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Just like post progress edition

> Next Demo Day 17
itch.io/jam/agdg-demo-day-17

> Current Mecha Jam
itch.io/jam/op-mechanoid

> 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: >>192044237
Previous Demo Days: pastebin.com/PAX2PvrV
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 looking for ideasguy
>>
what's up dudes
>>
recently came out to my parents as gay and got lots of progress done on my game! how have you guys been doing?
>>
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Posting progress.
>>
>>192099374
>tfw came out as a gamedev to my parents
>tfw they told me to get a real job
>>
>>192099226
I'm not an ideas guy but I'm proficient in coding in multiple languages, can write some pretty decent background music and have 3D art skills..

nobody wants me. fucking ideas guys getting all the puss.
>>
>>192099490
do you have any ideas, anon?
>>
>clean op
good job
>>
>>192099464
Is this one of those android superhero clone games
>>
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>>192099490
>>192099549
Yes, tell us fellow anonymous poster
>>
>>192099686
what?
>>
>>192099464
he looks like he's rapping
>>
>>192099771
throwin down some sick beats
>>
>>192099621
Yeah I like it as well, if only it was always like this...
>>
>>192099771
Finally, the Sup Consul videogame!

I really need to figure out how to do those pretty hit swipes.
>>
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>>192099771
noided
>>
Obscure Kink Jam when?
>>
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>try to get the playback position on an animation sequence from a state machine in an animation blueprint
>instantly crashes
nice multithreaded animation bro
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>>192102136
>tfw mecha jam is already my kink jam
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I'm spending way too much time with this one
>>
>>192102503
>telegraphing the scare this hard
I would just make a subtle shadow grow out of the trees for like a fraction of a second before the final spook
>>
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>>192102707
no its way better this way
>>
>>192102760
Not the same anon but depends what you are going for. The way anon had it is more scary, yours is more creepy.
>>
Enginedev here, i just started messing around with "real" tools like unity.
There's a checkbox called "optimize game objects" in the Rig import settings. I have no idea what it does but apparently you have to use it when importing according to a tutorial i followed.
Unity is full of stuff like this. Things that you know you have to do because that's the way it's done but you don't know why or how it works. And there's millions of other settings and options.
Is this how you guys develop games? You just click and drag some stuff around without any real understanding of what it actually does and hope for the best?
And then when a bug appears, you sort of just fiddle with settings and try different solutions until one works?
This doesn't feel right.
>>
I want to try making a RPG for mecha jam
However I feel like I need to sort out all the features and systems I need before even starting with the code
Can you list all the things that are mandatory for an RPG? Like, equipment, skills, leveling up, shops, classes, etc
>>
>>192104284
Took like 3 seconds.
"When turned on, the game object transform hierarchy of the imported character will be removed and stored in the Avatar and Animator component. The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton. This option improves the performance of the animated characters. You should turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded."
Would you rather the engine give you no options regarding optional things that some projects may or may not want?
Any decent UI will have something prechecked if it's suggested. Unity is just a took, not a hand holder.
>>
>>192104284
You could open documentation and look up what exactly it does.
How far did you get with your enginedev if you're retarded like this?
>>
>>192104284
>going from enginedev to a retardengine like unity instead of a good midpoint
>>
>>192104284
Theres this thing called documentation, but no. Unity is a framework.
>>
>>192104284

>Things that you know you have to do because that's the way it's done but you don't know why or how it works
>This dosent feel right

I hear you brother- its not the way I learn either and it just feels wrong just following commands without knowing why.
>>
>>192104284
I use Godot so I can actually see exactly what something does when I'm not 100% what it's doing.
Sometimes you do fiddle with settings, that's why the settings are there. But it's not like the settings are obscured or undocumented.
>>
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>>192104486
>Unity is a framework
>>
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>>192104486
>Unity is a framework
>>
>>192104284
If only people who made code that's intended for other people to use would write some sort of instruction manual. Like a DOCUMENT for informATION about what different things mean.
>>
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>>192104486
>Unity is a framework
>>
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>>192102707
>>192102760
>>192102948
I will probably change the very first phase with the tiny head moving and keep the rest. It feels pretty nice with sounds
>>
>>192104284
>Is this how you guys develop games? You just click and drag some stuff around without any real understanding of what it actually does and hope for the best?

