991176
GM2 is the only thing YoYo supports now. It has a new coat of paint and maybe like 2 or 3 new features.
>>
>>185990785
Whitewashing icons eh?
>>
>>185991246
>static camera in 2017
please dont
>>
A game where you always win!
>>
>>185990460
I looked up that post to get the actual inventory code posted.
Gonna steal it.
>>
>>185991246
>static camera in 2017
please do
>>
>>185990763
I don't know even the basic of programation and yet I am spending the only time I have for rest working.

My eyes are tired, my brain is hurting and yet I'm still doing it.
>>
>>185991573
in kirby's epic yarn you couldnt die
>>
>>185991246
>RE camera
yes
>>
Okay, so let me get this straight: Delta is something that happens constantly?
>>
>>185990763
>half a game

let's see it and we'll tell you if it's worth continuing
>>
>>185991956
can you be more vague? Delta what?
>>
File: my_nigga.jpg (168 KB, 1033x679)
168 KB
168 KB JPG
>>185991558
>Don't do stuff that I don't like
here's (You)
>>185991787
>>185991838
pic related
>>
>>185991819
Same with warioland 4
>>
File: 8b7.png (233 KB, 600x652)
233 KB
233 KB PNG
>>185991246
This makes my dick fucking hard. Please go on.
>>
>>185992030
You could die in WL4, you couldn't die in 2 or 3 since they were designed more as puzzle platformers.
>>
>>185991997
Ah sorry, I meant _process(delta).
>>
How do I make money with a porn game?
>>
>>185992164
daz and renpy
>>
>>185992147
delta is the time since process last ran, which is every frame. So it's the time between each frame.
>>
>>185992164
patreon. remember not to finish the project for maximum bucks
>>
>>185992164
Patreon.

https://www.patreon.com/maverik
>>
>>185992147
_process runs every frame, _fixed_process runs every fixed physics frame (60 fps by default)
delta is the time between frames
>>
>>185990460

This is literally the entire problem with Unity summed up in a single image. It promotes an environment that is not conducive to learning.

Better to sell someone an asset than it is to teach them to do things on their own is basically the motto of Unity and it's community.
>>
>>185987964
apart from the running animation it looks pretty good
>>
>>185992441
>Unity is bad because it doesn't encourage reinventing the wheel

AGDG
G
D
G
>>
>>185992030
literally wtf are you talking about
>>
File: 1353523022415.gif (1018 KB, 343x205)
1018 KB
1018 KB GIF
>>185992541
>nu-agdg defending asset store bullshit
>>
File: wheel.jpg (14 KB, 350x263)
14 KB
14 KB JPG
>>185992541

You're right. Don't bother reinventing the wheel. Just use this wheel I made instead, only $199.99 from the asset store.
>>
>>185992541
>learning is the same as re-inventing the wheel
>>
>>185992441
Bad goyim! Don't teach them how to fish
>>
>>185992690
>learning is the same as making a game
>>
>>185992630
asset store is good for prototyping, there's a lot of free stuff
>>
File: 2017-08-13 18-37-27.webm (1.09 MB, 640x360)
1.09 MB
1.09 MB WEBM
Making trails using the draw function is too advanced for me, so I used a trail addon

Also learned about timers, sorta
>>
File: ideaguy.png (169 KB, 885x1656)
169 KB
169 KB PNG
>>185992441
>some 12 year old with autism posted some code ergo everything about Unity is shit

pic very related
>>
>>185986635
Plot twist: he never changed a thing
>>
>>185993204
wrong
>>
>>185993532
>squaregames
>everything is round
>>
>>185993059

Unity it's self isn't that bad. It's just used to make almost exclusively shit games because it's built around the asset store rather than teaching people to make games themselves.

I've only been using Unity for maybe 2 weeks, but have been making games for almost 2 decades and it's just weird making the shift.
I've been taught a lot of stuff is bad practice and you should generally avoid doing it, but a lot of this stuff is considered normal and the right way to do things in Unity.

I mean, lets face it. If all you're doing is copy and pasting a bunch of stuff other people made into your project, you're not really making a game are you? You're just copy and pasting other peoples work.
>>
>>185993794
That's an awful lot of assumptions
>>
>>185993794
>built around the asset store rather than teaching people to make games themselves

https://unity3d.com/learn/tutorials

9 tutorial projects from beginning to end and 500+ individual articles for specific topics, all including code and videos

what the fuck are you even talking about?
>>
>>185994084

Half of the tutorials are how to drag a bunch of assets into your project without fucking up.
The asset store has a whole lot more shit in it.
And the asset store has it's own tab in Unity by default but the tutorial page you linked sure doesn't.
>>
>>185994579
>Half of the tutorials are how to drag a bunch of assets into your project without fucking up.
And this is how I know you don't know what you're talking about.
>>
>>185994649

When was the last time you read those tutorials?
>>
>>185994579
>a tutorial about creating a game comes with a bunch of assets for you to use rather than making you create your own for the purposes of demonstration
>wow Unity sure is fucking garbage providing me with free resources
>>
>>185994910
I followed most of those myself when I started. The only 'assets' they make you copy paste are the models, sprites and textures you need, because why the fuck would they teach you how to model or draw sprites in a tutorial about the engine?
>>
>>185994579
What? The tutorials Unity has are about the code, of course they're going to give you "generic man.png" to use to save you time while they teach you to make room generation, hit collision, movement, etc that are the focus of the tutorial. I'm not going to say Unity doesn't have a lot of shit or that tons of people learn bad practices/rely on other people's work, but the tutorials themselves aren't like that
>>
>>185990460
>-_-
is amazing how 3 characters can make someone loose any hint of professionalism they could have
>>
>>185990460
I AM STEALING THIS TriHard
>>
>>185995137
Their code is all basic shit. Anything that the Unity engine does particularly well (that would give you reason to use it instead of another engine), you have to jump through multiple tutorials by other people and figure it out.
>>
File: 1435959121377.jpg (73 KB, 775x553)
73 KB
73 KB JPG
>>185983026
>>185984429
>>
>>185995526
Name 3 examples.
>>
>>185995526
The tutorials being simple is one thing, I'm just saying that they aren't drag-drop tutorials or just saying "buy from the asset store" which was being implied. The assets provided for the tutorials are just there to keep the focus on the lesson at hand even if it's simple.
>>
>>185994579
>Half of the tutorials are how to drag a bunch of assets into your project without fucking up.
That's called learning how to use an IDE you fucking tard. You clearly couldn't even handle the baby steps in a tutorial before getting frustrated and giving up. lol @ you
>>
>>185995928
inverse kinematics
text rendering that isn't blurry and scales
shaders

>>185996051
I agree with that mostly. But the lessons are not very in-depth.
>>
File: Capture.png (9 KB, 335x153)
9 KB
9 KB PNG
>>185993056
fix your collisions
>>
>REEE ALL THIS DRAG AND DROPPING JUST MAKE MY GAME FOR ME UNITY
>[close tutorial before setting up the first lesson]
>UNITY FUCKING SUCKS
ppppfffhahahahahahaha
>>
>>185996352
>no generic IK
>have to download TextMeshPro from the asset store for decent text rendering
>no node based shader system (except you buy one in the asset store)

ok
>>
>>185993794
>I've been taught a lot of stuff is bad practice and you should generally avoid doing it, but a lot of this stuff is considered normal and the right way to do things in Unity.
Like what? You're a bullshitter who is out of his element after making stickman flashgames, shut the fuck up retard.
>>
>>185992441
>HELP HELP UNITY IS ROBBING ME BY HAVING AN ASSET STORE FOR PEOPLE LIKE ME WHO ARE LEARNING DISABLED AND CAN'T DO THE TUTORIALS
ppppffffhahahahahaha
>>
>>185996352
IK is highly specific, niche information not something a beginner to intermediate game developer needs.

The UI tutorials covers text extensively.

There's no less than 8 shader tutorials in the graphics learning section.
>>
there he is
>>
let's be real, the issue when making a game isn't the engine.
it's settling down on visuals.
>>
File: ROR2.gif (3.05 MB, 540x366)
3.05 MB
3.05 MB GIF
>he thinks Unity is about the asset store because he's a retard and retards are funneled to the asset store
>blames Unity for his inability to make games
Meanwhile
>>
The time of the day has come.
>>
>>185997369
Nah
>>
>>185997450
don't contradict me please I need an echo chamber to tell me visuals are hard and confirm my thoughts it's not my fault I can't make assets
>>
>>185995928

Unity has vectors and quaternions built in.

I'll admit right now I'm a retard and will probably never understand quaternion maths, but every language and engine I've ever used except Unity has not has inbuilt vectors. Having it built in is a luxury and the last time I wanted to use vectors, I first had to learn what the fuck they were and how they worked, then figure out how to translate the math into functional code.

Since I've been using Unity, I've never really ran into a problem like this. If it doesn't have the features you need already built into it, you can quickly find an asset that does.

Maybe since you've never used anything else before you don't understand how much of a luxury this stuff is, but you're underestimating how much of the hard work Unity is doing for you and how much stuff you're not having to learn because of this.
>>
File: MUH.jpg (164 KB, 656x746)
164 KB
164 KB JPG
ppplbtplfftlltlfpffbfbfhahahahaha
>>
>>185997606
I can't think of a single engine (other than GM but GM is horrible anyway) that doesn't have vectors and quarts.
>>
ASSET
>>
File: 1392561381457.jpg (127 KB, 768x1024)
127 KB
127 KB JPG
>>185997606
>but every language and engine I've ever used except Unity has not has inbuilt vectors
>>
File: hahahaha.jpg (232 KB, 1027x492)
232 KB
232 KB JPG
>>185997270
>>185997835
>REEEEE
STORE
>>
File: redpilled.png (321 KB, 620x620)
321 KB
321 KB PNG
>>185982697
You can represent components as child nodes in the scene tree.
>>
>hasnt even worked on his asset store slop for 2 years
>doesnt even need to work, just needs to buy stuff thats premade
>even thats too much for him
Yikes!
>>
>he still hasn't taken the Godopill
>>
>>185997913
>>185997841

Maybe it's just me then. But not everyone was raised with an easy to use engine that does all the work for them.

But the fact doesn't change. Half of the shit in Unity I've had to learn how it works and how to make it myself in the past using different languages. You're spoilt, which is probably why most games made with stuff like Unity end up being shit. You're using stuff you don't understand so naturally cannot make proper use of it.
>>
>>185987964
Nice Breath of the Wild clone.
>>
>>185973131

this guy definately browsed agdg at one point
>>
File: 1458348783892.gif (2 MB, 270x429)
2 MB
2 MB GIF
If you were playing an arcade game with a handful of level themes, and you generally change levels every few minutes, in terms of music would you prefer:
1. A short song for each level type
2. A long song that plays all the time
3. A handful of short songs that are randomly played and blend together
>>
File: shaders.png (1.27 MB, 1296x758)
1.27 MB
1.27 MB PNG
Are there any decent references for ShaderLab out there? Everything I can find is either sample code or hour-long tutorials that don't teach the specific thing I need to learn for my game.

also posting progress for the 0 people keeping up with my shitty grand strat game
>>
Still crying about big bad Unity? Heh. Don't worry kid nobody was going to miss your... heh.... "game" anyway.
>>
>>185989845
>it wasn't a good game, but i really enjoyed the aesthetic
It was literally a good game with a poor/no-effort "aesthetic."
>>
>>185998467
One adaptive song which changes instruments and tone with each level
>>
>>185996663
>not knowing how Pong works
>>
>>185973432
>>185973947
>>185976042
I tried some variations which I think are more accurate:

>ただゲームを作ることさ

>単純なゲーム作成しろう

>サッサとゲームを作れよ
>>
File: baby bun.jpg (22 KB, 450x367)
22 KB
22 KB JPG
>>185998495

I'd like to know this too. Every tutorial I've seen so far hasn't explained a great deal of how shaders actually work, they've just been how to do some simple effect or some such.

Shaders are some kind of fucking arcane magic, it makes no sense.
>>
File: euphoria.jpg (7 KB, 480x268)
7 KB
7 KB JPG
>mfw i realize i can make a 2d game without needing to use pixelart
>>
File: 1471035068859.webm (1.54 MB, 1204x674)
1.54 MB
1.54 MB WEBM
What? You still have no game? You just obsessively hang out with gamedevs like a fangirl and try to argue about engines and stuff you have no clue of? All day? Every day?

You've never even finished a tutorial? You just bitch about Unity and other bandwagon issues like a little poser?
No, don't bother trying to explain. Gamedev isn't for everyone, good luck with your... heh... "game".
>>
>>185998774
nah, clipping is unacceptable.
>>
>>185998815
name one indie non-pixel 2D game that looks good and didn't take forever to make
>>
>>185998815

So what will you use? AGDGs favourite tool? You're imagination???
>>
>>185981883

You have to stealth shill I.E pretend like you're a random shmuck that played the game on /v/
I don't think anyone here cares if you shill so long as you've been a regular
>>
File: dignity.webm (1.99 MB, 546x280)
1.99 MB
1.99 MB WEBM
UE4's volume materials are radical. Hopefully this WEBM goes better than the last.
>>
how can you conceal your real identity in case you make a great game?
it seems like popularity and attention destroys people's personal lives.
>>
>>185977858
Nintendo = 任天堂
>>
>>185977858
"Like" is not something you "do" in Japanese.
Suki is always used with particles "ga" or "ha".

Fucking apply yourself.
>>
>>185998971
How much do you know about the guy who made Banished
>>
>>185998927
still not dead dev made threads on /v/ openly shilling his game and dropping keys, stealth shilling only makes you invisible
>>
>>185998971
publish everything under a psuedonym and an llc
you still need to connect your real name to the company, bank account, and storefronts.
>>
>>185998957
Neat
>>
>>185998957
what's the gemu about
>>
File: 1483571934487.webm (2.46 MB, 652x510)
2.46 MB
2.46 MB WEBM
>not using Unity
You hate money?
>>
>>185981279
Yes. Include the DLC with your game but disable it until the DLC installer flips a configuration file
>>
>>185998647
I would like to do that but I don't think it would be viable for mobile since it means a lot of duplicate resources for something most people wouldn't care about.
>>
>>185998971
>wow Ryan Gossling sure does live a shitty life fucking 18 year old girls non-stop while doing whatever the fuck he wants with his millions
>>
>>185998971
make separate accounts for your game and your real stuff
i see so many people making stupid comments using their game's twitter account, that's a good way to tank your reputation
>>
>>185999251
how much money did dinodev make?
>>
What's a good game engine for a mostly menu based game? Like say, Crusader Kings
>>
>>185999035
Does anyone even play Banished anymore? I just looked on Steam and the last update was in 2015 from what I can tell
>>
>>185998914
idk.. ori and braid look alright, how long did those take?
>>
>>185999431
anything but GM
>>
>>185999432
66,000 in the last 2 weeks according to steamspy
1.7 million owners
>>
>>185999429
A fuck ton more than you no-gamers.
>>
>>185999107

openly shilling gets you banned on /v/
>>
>>185999431
Define "mostly menu based", because Crusader Cucks has a lot of map fuckery that would be beyond the means of a basic "menu-based game"
>>
>>185999567
he didn't get banned as far as I know, just act like a /v/irgin instead of a businessman, don't make 5 threads per day and you should be fine
>>
File: 1455355952278.webm (838 KB, 960x540)
838 KB
838 KB WEBM
>>185998106
BEHOLD
The power of not Unity
pffffhahahahahahahaha
>>
File: wireframe.webm (1.55 MB, 1002x782)
1.55 MB
1.55 MB WEBM
Put the fulcrum of the car underneath the rear axel, and recalculated corners from that point as the center of rotation. Here's a wireframe of it
>>
>am 2D artfag
>want to dev, have already made a couple of simple 2D jam games
>most of my game ideas are better suited to 3D than 2D
>have no idea how to into 3D at all
Should I try to into 3D? Is it worth it?
>>
>>185999972
Eww gross look at the eye it looks like the eye of a literal murderer pedo with no game.
>>
Alright, how do I get SFML to link correctly? I've gotten it to compile with -I"SFML/includes" or something like that, but no matter how I try to set up linking options with -L and -l I keep getting undefined reference to...

I'm using mingw.
>>
>>186000268
Are you looking for a programmer?
>>
>>185999882

>rixels

jk, keep going guy!
>>
>>186000268
It's not as hard as you'd think. Honestly the hardest part of 3D (aside from animations) is the 2D (i.e. textures).
>>
>>186000336
what are rixels?
>>
>>185992441
A microcosm of proprietary software
>>
>>186000268
My first shot at 3D was an endless runner, I think that's a good place to start.
>>
>>185998495
>>185998796
I think I found something for the both of us that looks like it can be really helpful, or at least at first glance it looks more helpful than the official documentation:
https://en.wikibooks.org/wiki/Cg_Programming/Unity
>>
>>186000453

rotating pixels.
>>
>>186000620
Can you explain a bit more what you meant by

>rixels

?
>>
>>186000620
The car isn't low res though so it's fine, the real crime are the mixel trees.
>>
File: 1486859029070.jpg (13 KB, 256x256)
13 KB
13 KB JPG
>Phone game coming along and I'm happy with it
>Give a build for people to test for balancing reasons
>How are you going to make money from this?
I was just thinking it'd be free with some ads in some transition screens, but now people are telling me I could easily sell the powerups and bonuses or continues.
>>
>>186000804
what are mixels?
>>
>>186000816
>but now people are telling me I could easily sell the powerups and bonuses or continues.
That's how you make money from mobile games, anon.
>>
File: 2017-08-13 21-08-51.webm (1.12 MB, 1280x720)
1.12 MB
1.12 MB WEBM
Progress. Got the physics engine and replay engine working. Good enough for now.