what are levels of abstraction? Anon, why do you want to know how electric pulses in a computer become images in your monitor if you only want to make a game?
>>
>>192105528
did you consider my idea of playing thumping noises even as you look away as if the dude is still trying to get in
>>
Had a dream on how to fix an issue I ran into last night. Who else /alwaysproductive/ here?
>>
>>192104486
>unity is a framework
Say it with me.
M O U N T
S T U P I D
>>
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Rate my second highly detailed trebuchet
>>
thanks for the (you)s
>>
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>>192104284
Yes, that is how it's always done, at least at first (and always, for non-programmers).
It's the inevitable consequence of working INSIDE an engine: it isn't like riding on a motorcycle, you are essentially piloting a gigantic machine from the cockpit.

The catch is that you don't have flight school or training or anything: you just have to jump in the cockpit and start pressing buttons until the plane does what you want.

>And then when a bug appears, you sort of just fiddle with settings and try different solutions until one works?
This is just part of life working with any giant piece of software. Good documentation is not a common thing.
>>
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>>192105814
I've expanded the stalker mechanism with encountered enemies following you home
>>
>>192106187
No solictors. Read the sign
>>
>>192105957
>this is still better than anything I've made yet
Maybe I'm biting off too much by trying humanoids. They're also usually just one shape extruded... should I be using multiple shapes?
>>
>>192105528
>>192106187
This looks really greato, keeb it up
>>
Has anyone here ever used WebRTC?

It looks like it's currently the only option for realtime networking with browsers, but i'm having trouble finding any documentation or demos for the UDP-like use case at all.
>>
I can't help but feel 99% of "indie" games could have been made in Flash a decade ago and had the same entertainment value.
>>
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Marcotransations where players pay for volume control and different screen resolutions
>>
>>192108218
what is the value of this post
>>
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Marcotransations where players pay to have a guy called Marco come and play for them
>>
>>192108373
Lower than if it was made in flash
>>
>>192108218
How does a game being made with Flash add any value to it?
>>
>>192108218
>agdg discovering that gameplay actually matters
>>
>>192108218
I can't help but feel 99% of "indie" games could have been made for SNES two decades ago and had the same entertainment value.
>>
Working on boss attacks. This may look easy to avoid, but it took me more than a few tries to record it without getting hit.
>>
>>192108524
Not saying Flash adds any value, I'm saying that most indie games seem to use tools far above what are required and I could have seen the same ones pushed out in a month in Flash for little to no effort.
>>
>>192099464
Is he giving swimming lessons?
>>
>>192108524
he's saying most indie games are worthless retard
>>
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>>192108218
Flash was cool as fuck because you could just open the page and the game would play fine without any issues even though it was slow as shit, Newgrounds was a free candy store and you could easily play dozens of games in one day.
Nowadays everyone moved on to real engines with shitty HTML5 support, the newer NG games just feel like mobile ports, it's just not the same.
>>
I can't help but feel 99% of "indie" games could have been played with a stick and hoop a century ago and had the same entertainment value.
>>
>>192099079
Is love2d a good framework for a 2d sidescroller with procedural generate content?
>>
>>192108951
no
>>
>>192108773
Binding of Isaac is a quintessential indie game, it started in flash and then they had to entirely remake it because of flash limitations.
>>
>>192108773
Sturgeons law.

Also, I'm assuming you're referring to tools like Unity and Game Maker? Flash was killed by the browsers, and Unity is just as easy or easier to use. So even if they are vastly more powerful than what's needed, they're what people use now.
>>
>>192108889
>2004/2005
>Some mildly entertaining game in flash you could pick up, get bored with and move on from in 5 minutes
>probably 3mb

>2017
>same level of game that is entertaining for 10 minutes
>UE4
>400MB
>Laggy as shit
>>
>>192108951
Sure. You can make that in any engine or framework.
>>
>>192108951
You could
But unless you're choosing love because you have previous experience with lua, consider other options
>>
>>192109218
>patreon
out
and stay out
>>
>>192109347
sorry ;_;
>>
>>192109303
What's wrong with love? Or lua for that matter?
>>
>>192106738
Use a basemesh made out of a slightly subdivided cube, without any regards to the topology, sculpt it to add muscles, then retopologize over it.