Now I'll be working on the map/world generator.
>>
>>186000895
mixed-size pixels, the trees there are tiny sprites with big pixels while the car is high res
>>
>>186000816
haven't you read >>185973131
?

even the godot dev says:
>To make it short, your chances of being successful on mobile with casual games are slim to nonexistent (even though now and then miracles happen). Just don't do it unless it's for fun and/or learning.
>>
>>186000816
Mobile is basically ads plus/or paid advantages to cut down time.
>>
>>186000816
>now people are telling me I could easily sell the powerups and bonuses or continues.
No they're not. Stop being a greedy faggot.
>>
>>186000997
oh right right. Everything here is just placeholder shit. Actually, in the end it's going to be first person, so any of the graphical stuff rn is temporary. I'm getting the physics, engine, etc. working first
>>
>>186001070
>2D top-down car game will be first person
wait what
shouldn't it be 3D
>>
>>185991246
what happens if you stand inside the doorway as its closing?
>>
How does your work office look like anon?
>>
>>186000816
you won't be making any money with ads or powerups, might as well release it for free
>>
>>186001164
Not him, but you can change perspective. Top down 2D is easier for development.
>>
>>186000275
Not sure why you see a murderer, maybe it's because he killed rotatevania
>>
>>185978885
I bailed from GM like a few days in for an earlier project I had and I never once regretted it.
GM is great for some very specific types of games, and trying to get it to do anything slightly beyond that scope turns into a huge fucking mess.
>>
>>185999247
asset stacking
>>
>>186001351
>>186001164
I'm going to do raycasting. You know how doom has that map overlay you can use? It's kind of like that. All the logic is in 2D but the rendering is 3D, so I can code them entirely separately knowing that the 2D logic will work in a 3D environment
>>
>>186001549
volumetric stuff is built into ue4 as far as I know
>>
>>186001549
Pretty sure that dev has been around a long time and makes their own assets.
>>
>>186000928
>>186001021
>>186001029
>>186001048
I'm probably going to stick with the original plan of just a couple ads. The game wasn't designed in a cash way so I wouldn't want to mess with that to squeeze it in. I was just kind of taken aback that people were already expecting them.
>>
>>186001915
>. I was just kind of taken aback that people were already expecting them.
you really cant underestimate the shit normies accept at an alarming pace.
>>
What's the best sorta mid-level game engine? One that's not quite drag and drop, not quite raw openGL draw calls.
>>
If you're using a game engine to do your work for you?
Then I am sorry, but I am not interested, and good luck with that.
>>
>>186001272
bad things
You clip to other side of the door.
I'm gonna fix it by checking
if (the closing animation is playing && a door touches a player){
play the opening animation.
}
>>
>>186002101
you might want to look into having your own framework integrated with ogre, bullet, raknet etc.
>>
>>186002101
any engine in the OP, there's other stuff like monogame and love2d but those are frameworks, not engines
>>
>>186000816
Post game.

Anyway, it depends on how addictive your game is, how greed you are and how obstructive the ads are.

One of my favorites is Picross Lucy and they only use ads. They keep a nonobstructive ad on the bottom and show a big one after you finish a few puzzles.

CastleCats has microtransactions, but they added plenty of ways to get free characters and the ingame money. You can feel the game is not greedy.

DragonMania Legends however was one of my favorites but I dropped because the owners got too greedy. Not only getting gems was a pain, the straw was that they started showing ads... IN THE MIDDLE OF BATTLES. Fuck them, when I am playing something active I don't want to be interrupted.
>>
File: dignity.webm (2.34 MB, 546x280)
2.34 MB
2.34 MB WEBM
>>185999247
fightan

>>186001708
yep, 4.17 added the new stuff I'm playing with though

>>186001898
what he said
>>
>>186002221
>>186002238
Maybe I should go for frameworks then... Has someone set up a game dev starter pack that I can just git clone yet?
>>
>>186002668
>game dev starter pack
Are you absolutely sure that an engine doesn't fit your use case?
>>
>>185983916
I want to learn Japanese and German!
>>
>>186002668
what are you even planning to do
there are hundreds of engines and frameworks exactly because there's no such thing as one-size-fits-all in gamedev
>>
Reek what happened to your game? :^)
>>
>>186002840
I'm just lazy and hate wrangling with compilers and linkers and all the other first-time setup bullshit you have to do with C++. Especially because I have an old, retarded version of windows, that refuses to install SDKs, and... I won't bore you with the details but it's a huge pain.

>>186003035
I just want to doodle for now. I haven't done anything outside of unity for ages.
>>
>>185998971
I'll never understand these concerns. Literally nobody cares unless you make an ass of yourself with retarded antics like Phish.
>>
File: Push37.webm (1.2 MB, 528x614)
1.2 MB
1.2 MB WEBM
Nothing that you haven't seen before.
Just a happy cat pushing some blocks around and SMASHING THEM TO (imaginary) PIECES.

Except this time it's with the completely redone code!
Yeah.
>>
>he doesn't know there's a blacklist
kek
>>
>>186003461
he walked into a wall there at the end
>>
>>185999429
>>185999552
0 dollars since it's a cancelled project
>>
>>186003649
But theoretically he was a millionaire.
>>
>>186003591
That's water, my friend.
>>
File: spacescreen.png (110 KB, 567x319)
110 KB
110 KB PNG
>>186002101
It's this one. I might make a UI toggle and a web version for sharing on one of the future builds. I just wanted people to try some of the new numbers balancing while I kept working on getting rid of placeholders.

I never planned on making much money off of this, I just figured I'd try some new things out while making a game. Those are things I'll keep in mind if I do any more mobile but I would like to move back to PC where I could target more niche audiences who share interests in games I want to make.
>>
File: get-well-soon.jpg (80 KB, 640x640)
80 KB
80 KB JPG
>>185982914
drop the heels, jesus.
>>
oops
>>186003895 was meant for >>186002384

>>186002101
Any of the commonly discussed engines here (GM/UE4/Unity/Godot) Are like that in some capacity if you use their more manual tools instead of drag-drop
>>
File: lowrezjamfps7.webm (1.36 MB, 800x450)
1.36 MB
1.36 MB WEBM
keycards, simple animations, and sound effects. cant show the sound effects for obvious reasons

>>186002216
or you could have the door opening and closing as two separate animations. have the close animation on a coroutine. this'll let you customize how long a door stays open on runtime easily as well as just make it so the close animation won't play if the player is in the way
>>
>>186004386
they are two separate animations.
>>
>>185997598
Visuals are hard, anon.
Now get back to work - I want to see your game one day.
>>
>>186004701
Oh oh oh sorry, I misread your post.
>>
>>186003895
>>186004329
Doesn't really seem to be appealing, sorry. Cute, bright or fancy graphics are a must in mobile.

It's still good for your experience through. And I'm sure it's fun, it's just that looks are very important in this satured market.
>>
>>186004834
np. i like your game
>>
>>185999251
>lusty argonian maid cooking game
HNNNG
>>
>>186004329
The thing I really hate about unity is asset management. It's really geared towards drag and dropping five million things into your scenes and hooking them up by dragging objects into the scripts of other objects, it's difficult to transfer state across scenes, difficult to dynamically load things and so on. I want something where I have more freedom when it comes to these things. Where I load my own assets in code, set them up in whatever data structures I want, build my scenes from code and so on.
>>
>>186005183
It's actually not unity's fault you cant organize your scene/data.

>Where I load my own assets in code, set them up in whatever data structures I want, build my scenes from code and so on.
You can do that with asset bundles
Don't blame unity for your inability to use it properly
>>
File: 8K7HoqV.png (125 KB, 600x365)
125 KB
125 KB PNG
I am a failure
>>
>>186004386
>the light projected by the TV doesn't reflect the colors that are on the screen
dropped
>>
>>186005598
you only fail if you give up
>>
>>186005441
>It's actually not unity's fault you cant organize your scene/data.

I disagree. What does asset bundles have to do with this? They are just another layer of bullshit on top of what's already there.
>>
File: Dirt.webm (366 KB, 400x320)
366 KB
366 KB WEBM
>>186004859
It's understandable. Unless I can get help from a friend who is really into art, it won't be flashy enough to get people's attention in the mobile market. I started it with the thought of "I'd like to play an arcade space exploration game" so I went with something I'd like to make and play so it would actually get done. For mobile I don't see my tastes quite being the same as most people though, which is why I'm probably going back to PC after this, even if I wanted to remake it in a large scope for PC. I'm going to finish it and get it out there though, giving up on "maybe this isn't quite right" is a surefire way to never make a game.
If I did another mobile game it would probably be with an artist friend and something cutesy like one of my scrapped pet sim games.

>>186005183
Unity has enough tools/functionality to do what you're talking about like asset bundles or loading/finding them from code. Presentation-wise it does push people towards drag/drop though which might give the wrong impression.
>>
>>185997734
sudosatirical?
>>
>>185998402
He does at least know about /agdg/. Someone showed him the threads once because we have Godot in the OP.
>>
>>186005759
>Unity has enough tools/functionality to do what you're talking about like asset bundles or loading/finding them from code. Presentation-wise it does push people towards drag/drop though which might give the wrong impression.

I have tried working around it and using unity as just a rendering engine. It feels very much like I'm swimming uphill when I try that though.
>>
2 months passed since i touched any project and the pain keeps me from drawing, what kind of game doesn't require graphics?
>>
>>185998984
>>185999008
f-fuck I'm a failure
>>
>>186005748
If your game is organized in a way where you have to transfer a lot of stuff between scenes then your design was bad to begin with
>>
>>186006047
We all are, buddy.
>>
>>186005654
That's actually an effect that I would like to implement. I'm just not sure how I would get the average color on the render texture.
>>
>>186006151
Not really. There are some games where scenes are very... independent, like say Rocket League. There are others where scenes are just tiny pieces of the puzzle, like RPGs.
>>
>>186005980
roguelikes. rhythm games (but if you're not a musician, good luck with that).
Vehicles are also really easy to make so you could do a racing game.
>>
>>186006339
It would depend on the game itself of course, but RPGs are pretty well known for storing tons of rooms in the same scene and just hiding them from each other.
>>
>>186006339
Yea but if you have to transfer some stuff between scenes then you declare it as "donotdestroy" and make it a singleton
>>
File: Happy-Pet-Story8.png (10 KB, 76x107)
10 KB
10 KB PNG
>>186005759
Well, while an artist friend would make it faster the average standard of mobile art can be achieved without requiring too much study. A bit of practice every day would in months put you into the required level.