>>192108695
It does look kinda easy. It would probably surprise me the first time around though.
The window between attacks looks kinda big, for harder difficulties you could just shorten it I think (and add bullets)

>>192109130
Not to defend the latter but downloading 3mb in that era for me took as much time as 400mb now. Maybe even more.
>>
>>192109487
>The window between attacks looks kinda big, for harder difficulties you could just shorten it I think (and add bullets)
I already have planned to increase the frequency of the attacks and some other things as his health gets lower. Also he'll get some screen wide attacks as the fight goes on.
>>
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>>192108889
>>192109130
>>192108218

Is my game Flash enough
>>
>>192110079
Would literally be better if you just drew it in flash
>>
>>192110079
But thats a screenshot, anon!
>>
>>192109412
>a whole 30 real
nice
>>
>>192109470
Love is a framework, so you're missing out on a lot of conveniences that engines provide. You have to actually program everything, there's no visual editors or anything like that.
Lua is fine, especially when a game uses it as a modding language. But for low level game code I really wouldn't want to use Lua.
>>
>>192109470
lua is just lacking in libraries compared to other options
If you like it and know what you're getting into. Go for it
>>
>>192110341
what?
>>
>>192110456
lua is fine for low level game code, better than most other languages. you just have to be comfortable with doing a lot of the work yourself
>>
>>192104351
Maybe try http://tvtropes.org/pmwiki/pmwiki.php/Main/RolePlayingGame and any relevant pages in http://tvtropes.org/pmwiki/pmwiki.php/Main/UsefulNotes
>>
>>192109412
Don't let other people bully you. They're just jealous they'll never make anything of enough value that people will pay for it.
>>
>>192099079
Hey /agdg/. What I always wanted to ask: Is anyone of you doing some OpenGL/Vulcan/DirectX stuff or is everyone on Unity or some other engine?
Next question would be about programming skills, but lets see how this one goes first...
>>
>>192111298
Ctesiphon and Coal are the two 3D enginedevs I can think of. There's also a guy messing around with Vulkan but he has no game.
>>
>>192111298
When the surveys are done, it's at least 90% framework and engine users.

Of the games that are on steam, it's at least 90% engines and frameworks:

Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker
VA-11 HALL-A: GameMaker
Way of the Red: Game Maker: Studio
Monolith: Game Maker: Studio

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity
Social Interaction Trainer: Unity
Still Not Dead: Unity

Vagante: C++ (SFML)
Lethal League: C++ (SFML)

Painter's Guild: Flash
Restricted-RPS(Client): Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java (LibGDX)
Restricted-RPS (Server): Java (Native)

Aerannis: LÖVE

Tier 1: C#

Walkerman: Ren'Py
>>
>>192111441
Hmm okay. Maybe I should lurk more often.
>>
>>192111751
Oh my...
I thought Unity were the most used one.
But I guess I'm a bit out of touch
>>
>>192111751

Risk of Rain is GM? Gosh, what a punchline. All those twats making jrpgs are wasting their time
>>
>>192112083
W-what?
>>
>>192112075
It is the most used one, it's just not the one that leads to the most finished games.
>>
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How does this look? I've been working on improving this effect for a new enemy
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>>192111751
>Only ones I've ever heard of are in GM
>Only one I've bought recently (heat signature) turns out was made in GM
>>
>>192112083
What counts is making a game that looks good and plays well. The engine's barely responsible for any of that, restricted rps could have been made in any high performance engine, it's still shit.
>>
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>>192099079
Out of these five enemy designs, which one should I work on first?
The first one is a Valkyrie enemy, second one is a berserk rushing enemy, third is a cloak that chases the player quickly while firing orbs, fourth I don't know what to do with, and fifth is totally not a spear armor.
>>
>>192111298
Check the recap, it lists what tools people are using
It's not a comprehensive list, not everyone posts to it, but it'll give you a good overview of currently active progress posters
>>
>>192112381
Fourth.
>>
I've started working on a character for halloween game. I don't think I will finish it in time (just like I failed with christmass themed game), but I'm trying for the sake of practice.
>>
>>192112307
>>192112201
There's something about working with a limited engine that forces devs to stay in scope and make a finished game. GM has made more 1MA millionaires than unity

>>192112447
The hair is really good
>>
>>192112381
>fourth I don't know what to do with
porn

>>192112447
Even if you get it out a little late, ou could still pop it on demo day
>>
>>192112313
>The engine's barely responsible for any of that,
are you memeing right now
the engine is extremely important for the final look of the game unless you rewrite the entire rendering
>>
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>>192112509
>>
I spent 10 days learning how to make gifs with my bare hands, learning everything from color quantization to LZW compression. I'm very pleased by the final result (1.1 Mo for gif related with wonderful colors, 280+ frames 1280x720px).

I think the animation should be faster, and maybe I should kill the moving cube once the bridge is completed.

>what is this shit
It's my programming puzzle game with nanomachines / self assembling robots cubes: you create a "DNA" made of symbols and it controls the main cube and its children in order to reach an exit or build stuff such as bridges or pyramids.
>>
>>192112537
All the engine rendering would do is affect things like default materials for objects. They all use and offer the same sorts of formulas for calculations. Most engine differences come down to the tools and abstractions they offer for game implementations.
>>
>>192112447
nice textu... kys
>>
>>192112629
those icons are shit and unreadable
>>
>>192112591
Yes
>>
>>192112537
Boy, Dragon Ball Fighter Z, Project Wingman and Hat in Time sure do look the same.

>>192112629
webms tho
>>
>>192112676
Except Unity and UE4 for example have completely different rendering and post-processing out of the box, you can tweak them to look more similar (but never identical) and that's quite a lot of work.
>>
>>192112676
The way shadows and post processing are handled varies from engine to engine.

Also, you have to remember that each 3d engine has a default look. As a dev, you SHOULD try to distance yourself from it as much as possible. But devs only have so much time and energy, so if they're not trained as artists, they end up sticking pretty close to the default look even for finished games from small studios.
>>
>>192112447
Damn as soon as I saw the thumbnail I knew it was you. Why didn't you finish that Christmas game?
Are you at least going to make a mecha robutt game?
>>
>making seasonal games
but why
>>
>>192113130
seasonal profits !
>>
>>192112676
yeah that's why gamemaker games look like crysis
>>
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Here are all the event types that have been tried and tested, only a bunch more and all the features are more or less done, then it's time to work on the rest of the content, which is mainly art and music.

Also, some ancient demonic shrines you can visit and gather 4 types of rewards: shards, weapons, lore and items.
>>
>>192111751
godot absolutely destroyed
>>
>>192112629
Wow this is really cool, perfect for twitter. That Anon is right though the icons could have much better pixel art
>>
>>192113130
https://www.youtube.com/watch?v=JmwbYl6f11c
>>
>>192112629
>gif
why, anon?
>>
>>192112786
>those icons are shit and unreadable
Yeah, the interface didn't change since day one and I intend to throw it away and do a new one.

Does anyone have suggestions about how to improve the icons?
There are two types of runes: blue background runes (main stuff) and black background runes (parameters attached to a main rune such as an eye / detector).
I'm sure blue or black background is a bad thing to do, so what should I do?

If you have references such as pixel icons / UI (16x / 32x), I'm really interested.
>>
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hey everyine, I just made this by myself- its the new protagonist whos going to be a psyonics drone hearder but its gonna have jump scares and a final fantasy setting in VR with a remote controller to move the drones about to collect keys. AND transformers
>>
>>192113529
not him, but you need gif for marketing in 90% of the places that aren't 4chan. gif embeds nicely nearly everywhere. twitter doesn't allow webm uploads. gif embeds in discord, email, html.
>>
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>>192113537
>>
>>192113469
Nah. Godot is great, it just doesn't have any million dollar game yet.
I will be the first million dollar Godot game. Then people wont bully Godot anymore!
>>
>>192113710
>>192113529
oh, and it autoplays, which is crucial
>>
>>192113529
>gif
>why, anon?
Did you ever try to activate 15 webms on the same page? I need gifs to put on my website and other stuff.

>>192113474
>Wow this is really cool, perfect for twitter.
I should post more on Twitter. Like, going from 0 tweets per week to several tweets per week.

>That Anon is right though the icons could have much better pixel art
The entire interface needs to be redone, but just the icons would already be a gif upgrade.
Basically, icons didn't change for 3 years.
>>
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>>192113665
Here, let me help you. You need a waifu after all.
>>
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Are any of you going to this? I live like 10 minute from where this is happening but I'm not too keen on spending a bunch of money to see a talk on Unity that's available online.

http://www.gameanglia.co.uk/

None of the talks actually seem interesting other than Liz Mercuri's.