Basically just try to do something a bit better or worse than this. It has between one to five million downloads.
>>
>>186006339
>>186006614
You can also load and unload multiple scenes. Put the character and any shared state singletons in one scene, and dynamically load and unload scenes for levels / sections of the world.
>>
>>186005830
I don't even know anymore.
>>
>>186005980
just use placeholder, graphics aren't a game.
>>
>>186005980
Puzzle games...?
>>
>>186006740
Alright, but then I'd have to spend a lot of time drawing...
>>
>>186007025
Ah, just saying. If you find an artist who do it cheaply it's also good too.
>>
>>186007025
>>186007183
But if you ask for an artist on /agdg/, prepare yourself to be meme'd to death. Find it elswhere if you ever need it.
>>
>pick a title for a game
>look at steam
>it exists, but the game isn't even out yet until 2018
>>
>>186007585
What's the game?
>>
How come artists don't draw up a bunch of assets and then hire a programmer to wire it all together? Why is it always the other way around?
>>
>>18600764
It does, it just so happens that AGDG is a programmer heavy community.

You look at somewhere like FPSBanana the ratio is 50:1 the other way and people have assets for no game.
>>
>>186007641
You're 1000x better off coding yourself than depending on a programmer.
>>
>>186007516
Sorry bud but your shitty "meme" doesn't really affect anything, if someone needs a partner then they will just leave contact info. The retarded "post art" "no u" convos are nothing but shitposters baiting shitposters.
>>
>>186007632
Some indie dark-soul like metrodivania.
https://www.youtube.com/watch?v=QbyVuJbgwfM
>>
>>186007641
I see you've never programmed or made art before.
>>
>>186007825
Seems like an artist would have an easier time explaining things to the programmer, because he could draw up concept art and so on...

Then again, artists often have really weird expectations of what's actually possible to code, given a time frame and a budget.
>>
>>186007641
Because if you were good at art what would you do?
> sell art
> hire someone you have to pay a month fee, give royalties or other headaches through months to years to make a game that may flop
>>
>>186007641
making gameplay that conforms to pre-existing art is a recipe for shitty feeling gameplay.
>>
>>186008053
Doesn't that apply to people who are good at programming too? Except instead of selling art it would be >be employed
>>
>>186007947
this looks incredibly bland
>>
>>186007947
Actually looks pretty cool. Thanks for answering.
>>
Preferred level editor for quick prototyping:

Unity
Source

Discuss
>>
>>186008194
There's another game like it out there, looks almost exactly the same. Can't recall the name but I saw it at SGDQ.
>>
>>186008158
>be employed
But being employed isn't a direct tlanslation of your skill as a coder. You can suck at coding and still be employed, or you can be great and not a single one gives you a chance.

Also selling something you made give you a higher profit possibility than being locked to a wage.
>>
>>186008324
Found it: http://kotaku.com/salt-and-scantuary-is-an-excellent-2d-dark-souls-1765572896
>>
File: spacescreenretro.png (116 KB, 561x624)
116 KB
116 KB PNG
>>186006740
I don't mind learning art, I've had to do stuff alone for a while, I was just talking in the scope of the current project. It's coming to the end of its development soon so I wouldn't want to spend several months learning for this one in particular, but I'm going to be practicing some stylized stuff to potentially use in the future instead of my old-style pixel art.

Incidentally, what about scaling back to a minimalist style to really hit the "old arcade" feel? Maybe that would be more visually appealing at a glance compared to the "he tried but didn't quite make it" style?

>>186007025
art is fun, I just find dev itself more fun, although it is cool to get stuff in game and see it in motion.
>>
>>186008158
AGDG lives in a parallel universe where artists have it easier than programmers because their perspective has been warped by statistically irrelevant porn patreons.
>>
>>186008259
Drag and dropping in Garry's mod is not level editing :^)
>>
>>186008259
Source to this day has the best BSP editor of any modern tool, everything else about it is trash.

Unity is basically the same but without the BSP editor.
>>
>>186008662
>Giving a shit about BSP
Quake 2 was 30 years ago.
>>
>>186008502
Good point. I should find an artist to draw porn for me.
>>
>>186006241
Could you render it a second time in the lighting somehow, but do some blurring effect?
>>
>>186008259
Blender
>>
Could somebody give me a quick rundown on why engines like Source you had to make sure maps were enclosed with no "leaks?" What was the benefit of designing an engine like that?
>>
>>186008920
>quick rundown
>source
>>
Aside from SHMUPs, what are some fairly easy to make shooters?
>>
>>186008502
Which good artists you know that can't get enough comissions?

Because I know plenty of people who did coding higher courses and are unemployed or joined something completely different.
>>
>>186008920
It has something to do with visibility culling iirc, the engine gets confused about what is part of the map and what isn't
>>
>>186008997
Twin stick shooters.
>>
>>186007947
>straight dark souls demade
>>
>>186008997
megaman-likes
>>
>>186009104
But was that a technical limitation for all engines at the time, or did some other older engines work fine without needing to seal up the map?
>>
>>186009005
I personally know many 3D artists who struggle, with experience working at EA, Ubisoft, on Hollywood/feature films.

The three of whom I'm aware of their current position only 1 is doing something they want to, and he literally moved halfway across the globe for it.
>>
>>186007947
Nice Clarent clone
>>
>>185999431

i'd go with unity as indeed i'd go with unity for any game project. i believe it is the most versatile engine we have at our disposal.
>>
>>186010394
Even for 2D tile based games? It seems like it has issues with tiles.
>>
>>186010394
versatile =/= good
>>
>>186010394
Unity's UI system is really, really bad. Prove me wrong. Unity is also awful at 2d. I wouldn't call it versatile at all.
>>
>>186010540
Personally I like enough of the other featyres that I would use it for a tilebased game, but you would need to implement a custom tile rendering system based on a custom mesh and changing the UVS. I understand someone wanting an engine that comes with that built-in.
>>
>>186010621
>here is my opinion
>prove me wrong
>>
>>185996663
yeah I hate how the godot pong tutorial set the collision at the center of the sprite paddle

>>185998908
what do you mean by clipping? is the screenshot clipping?
>>
>>186010218
Clarent is a cave story clone
>>
>>186010592
Logical fallacy.

>>186010621
Logical fallacy.

0 for 2 hysterical anti-Unity fags.
>>
>>186011098
You are very obnoxious, don't you have anything better to do than shitting up the thread every time Unity is mentioned?
>>
>>186011098
>Logical fallacy.
How is it a logical fallacy that unity is bad at UI and 2D? That makes no sense.
>>
>>186009631
I remember Halo CE custom maps had a similar issue.
>>
File: 2017-08-13_17-06-14.webm (1.27 MB, 1002x782)
1.27 MB
1.27 MB WEBM
added a little line for debugging. Shows how the steering wheel delta falls back to 0 when no keys are pressed
>>
File: hmmm.jpg (62 KB, 620x390)
62 KB
62 KB JPG
>>186011098
>>
File: sky shady shader.jpg (132 KB, 1216x1228)
132 KB
132 KB JPG
Here is my progress for today.

I made a shader for the sky that can smoothly transition between a day and night image. Haven't done lighting or anything yet but that's the easy part.

I don't think I'll ever be smart enough to fully understand how shaders work. They're just fucking space magic.
>>
https://madewith.unity.com/games
>>
>>186010827
This is actually what I did when I made a tile game, but I didn't think it was that optimal if all you wanted to was just like make game.
>>
>>186011189
Ditto this.
>>
>>186011189
Logical fallacy and a literal crybaby shitpost. 0 for 3 hysterical anti-Unity child.
>>
>>186011542
Unity is literally the only way to make a game!
>>
>>186011768
Where's your game?
>>
>WAAAAAAAHH
>WAAAAAAAAAAAAHHH
Yeah, fuck Unity!
>>
If you are not using Unity I hate you and think you are stupid.
>>
>>186011945
I don't have one.
>>
File: Fixed.png (295 KB, 636x447)
295 KB
295 KB PNG
>>
this isn't even a thread about gamedev 80% of the time. wow
>>
>>186010621
>disprove my emotionally based exaggerated opinions
That's not how it works.
>>
>he makes games with unity
heh
decompiled and stolen, friend
>>
File: average agdg game.jpg (77 KB, 1280x720)
77 KB
77 KB JPG
>>
It's Unity's fault you have no game! REEEE
>>
>>186012475
all the parts of my game are from the asset store anyway :^)
>>
Fucking coordinate systems how do they work
>>
File: boy licks his lips.gif (1.18 MB, 260x260)
1.18 MB
1.18 MB GIF
>when a bunch of variable names just all happen to be the same length and line up neatly
>>
>lol nice asset flip
I made these assets
>oh okay just never expect that from UNITY BABIES hahaha
This is UE4
>.... REEEE UNITY
Literally obsessed.
>>
how can i stop fapping all day and actually like make game? holy shit this is getting ridiculous
>>
>>186012835
give up making a porn game
>>
>>186012835
what would happen if you fapped all day for the next month?

what would happen if you made game all day for the next month?
>>
>>186012986
>what would happen if you fapped all day for the next month?
what happens every month
>what would happen if you made game all day for the next month?
having a game
>>
>>186009780
>3d artists
3d art isn't appreciated as raw art. People don't go comissing pictures in 3d. I was talking about art generally and not a niche part of it.
>>
Listen here you.

You will make games properly, the way I want them made, with the tools I say are correct. You will make games
PROPERLY
or you WILL NOT MAKE THEM
PERIOD

Do we have an understanding?
>>
>>186013194
now extrapolate that 5 years into the future
you could have 60 games
>>
>>186012835

keep thinking about it. think what game you want to make. think about how you're gonna make that game.
start gathering your tools. start learning your tools.
baby steps., Rome wasn't builtin a day.
>>
How can I accurately accelerate an object towards a point and then begin to decelerate before it actually arrives rather than stopping on a dime?
>>
>>186014134
google "PID controller"
>>
>>186014134
http://robertpenner.com/easing/easing_demo.html

math
>>
>>186014134
accelerate towards the point, then as it gets within a distance of the point, ease up on the force/slow it down. it's all math
>>
>>186014134

if you're using unity read up on spherical interpolation and the slerp function on your vector2/3s
>>
What do you think of RPG Maker, /agdg/?
>>
>>186014134

Learn what lerp and slerp are.
>>
>>186014768
barely gamedev but tolerated
>>
File: 1502226590699.gif (1.08 MB, 320x240)
1.08 MB
1.08 MB GIF
>when you return to your game after a very long hiatus and are pleasantly surprised by how clean and robust your old codebase is
>>
File: elevatorProgress.png (534 KB, 1920x1080)
534 KB
534 KB PNG
Elevators up and running. Time for sleep.

https://a.pomf.cat/duzegj.webm
>>
>>186010983
How did you kn-
>>
>>186015018
>unity version 5.6.0f3
uhhh, what about an update?
>>
how many memes does your game have
>>
>>186015397
If it ain't broke, why fix it?
>>
File: 14820889437.jpg (59 KB, 453x439)
59 KB
59 KB JPG
>he's never even finished a small game
>thinks he's going to make something on par with battle hardened devs
>"someday"
>>
>he writes a post addressed to no-one on 4chan general
>>
>>186015545
I want to finish a small game.

I just can't decide what to make.
>>
>>186015734
Who are you quoting?
>>
It werks even though I don't know why
>>
>>186015018

good job anon
>>
>>186015495
new runtime
>>
>>186015545
>people who have not yet finished a game can never do so
>>
>>186014768
i like how creative people can get using scripts but those are rare
>>
>>186015794
A game like Crazy Castle with a cute animal.
>>
File: time_to_dev.jpg (109 KB, 972x648)
109 KB
109 KB JPG
G'devin
>>
>>186015495
there are literally a million changes/improvements/additions between your old and the newest version
its like you are still using Windows ME
>>
>>186015794
mario, but the mushrooms are actually psychedelic shrooms. you have to decide between playing a perfect game where one hit can kill you, to playing in a completely fucked up LSD trip level, where you are sometimes a bucket of paint trying not to trip and spill itself.
>>
>>186015880
Nevermind it doesk wort yet
>>
>>186016541
>LSD and psilocybin are the same
>tripping could include actually thinking you are a bucket of paint
t.
never tripped
>>
>>186016334
How did you interpret it that way? Feeling insecure about your no games?
>>
File: 1443389658391.png (127 KB, 257x250)
127 KB
127 KB PNG
>>186016762
Your first point is valid, while the second one is not.
>>
today i made progress

towards popping the pimple on the back of my neck
>>
>>186015545
>finished many small games
>finishing a big game still taking me 3+ years
i-i'll get there eventually lads
>>
>>186018280
which engine
>>
>>186018549
UE4
>>
>tfw waiting for godot has made me a nodev

nooo
>>
>>186018712
why are you waiting for something that is already out
>>
>>186018712
That's sad.
>>
File: 1473377799546.png (51 KB, 500x517)
51 KB
51 KB PNG
>>186016836
How did you interpret it that way?
>>
File: 1501049512866.jpg (32 KB, 404x270)
32 KB
32 KB JPG
>>186018516
>finishing a big game takes more time than finishing small games
>>
>>185991246
Lovely. I'm doing a Weg/AGDG thing similar to this but with zombies. I think it is going to be groundbreaking innovation in gaming.
>>
File: god.png (539 KB, 901x427)
539 KB
539 KB PNG
where's your god-ot now, agdg?
>>
Did you see those mechas from my game? They've got curved raycasts. Curved. Raycasts.
>>
>>186020157
is that enough to get him to release godot 3.0 faster?
>>
File: combo.gif (18 KB, 300x300)
18 KB
18 KB GIF
jab combos, son. still gotta fix animation timing though.

>>186020386
why
>>
>portion of code is messy but works
>afraid of refactoring it and breaking everything
>>
File: 1498099266308.png (50 KB, 494x408)
50 KB
50 KB PNG
>>186020157
i expect him to get to 3k in 7days, the dev is pretty nice and responds to everyone
>>
File: 1494743365848.png (184 KB, 512x384)
184 KB
184 KB PNG
>>186020834
do it.
>>
File: smug anime girl.jpg (46 KB, 600x930)
46 KB
46 KB JPG
>>186020834
>not using version control
>>
>>186020706
Because I'm gonna put in curved lasers.
And before you ask "why curved lasers ? that's gonna be too hard for the average casual", the answer is fuck casuals.
Yes I know it makes no sense physically but I don't really care about that part.

>>186020834
That's what git is for.
>>
>>186020386
how do you efficiently do that???
>>
File: h.png (192 KB, 362x270)
192 KB
192 KB PNG
>>186021139
that's pretty cool
>>
>>185976683
When a language supports OOP by design, OOP is kind of the tool here.
>>
Name one game made with OOP, you can't
>>
Is ECS OOP?
>>
>>186021869
no
>>
Is there an xbox and playstation store similar to steam for pc where you can sell your game ?
>>
>>186022109
no
>>
>>186022019
Unless you implement it in OOP.
>>
>>186022109
>he wasn't around for the glory days of xbla indieshit
underage get out
>>
>giving OOPs the dignity of response
Just let it go, it was a mistake, industry and academia is slow to move on, but it doesn't help to fight it on a personal level.
>>
File: 1474799588388.jpg (77 KB, 600x406)
77 KB
77 KB JPG
>>186022231
>tfw your favorite xbla indie game is forever stuck on the xbla indie arcade and will never come to PC
>>
>>186021167
I got the idea from audio recording/processing. You just quantize instead of doing it continously.

>>186021347
Thank you.
>>
Is ECS good?
>>
>>186022413

The golden age of massage games is long gone.
>>
>>186022990
Actually it was miner dig deep. Fucking loved that game.
>>
File: Help.gif (1.14 MB, 300x200)
1.14 MB
1.14 MB GIF
>>186022413
>your favorite xbla indie game was removed from the store and will never come to PC
>>
>>186022693
So raycast sections of the sin wave until you hit something?
>>
so what if i want to port my game to xbox or playstation ? no option to do that ?
>>
>>186023683
You can get an indie game on both xbone and playstation. It's just not as easy as giving valve $100.
>>
>>186023683
Sure you can, you just have to get approval and a dev kit
>>
File: 1498605268420[1].jpg (130 KB, 600x620)
130 KB
130 KB JPG
>about to put out a patch
>find a bug
AAAHHH!!
>>
>>186023304
Exactly. Unless you want to return every hit from the start to the end obviously.
>>
>>186014775
just not from the unity manual
>>
File: 002023.jpg (158 KB, 280x270)
158 KB
158 KB JPG
>>186024092
Release it anyway.
>>
>>186024092
imagine putting out patch first then finding a bug
>>
>>186024092
if you hadn't found it before, it's not big enough to worry about
>>
>>186024482
i think this bug has existed for several patches now
>>
Why do games from 1992 have better graphics then most indie games on the market atm lmao
>>
>>186025152
Because they're done by a competent team?
>>
File: golf312.gif (3.74 MB, 285x194)
3.74 MB
3.74 MB GIF
>>185973010
>>
>>186025152
>why are professionals better at things than amateurs
>>
>>186025152
>posts game from 2001
naisu baitu
>>
>>185979045
5% is literally nothing.
>>
>>186025152
You know just because the tools got a lower barrier to entry doesn't make the fact that old games were done by full-time teams of professionals any less relevant, right?
>>
>>186025264
>>186025553
>>186025990
So how many more decades before technology closes the gap?
>>
>>186025152
>he posts a professional game from 2001 instead of a shovelware game from 1992

>>186026321
1-2 until you can slap together photorealistic assets of common objects
>>
>>186025950
But what if frogposter earns over the revenue threshold lel
>>
>>186026321
By the time technology closes the gap, human ability will be completely obsolete through software automation.

So 10-20 years.
>>
File: weirdsonic shit.webm (1.64 MB, 640x358)
1.64 MB
1.64 MB WEBM
in the middle of making a dive kick, made some kind of weird floaty sonic attack
>>
>>186026321
by the time that happens, photoreal graphics will be as passe as lowpoly shit is now, and actual artists will be taking advantage of the tools to produce even better art
>>
>>186026827
The retard tumble is the most lethal martial arts move known to mankind.