There's a Q&A with John Romero but that fucker hasn't made a real game since '97 and Brenda Romero is put at the forefront of this and she's talking about Women in Games.
>>
>>192114067

Thank you friend, I will send you the procured royalties after release and publisher and distributor fees (as is industry standarD)
>>
>>192113391
Looks like you've been busy
>>
>>192114274
I bet you already watched a shitton of GDC and other conference talks, now ask yourself, did you really learn anything from those? Anything that you actually use in your dev?
That shit is mostly useless, man.
>>
>>192114553
conferences can be valuable to network,
>>192114274
but do you have enough of a game that you can network effectively without just being an ideaguy student?
>>
>>192112629
Share your secrets for low size high quality his please
>>
>>192114067
>sneak your character into other games for subliminal shilling
Might work
>>
>>192114669
>but do you have enough of a game that you can network effectively without just being an ideaguy student?

I do... and it's 46 days off so if I wanted I could probably pay some artist to make it look pretty and marketable.

But I assume it's literally just gonna be a bunch of students from the university and the speakers themselves.
>>
>>192113986
>Did you ever try to activate 15 webms on the same page?
I always do that whenever I'm on /gif/, works fine on my machine.
>>
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>>192112498
Thanks!

>>192112509
That's a good idea, it would be nice to finally release something playable.

>>192112990
Too big scope and technical issues, but I think about releasing it this year. As for the mecha game, at first I wanted to update Robbut Assault, but I lack of time.
>>
>>192112591
>002
May I ask for the rest?
>>
Redpill me on Urho3D
>>
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>>192114798
>Share your secrets for low size high quality his please
I made my own gif maker.
+++ very good quality
+++ pure C# solution
+++ generate gif ingame with no dependencies
--- takes 15 minutes to make 1 gif
Also, I'm stoping background animations and such to avoid screen changes between frames.

I used one of the world's best color quantization algorithm (nQuant), then learn how to make a gif, bit per bit, using resources such as this one:
http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp

I expected to spend 3 days on that, and I spent 10 days. I also had to learn how to read PNG from scratch. Even when you find sources such as MonoGame, they have bugs.
Besides, as it takes more than 1 second per frame for nQuant to reduce the colors + my algorithm for LZW compression is not that good so I end up with 3 seconds per frame (280 frames = 14 minute).

So basically, this is completely overkill to do so much work to make gifs.
But look at picture related to get an idea of the quality you get using nQuant for color quantization.
I don't know if there are gif maker publically available using nQuant.
>>
>>192116161
Well done, but does anyone have a less autistic solution?
>>
>>192116146
The C# binding component serialization doesn't work.
Most of the documentation doesn't exist.
It's pretty radical for being free though.
>>
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>>192116029
It's just fanart I've received. It's not like a lewd set of progressing images or anything.
I don't want to spam them though. Doesn't seem right for a thread with its main focus on showing progress.
>>
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>>192114502

I really like to code, it's the art/content creation what eats a lot more time because I'm not that proficient at it like with coding. I have a newfound respect for all artists out there, not to mention people working on 3D modelling.
>>
>>192112301
Too slow to propagate imo.
>>
>>192116535
drop an imgur gallery

also

the thread is 50% shitposting and we never ever hit the image limit
>>
>>192114798
>>192116161
Here is a very simple solution you can use if you have a folder full of picture frames.
- download ImageMagick
- use the following command line

convert -delay 04 -loop 0 "C:\path_to_my_folder\*.png" -fuzz 2% -layers Optimize "C:\path_to_my_gif.gif"

It will create an animated gif by trying to calculate differences between frames. I used it for years (see gif related).
If you see blurry stuff, remove the fuzz.
>>
>>192116161
it...looks the same
>>
>>192116678
that's the point, the original has potentially millions of colors but it's compressed to 256 and looks the same
>>
anyone else has a problem that gamemaker games don't work fullscreen (actually they work but show black screen) unless vsync is turned on?
>>
>>192116652
I don't have many, but here's the ones that weren't posted. First image is lewd so
https://imgur.com/a/LqROy
>>
>spending 10 days making your own gif creator when fucking ffmpeg and imagemagick exists

lmfao
>>
>>192116535
Like the guy said, an imgur is fine. I'm collecting /agdg/ fanart in general, that's why I'm asking.
>>
>>192116804
that's pretty cool, good job anon
>>
>>192116947
Hey, thanks!