You did good, Anon.
>>
How do you make turn based combat actually interesting?
>>
>>186026989
Player engagement is like decisions/time.

So just ramp up complexity by a fuckload and lower wait time between moves.
>>
>>186026989
By making it deep enough that the game actually needs to be turn based, e.g. roguelikes
>>
>>186026891
But we've gotta reach the point horizon at some point. It just won't be possible to make better art because it's already perfect
>>
>>186026989
Space-based gameplay. XCOM, TRPGs, some roguelikes accomplish this.
>>
>>186026989
copy turn based battle systems you find interesting
>>
>>186026827

geez the protag really goes to town on that dogs ass, huh ?

looks nice love the ultra violence and destroyable environment
>>
>>186027116
Then we'll make it imperfect in interesting ways.
>>
File: tilesversions.png (2 KB, 64x128)
2 KB
2 KB PNG
>consider taking my decent tiles and making them super retro style so I can call it an aesthetic
I don't think I'm going to actually downgrade everything, I don't think it'll look good and I don't think people will say "oh cool an atari style game"

>>186026827
youretooslow.webm
>>
>>186026989
>how to make ... interesting

always add the option for high-risk, high-reward apart from the safe way to do things.
>>
>>186026989
Do you mean make it interesting or make it look interesting? Making it interesting is down to game mechanics, making it look interesting might be possible but I can't think of a game that succeeded.
>>
>>186027116
>It just won't be possible to make better art because it's already perfect
That's not how art works. It's driven by quality, and idea. An idea somewhat escapes the notion of perfection, only its implementation will.
>>
File: noire.jpg (315 KB, 1920x820)
315 KB
315 KB JPG
implying photoreal graphics is the end game.

i still prefer stylized graphics in games because it facilitates escapism, which is what i use games for in the first place.
>>
File: 1469395082219.png (16 KB, 225x222)
16 KB
16 KB PNG
nodev turned yesdev here
how would you go about doing a timed button press during an animation in unity? examples being QTEs or some kinda action command. would help if it was reusable.
>>
>>186027612
Final Fantasy XIII made it looke interesting, though it's not entirely turn based, but close. Too bad the mechanics weren't all that great.
>>
>>186027809
>he likes cartoons
lol :)
>>
>>186026576
Epic doesn't have a revenue threshold? I think. Besides its only after 3K per quarter. $10K - $3K = 5% over $7000. At that point, it's pocket change you're giving out to Epic Games. Make less then $3K per quarter and you're doing alright. I think there is a $12K per year threshold.
>>
File: 1495246739654.webm (876 KB, 480x480)
876 KB
876 KB WEBM
>>186024092
>>
File: KLSkelly.gif (41 KB, 96x96)
41 KB
41 KB GIF
i was hoping to get more done today code-wise, but got my first enemy sprited and some more player frames done, so that's something at least.
>>
>>186028093

who doesn't ?
>>
https://www.youtube.com/watch?v=7SfLs6kdYxU

NOW THATS HOW YOU MAKE A FUCKING RETRO 2D GAME
>>
>>186029013
But I don't like 2D sonic
>>
>return to old code
>see all the stupid-ass memes I used for variable names and comments because I thought they were funny
>>
>>186029261
Then you didn't have a childhood and should not be making games.
>>
>>186029013
Sega still does what Nintendon't.
>>
>>186029347
Sonic as a series has never been about gameplay, it's always been about marketing since day one.
Cool spot was a better mascot platformer
>>
>haha if you didn't play the games i played you're not human xd 90s kids amirite
>>
>>186028470

sounds like some solid progress. i like this skelly, he's a qt.
>>
What's up with Unity?

I mean, it handles tons of advanced shit for you like physics and so on, but doesn't offer you some basic math functions that would be useful.
I haven't looked but I bet it's the same for lots of other stuff like strings and arrays/lists.

Someone should make an asset with a bunch of missing functions and sell it for like $1 or something. You'd make a killing.
>>
>>186030221
is there no standard library for whatever scripting language Unity uses?
>>
>>186030221
Some of what you want is probably buried in the C# libraries.
>>
>>186029494
>cool spot
opinion disregarded
>>
>>186030221

what are you talking about? it has a lot of built in math functions and you can use any c# library like System.Collections for stuff like arrays.
>>
>>186029282
all of my debug prints to the console are old memes, and I wouldn't want it any other way
>>
>>186030221
Anything C# has, Unity has.(6.0 and below)

>lots of other stuff like strings and arrays/lists
System.Collections.Generic
>>
>>186030621

Just had a look, C# doesn't have this stuff either.

I mean, most of it's not hard to implement but it's just weird it's missing.
>>
>>186030609
>not knowing or not respecting cool spot for the sega genesis
Fuck outta here, boy.

https://www.youtube.com/watch?v=_WLn7z5x2Rg
>>
>>186011509
for each pixel you have input information from the engine about vertices and such, then you calculate an output
boom
>>
>>186030978
What things do you want?
>>
>>186030987
wtf i hate sonic now
>>
>>186030978

what exactly are you looking for ?
>>
>>186028470
Does this skeleguy cook and eat?
>>
File: combo.gif (34 KB, 300x300)
34 KB
34 KB GIF
>>186028470
looks good dude
>>
>>186029625
>>186031179
Thanks anons

>>186031139
He does not; I leave bone-ape-tit to the other anon
>>
>>186030221
Unity has the C# standard library which has a math library. There are also some useful free assets that provide additional functions. You could also find any C# math library on github and use it.
>>
I just want to work on my game but I can't even bring myself to open the folder
>>
>>186031116

I was just looking for a quicker way of finding is a number is within a certain range, but neither Unity or C# have this.

Then I got looking and found neither have stuff like cot, sec, csc, nPr, nCr, factorials and probably a whole lot more.

I mean, most of this stuff isn't hard to add, it's just weird it's not already there in the first place.
>>
>>186031132
>>186031116
He's probably looking for the "Make Game" funtion. Here you go, anon:
>using Unity.GameCreator
>newGame = GameCreator.MakeGame("MMO","AAA",graphics=10);
>newGame.Play();
>>
>>186031512
>if x < y and x > z
>>
>>186008758
im not sure what you mean
>>
File: easing.png (76 KB, 944x627)
76 KB
76 KB PNG
>>186031512

Also Unity is lacking a lot of easing functions. It's got lerp and slerp but that is all.

>>186031618

Yeah I know, but I'm lazy and just wanted to type in something easier like inrange(x,y,z) and was surprised when this didn't exist.
>>
>>186031512
>typical C# uers
>>
>>186031512
>typical Unity users
>>
Looking for an artist that can do cartoony 2D graphics similar to Twitch emotes, but a little larger.

I can pay outright or you can come in at 49%. I'm an already somewhat established 3rd party twitch developer with some 10k users and I am pretty positive this will make some dough.

I'm looking for sprite sheets with the character wearing different clothes in each of them. Pretty decent sized sprite sheets with around 10 animations each. So maybe 5 sets of clothing for each sprite sheet.
>>
>>186031916
This is elaborate and detailed enough that it might not be bait. If so, you should leave a contact email or discord handle or something, some proof that you're not doing the artist looking for a programmer bit.
>>
>>186028067
well shit, lets try something else then
any good animation tutorials? simpler the better.
>>
>>186031790

sure, i guess a library with these tools could be useful

are you going to make it ?
>>
https://indiecup.gtpmedia.net/
So I just saw that the russians are having an indie cup. I didn't see anything in the regulament saying the game needs to be in russian, has anyone tried applying before?
>>
>>186031790
I usually end up using these
https://www.assetstore.unity3d.com/en/#!/content/19323
https://bitbucket.org/jacobalbano/glide
https://www.assetstore.unity3d.com/en/#!/content/17276
>>
>>186028067
break the problem down. you need to:
1. See whether the qte button should even be visible. In unity i think you can read the animator's animation state from code. If the qte is something that comes up often (like, it's a fundamental part of how the character controls), this would be a good way to do it. But if it's specific to an object in the environment, you should put a trigger collider on the environment object.
2. Set a limit on how long it displays, use coroutines or manually check how many seconds have elapsed in Update().
3. Check for a button press, using Input.GetButtonDown() or Input.GetKeyDown().
4. Do whatever bullshit you want to do.
>>
>>186032162
>some proof that you're not doing the artist looking for a programmer bit.

I'm a programmer looking for an artist.

I will probably post again early in the next thread too since I should have included an email.

fundev.tech @ gmail.com
>>
>>186028067
that sounds like it's very dependent on the current animation playback position

From a high-level perspective, sounds like coding it with the Unity Timeline thing in 2017.1 is the way to go, though I haven't tried out Timeline myself.
>>
File: 06-scarecrow-.jpg (131 KB, 450x600)
131 KB
131 KB JPG
Programmers, what's your problems with artist?

Artist, what's your problems with programmers?

Musicians, fuck off
>>
File: file.png (4 KB, 283x231)
4 KB
4 KB PNG
am i a yesdev now
>>
File: 1495706865813.jpg (9 KB, 261x255)
9 KB
9 KB JPG
>>186033508
>>186033750
>artists
>>
>>186033508
Artists usually over-value their work.

This comes from their ability to make a killing by selling furry porn.

So they think because they can make 400 USD on a drawing of a anthropomorphic fox getting a blowjob, that they deserve 80% of whatever a game makes.

Of course you have the artist with morals that would never make fox fucking pictures and therefore have proper expectations with revenue percentages, but you won't find them on 4chan.
>>
>>186033857
>not even a rainbow triangle
no
>>
>>186033857

>am i a yesdev now
yes
now make something people want
>>
>>186033750
My problem with artists is that I'm a bad one.
My problem with programmers is that I'm a bad one.
I'm also a bad musician.
>>
>>186032794
alright, i think i understand what youre getting at, thanks.
speaking of coroutines, is there any simpler way to do a basic wait? it seems asinine to have to make a new ienumerator every time i want to wait some amount of seconds.
>>
>>186033998

this.
>>
>>186033750
>Programmers, what's your problems with artist?
Hyper-flaky and over-emotional/dramatic. Punctuality of a fucking sloth. Consistently underestimate the demands that getting a game out requires.
>Artist, what's your problems with programmers?
Autistic and operate behind an opaque screen of "Sit your ass down and pump out assets but I'm too shy to tell you what I actually need." Spend way too long on features that don't matter over getting the MVP out.

Been on both ends in collabs. Guilty of both, too.
>>
>>186033934
>but you won't find them on 4chan.
Wut. There is only one 400USD furry artist on this general and everyone knows who he is. Just one.
>>
>>186034007
Making new objects to do stuff isn't crazy at all. Coroutines are as simple as you can do a wait.
>>
File: 2017-08-14_014947.jpg (119 KB, 678x807)
119 KB
119 KB JPG
>tfw the room connecting two levels is just long enough to load the next level seamlessly
>>
>>186035242
>the room connecting two levels grows longer as the player walks through, until the next level is loaded
>>
>>186035242
*seamlessly on my machine
fixed
>>
I'm not making a game.
I realized that "hand drawn" visuals are uncommon. So how do the visuals of a game usually get made? Not triple A stuff, obviously that's 3D modeling, but you guys.
>>
>>186035242
woah
>>
>>186035584
for 2d games the choices are pretty much:
pixelart
high res 2d handdrawn / handpainted
vector art
>>
>>186035927
What's vector art?
>>
>>186035584
I use 3D modelling
>>
>>186036057
art that scales dynamically
>>
>>186036057
most flash games used vector art
it's resolution independent, defined by lines and shapes, not pixels. often for games it's rasterized to import into the engine
>>
>>186036057
https://gamedev.stackexchange.com/questions/30111/why-dont-more-games-use-vector-art/30117
>>
>>186035584
>>186035927
i'd like to add that pixelshit is ultracommon because it's extremely forgiving to work with if one is not an artist
small canvas and limitations of a grid allow you to keep proportions and distances easier
if pixelart attempt looks like shit (chances are it does because the programmer is a terrible artist and has no idea what they're actually doing aside from semi-randomly placing pixels in patterns that in high resolution would resemble a toddler's fridge drawing), it's just called "retro stylization just like atari games of yesteryear"
>>
File: 1473675491988.png (119 KB, 379x600)
119 KB
119 KB PNG
>>186035242
>main thread stutters for 44ms while loading the next level
>>
>>186033750

>Programmers

Most programmers I've dealt with think what they have is good enough and won't do shit about polishing the shit up. They refuse any suggestions because I'm not as good as a code monkey as them. Take forever to implement anything. Cares little about how to implement art they request (I sure love my assets being stretched and saved with artifacts, or worse, backgrounds and sprite elements being scaled differently).

>Artist

Every single one I've met aside from two have a huge fucking ego. They have this belief that the game is nothing without their art. They are fucking sloths who miss deadlines and come up with the worst fucking excuses possible.

>Musicians

They fuck off for months, come back and drop an MP3 and then disappear again before any feedback can be given. They have little input in the production of the game and when they are active, they usually try to shill their own project as the "next" project the team should do together. They also refuse to do any sort of sound effect work for the game.
>>
>>186033857
depends on the language
>>
>>186036609
java
>>
File: IceCompare.png (58 KB, 560x632)
58 KB
58 KB PNG
Making a quick asset sheet and putting it in motion, I really don't think I'll make the game "retro" (top) and will just do my best with the art having a simple look but having some detail (bottom) like I originally planned.

>>186036387
I don't know if I can bring myself to make that excuse

>>186036592
All of those sound accurate when I've worked in groups in general
>>
>>186036592
game = art x code x design

everyone is right when they think that the game is nothing without them (except musicfags, i mute your shit anyway)
>>
File: 1502579852644.jpg (126 KB, 789x807)
126 KB
126 KB JPG
I felt physically ill today trying to figure out a good way to lay out the UI.
>>
>>186037212

They are right, but not to the point that they should halt the fucking project because they don't get their way
>>
>>186036592
>They have this belief that the game is nothing without their art.
They are right through. People forgive more shitty gameplay than shitty graphics.
>>
File: progress.webm (1.2 MB, 1170x602)
1.2 MB
1.2 MB WEBM
Here is my progress for today!

The skybox art is probably place holder and everything is sped up by like 30x normal speed.

Working with 3D is a lot harder than I thought it would be.
>>
File: art.webm (1.39 MB, 1280x720)
1.39 MB
1.39 MB WEBM
hey i'm trying to find a piece of horror art of pic related but can't seem find it. anyone has it/its name?
>>
In unity 3d

Lets say I have multiple game objects that need to perform a function based on their current state.

Which of the following options will yield a more otimized code ?

A) a central controller script containing all the gameobjects in an array iterating through all the objects on update and performing the functions they need to do based on their current state

B) having a script on each of the gameobjects that runs on each update and performing the functions based on the objects current state.
>>
>>186037537
The first one would probably be slightly more efficient but who cares, do whatever's simpler. The difference is basically nothing.
>>
>>186037537
Profile it.

It also comes down to which style you prefer: the unity way, or the single entry point way.
>>
>>186037729

>profile it

you mean try both ways and see which one is faster ?
>>
File: divekick.webm (2.67 MB, 636x359)
2.67 MB
2.67 MB WEBM
First useable version of divekick. 12 frame warmup, fixed angle, bounce off enemies when you hit them.
>>
>>186037884
He means try both ways and run the profiler so it can literally tell you which is more efficient like "Method A takes 20-25ms, method B takes 22-27"
>>
>>186037972
pretty cool
>>
>>186037972
oh fuck it looks like you can build some serious speed in this game
>>
>>186037985

damn i didn't even know about the existence of the profiler

>>186037985
>>186037729
>>186037724

thanks for you responses
>>
>>186037884
Yes, this >>186037985. Make sure to try it with a large enough test case that your measurement is precise. There's overhead per Update() that the profiler calls, so that will bias it towards the array method.

But in general though, just pick a method and stick with it by default. Only spend time thinking about it and potentially changing it if it becomes noticably slow.

Putting an Update() on each object is the Unity (tm) way. Looping through an array is likely more efficient by default, but has some other overhead like finding all the objects in the first place.
>>
>>186038160
>>186037537

never pre-maturely optimize. just get your shit working and then profile later.

also the difference between those two options is going to be negligible. Just stick with whatever makes more sense and is more readable. Game logic is almost never going to have a significant impact on your performance, unless you do something seriously wrong.
>>
>>186038265

cool, thanks
it just blows my mind to think that computers can handle all these different things all at once and my little organic mind is having such a hard time trying to figure out the timing of it all.
>>
File: part1.png (1.81 MB, 1920x1080)
1.81 MB
1.81 MB PNG
I'm doing the character creation system and just need some feedback.

This is the faction selection screen. Is this enough for players? Should I have some additional text or explanations of each faction or just let the player explore that for themselves.
>>
>>186038926
post your game or get out
>>
>>186038926
Depends whether or not you want exploring the lore or mechanics of a faction to be part of the gameplay.

Honestly seems pretty self-explanatory, should be fine.
>>
>>186038616
I would just add that you should make it work, but try to avoid screwing yourself over like "this is the ONLY way to do this, and now it's not viable." When I shifted my game's focus to mobile a ton of things that were fine had to be changed, to the point that the rewrites and optimizations I did cut out 90% of the load time and almost always 60FPS instead of common drops/shaky 30 I had using the old methods.
>>
>>186038906
not gonna make it
>>
>>186038616

There is some stuff you should always optimise as you go along. Having to rewrite huge sections of your game because of optimisation isn't desirable. Especially when the optimisation could come months later when you barely remember what the code does in the first place.