Haven't played the game yet, but I remember you've posted some soundtrack pieces last year, and it was amazing.
>>
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>>192116678
>it...looks the same
There is another color quantization algorithm, even better, called NeuQuant.
https://scientificgems.wordpress.com/stuff/neuquant-fast-high-quality-image-quantization/
It's in fact a very old technology (1994), made to work on computers from this era: it's fast, powerful, and takes few memory.
Sadly, the implementation I found wasn't as good as the one in the article above. Hence my use of nQuant (quality as good, but slow and memory hungry).
>>
>>192116673
Why not post your gifmaker on github and properly document it. It could look great on your portfolio.

If this is the only one using nQuant and it's objectively better you can even put a donation button on there.
>>
>>192116947
>that ass
>saving lewds of your characters
gamedev goals
>>
>>192116673
>>192116678
>>192117329
(one last thing about color quantization)
If you want to learn more about color quantization, your rosetta stone should be this pure C# solution (pic related):
https://www.codeproject.com/Articles/66341/A-Simple-Yet-Quite-Powerful-Palette-Quantizer-in-C

Though it can be hard to understand most of the stuff they are using (I don't understand most of it, even though I made lot of tests using part of those codes).
>>
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>>192117254
Give the game a shot if you're into Igavania-esque gameplay. I'm glad you liked the music that was shared.
>>192117464
Fanart is fanart. I'll take whatever I can get.
>>
>>192118159
Will Layna take whatever she can get too?
>>
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>>192118306
There will be a few enemy drops that she can utilize, yeah. The main focus though is to have a set of weapon arch types that can be obtained like Metroid pickups but then later have upgrades. Each upgrade adds to the moveset in some way. There's so many ways I can go with it, it's hard to pick only one.
>>
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>>192117390
>Why not post your gifmaker on github and properly document it.
Most people want webm nowadays. I really hoped that apng (animated png) would take off, but it never became a standard.
Besides, nQuant is very slow, and I'm not sure how it will work using frames from a movie by example.
I will make a try next time I'm shitposting on another board.

I made it so the whole system can work on another Unity project, just in case.

>It could look great on your portfolio.
I have a lot of "national top 10" and "world top 10" on my resume, and programming is not my favorite activity as it is mainly about executing tasks.
Nowadays, as a side activity, I'm doing consulting. It's like shitposting, except that you say it directly to people's faces, and then they give you money because they are happy you found their problems.
>>
redpill me on ue blueprints
worth learning? I can into c++ tho
>>
>>192118306
>Will Layna take whatever she can get too?
Wait, do you mean gameplay or lewd I'm confused now
>>
>>192118835
You don't even have anything to learn honestly.
>>
>>192118835
Of course it's worth learning, it's literally the only viable way to use UE4, C++ in UE4 is a huge pain.
>>
>>192118835
I'm not aware of any UE4 dev with a viable game who doesn't use blueprints
>>
>>192119782
>I'm not aware of any UE4 dev with a viable game
me neither
>>
>>192119816
so many people here use unity but there are still almost no viable unity games here. it has more to do with the dev than the engine
>>
>>192118836
That was probably the better answer
>>
>>192119816
You don't pay much attention then
>>
>>192118159
One third of the screen is made of walls. People talk a lot about the three C "Camera Character Controls", but developers don't listen.
Compare screenshots of your game to Castlevania such as Order of Ecclesia and see for yourself the difference. Pic related shows that for characters of the same size, your game screen is several times too big.