The example given (using one object to loop through stuff, or attaching a script to everything) is a good example. This is two totally different methods of achieving the same result, it'd just be better to test now in a controlled environment rather than coming back later on and implementing an entirely different method because it's more efficient.
>>
>>186038926
>space elves

>>186039014
Not him, but it's FTC.
>>
File: AngryAboutElves.png (118 KB, 500x255)
118 KB
118 KB PNG
>>186038926
>>186039293
>>
File: 1502331320936.jpg (235 KB, 768x1024)
235 KB
235 KB JPG
It's fun seeing AGDG games years into dev and they still somehow haven't gotten beyond "basic demo" level.
>>
>>186039293
>Not him, but it's FTC.
That's probably why he asked in the first place. We still haven't seen the actual game.
>>
>>186039563
He actually posted webm showing a bit of battle, skill tree, menus and what else. I didn't save any of them through.
>>
>>186038906

you'll shit yourself if you ever look into how 3d graphics work.

every single pixel on the screen ( 1920 x 1080 = 2.1 million pixels ) is calculated based on layers of geometry and even re-calculated multiple times due to shaders , 30-60 times per second. Game logic doesn't hold a candle to it.
>>
>>186039208

oh, i'll make it. it just might take me a little longer than these other anons

>>186039158
>>186039250

thanks once again. it's so cool to be able to get good advice from Unity Devs in the thread.
>>
>>186040261

it's truly amazing to think about it. no wonder my graphics card gets hot enough to fry an egg on it.
>>
>>186039548
Why is that fun to see?
>>
>>186041260
Because I'm a big dumb jerk.
>>
>>186003461
good job anon! refactoring is always good progress!
>>
>>186036875
nodev
>>
>>186031512
>Then I got looking and found neither have stuff like cot, sec, csc
I can guarantee you you're wrong even though I've never used Unity or C#
any self-respecting language has trig functions, if not built-in then in a standard library, and the vast majority of the time it comes with the compiler or interpreter
>>
explain how you would get the vector3 of the top of a gameobject
so if i had some asshole that was going to have an object thrown at him, i'd be able to get the vector3 for the very top of that asshole's head and send the object to it, without hardcoding it.
>>
>>186043345
>t. salty nodev
>>
>>186043741
easiest way would be to make an empty game object at the position you want and just use that.
>>
>>186043741
define top
>>
File: part2.png (1.13 MB, 1920x1080)
1.13 MB
1.13 MB PNG
I've done a hover text reveal. Might do that for the factions as well. Unfortunately the art for the other sub-factions isn't done yet.

>>186039937

The old build of the game has been scrapped because it was a mess. Nothing was working correctly and the build structure was all over the place.

I'm rebuilding it now. Should have something to show in the coming weeks.

I've had another programmer join my team, so hopefully that will speed up development.
>>
>>186009631
It's actually been an issue since DOOM, and it became very serious with Quake. Tracking down .bsp errors when you had a leak, in a level written in a text editor, was a total bitch.
>>
>>186043741
does it need to be the very top of the head? you could probably aim it at the head bone transform and get decent results.

other than that, the easiest way is probably to just put an empty transform there.

if you MUST do it procedurally and you actually want the top edge of the head, raycast to the top of the head starting from a small distance away.
>>
>>186008920
because they were additive, which is retarded
in unreal it was substractive and it's basically impossible to get leaks in that
>>
>>186043975
when you get a gameobject's transform.position, it returns the object's origin (the middle of the feet). i want it to return the origin's x and z, but with the highest y of the object (the top of the head).
>>
>>186044146
my shit doesnt have bones. im getting the vector3 from a sprite.
>>
File: 1502392599396.jpg (575 KB, 2448x4152)
575 KB
575 KB JPG
>>186039548
>>
>>186044083
do the pictures show up under the hovertext or do they disappear? I think the picture should stay
>>
>>186044613
bounds
>>
>>186044613

why not make the gameobject complex. i.e. a gameobject that consists of more than one part.
You could have the gameobject that contains the model for the gameobject and an empty inside the head where you want the the object you want to send to it to go and simply get the vector 3 of the empty.
>>
>>186044789
Noice.
>>
>>185973010
>>185982193
just wrapping up the starting house, then I gotta sort out the driving section :)
slowly getting there :)
>>
File: fuck.png (165 KB, 500x442)
165 KB
165 KB PNG
>running out of excuses to dick around adding random shit to the game
>the half a year i'm going to have to sit down and create 150 something animations to replace placeholders is slowly approaching
>this is all for just one character
>>
>>186045080
>>186045181
bounds looks like the right answer here, but im a fuckin idiot so i guess ill just cheese it a bit. going to have a lot of different gameobjects, so making an empty for each and every one of em just to designate the head is gonna be a pain in the ass.
thanks for the ideas though.
>>
>>186044907

They stay, I just don't have the art yet.
>>
>>186046054
scale back unless you want to make it a 3 year project you scrap because in that period you keep improving all of your skills and see you could do better.
>>
>>186044083
may i ask: how do you make such good art? photoshop + wacom tablet
>>
>>186046054
>150 something animations
>for just one character
why
>>
>>186046224

I'm not the artist, but he uses photoshop and wacom cintiq.

This is his gallery.

https://meganerid.deviantart.com/gallery/
>>
>alright, finally got enough goods for a new build!
>there's a bug that only happens on export
>no clue how to fix
Oh no.
>>
>>186046943
>a bug that only happens on export
UB. Look 4 memoryleaks, off-by-ones, etc.
>>
>>186047221
Will do, thanks Anon.
>>
>>186037212
fuck you buddy, I'm doing the code and the music and I'm putting everything I've got into both, and I love lots of tracks from video games
>>
>>186033750
>Programmers, what's your problems with artist?
they won't work with me!
it takes forever to get one on board, and then once I do, they flake out within a month
>>
File: grindgame.png (51 KB, 793x594)
51 KB
51 KB PNG
Shitty combat screen mockup for a shitty game for idiots
>>
>>186033750
>Programmers, what's your problems with artist?
They're flakey and tend to have long times between responses. Hold on to good ones for dear life though.

>Musicians, fuck off
no bully
>>
The Godot-killer is here. Step aside, a new MIT license engine is in town.
https://github.com/darglein/saiga
>>
File: 1459530396969.png (3 KB, 155x146)
3 KB
3 KB PNG
new thred wen
>>
>>186048137
>Hold on to good ones for dear life though.
Cactus knew this.
>>
>>186048230
>not the nu-engine
https://github.com/bryanedds/Nu
>>
>>186048249
make one
>>
>>186048434
>F# 96.4%
>>
File: 1380490094567.jpg (22 KB, 436x543)
22 KB
22 KB JPG
>>186048453
>>
>>186048434
>functional
deposit to nearest litter bin
>>
>Not jumping on on chance to make OP and shill your game
>>
>>186048434
>The Nu Game Engine is a game development platform that aims to drastically reduce the cost of game development by providing a superior programming model for games via Iterative Functional Reactive Programming (IFRP).
lmao
>>
>everyone scared to make an OP
>who knows what shit OP we'll get
>>
ARISE

CHICKEN
>>
we're going to end up with the literal shit OP, lads.
>>
>>186049046
Heh. Yeah, I'm "scared", just like I'm "looking forward" to all of your... heh... "games".
>>
>>186048527
>>186048591
>>186048867
get fucked brainlets
>>
Do any cool, talented Unity devs here know how to have a Bool be true while somethings in a trigger, and false when it leaves?
No matter how I try to hack it, the bool will get stuck on sometimes. I'm assuming it's something to do with OnTriggerEnter and OnTriggerExit happening on the same frame or something
>>
What would you do you improve the general state of TCGs?
>no mana cards, mana is gained per turn, different kinds of mana still
>no land destruction
>slim down rng, any rng cards are more 'fair' and less deus ex machinima
>actually make combo decks viable, without making them boring "I play myself until I get my combo off"
>Cut down on complicated rules and interactions. No MTG judge book.
Easier said then done, I know, but I feel it helps to write these things down. Anything else to add to the list?
>>
>>186049046
>>186049506

We get shit, lads
>>186049615
>>
>>186049727
throw them in the trash
it's 2017
>>
>>186049727
I would go on a card game subreddit and ask for some opinions.
They seem to eat that shit up.
>>
>>186049816
shit op
>>
>>186049846
I'm not planning on releasing it. It's purely for my friends to play together, I just want to make sure I'm going in the right direction before getting too far.
>>186049881
I tried, they started fighting over which current TCG is the best and ignored me.
>>
>>186049727
wait, how is that any different than hearthstone?
>>
>>186050257
Hearthstone has 1 mana (rn I have 2, red/aggressive blue/defensive)
Gonna cut down on rnjesus
Have better combo deck options
Not gonna have 6 sets in 'standard'

Hearthstone is a good template and does a lot of things right, sue me.
>>
>>186050139
I kind of meant going to the Hearthstone, MTG, and Yugioh subreddits in particular. Unless you did, in which case that result is pretty funny
>>
File: progressDeathFog.png (627 KB, 1920x1080)
627 KB
627 KB PNG
>>186015018

Made the death fog (whatever it'll be later) look a little nicer as well as a ton of under the hood stuff to make my life easier in the long run.
>>
>>186050981
No, I totally read 'subreddit' and replaced it with 'board' in my head. /tg/ is a scary place. I'll try those places though, thanks.
>>
>>186010621
unity's ui is pretty bad, but I use it anyway

prove me wrong
>>
How do you split pay for a team of a programmer and an artist? Both ideaguy equally.
>>
>>186052321
51-49
>>
>>186037296

I know that feel
>>
>>185984109
Nice doom 3 clone
>>
>>185981960
what does whodev mean?
>>
>>186053564
Someone who comes here to advertise the release of their game when they never once posted progress here
>>
>>185997409
RoR 2 has no reticle. It is just auto aim?
>>
>>186007947
Lol next time think of a title that requires more imagination and you wont have that problem
>>
>>186030987
I liked the noid game too
>>
>>186039492
I read this as "I am angry. SPACE ANGRY ABOUT ELVES"




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.