It's true your game is faster than Castlevania, but if the attacjs (both yours and the ones from enemies) have the same reach than Castlevania, your screen size should be much closer to Castlevania.
>>
>>192120079
name them
>>
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So if there's no halloween jam, will the next jam be winter/christmas jam? that's lame
>>
>>192120130
Wingman, Tracks, Dixie, magnet/beyblade man, Monomyth
>>
>>192120106
I think its fine. Its not like a NES game had a lot of freedom to choose that kind of thing, so to take it as a game design choice rather than a hardware one is questionable.
>>
>>192120106
It's a computer game, anon
He's not cloning
>>
>>192120313
Good, I was worried people would be overestimating my game.
>>
>>192120297
Work on your halloween game, anon
Someone will post a jam eventually
>>
>>192120106
>more visual space is a bad thing because muh NES standards

are you retarded?
>>
>>192120528

Anon made a good point. Those walls/bricks look proper hack. Get some rolling backgrounds or some kind of sky- at the very least windows showing an outside.
>>
I don't know where I want to take my game. I paid a lot of money for someone to animate my main character and it's decent enough but certainly not top-notch. More importantly the final result looks more cartoony than I thought I wanted. I should have spent more time doing the design before paying someone to animate.

Sorry for the blog-post. I needed to let it out.
>>
>>192120106
that shit gets claustrophobic, same reason why first person shooter games have crazy wide fields of view, let the player see shit
>>
>>192120691
post it
>>
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Idea Guy here:

Post-Apocalyptic Alberta, where many factions vie for control over Calgary and Edmonton area. Cowboy and Colonial Canada aesthetics mixed with Mad Max and tribal aesthetics.
>>
>>192120691
>paying for a single detail in your game, without even having any idea if you are even going to finish it or realizing that the rest of the assets will look worse in comparison to the paid work
You use Unity, don't you?
>>
>>192120106
Not the dev, but thanks for this thoughtful post. I don't think about these kinds of things often enough.
>>
>>192120691
>not using free or cheap cleaned mocap for your animations

why? not humanoid?
>>
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>>192120791
Pro Idea guy, I'll show you how to do a pitch.
____________________________________________________________GAME____________________________________________
>>
>>192120106
>blindly doing what others did because "they know best"
fuck off nudev
>>
>>192120791
get the fuck out canada nigger nobody fcares bout you your a shitstain in myGLORISUOSD nation you jew lover

DAY OF THE RAKE DAY OFTHED RAKE

NUKE SNOW NIGGRS NOW
>>
>>192120106
I would counter that point with games like Harmony of Despair where they blatantly ignore screen size. Granted, HoD is not the most popular game of choice, but it shows how hardware did have an affect on the genre to the point of letting you see the entire castle at once.

Main reason the screen is that size is because I eventually want to make beautiful environments, enemies that move all about (such as the boss for example), and moves that jump across.
>>
>>192120791
No one is interested in your boring-ass america-lite country m8, go make a game instead of fanfiction.
>>
>>192120791
nobody likes canada
>>
>>192121001
Using mocap is stupid, as soon as you want something a little specific, you fall short of ressources. And since you're not practicing your animation, you can't make it yourself.
You're also limiting yourself entirely to realistic movements, any kind of unrealistic style is out of the question.
>>
>>192113469
Godot is the new thing, so as of now? Yeah it's a gamble to use it.
>>
>>192121307
>spending hundreds or thousands of dollars to hand animate something you're not happy with or paying $20 to get something professional that may not be "perfect" but fits the general idea

gee tough call
>>
>>192121510
>relying on others as opposed to relying on others
they're both shit ideas
>>
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>>192120760
>>
>>192121604
Right. Better drop everything and learn to animate 3D models from scratch instead of just like make game. You're going places sweetie. See you in 2027 when your game is finally done and then sells 15 copies because it's radically out of date.
>>
>>192121645
anon how much did that cost you
I guarantee you there are people here who are better than that and would do it for free.
>>
>>192121274
Fuck you, Canada doesn't like you either.
>>
>>192120791
You just wanted cowboys with modern guns

>posts a pic with an american flag
Canada everybody
>>
>>192121712
I guess I'll see you at the next conference about failed games where you can talk about your asset-mashing shovelware then.
>>
>>192121510
Mocap equipment isn't very expensive nowadays and it's certainly a better option if you plan on having lots of animations, or just learn to animate already.
>>
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>>192121645
Honestly anon, I think you got ripped off. That sprite is at my resolution and making those animations takes me like 1 hour at most if I'm being picky.
>>
>>192121645
I audibly laughed, that walk cycle is silly. A humorous game is a gift if you use it well.

Weren't you the guy who was posting a version of this with a placeholder character? I though that looked decent enough.
>>
>>192121645
Her face looks really flat
>>
>>192121645
Literally why did you pay for a fucking tiny sprite.
I thought you were talking about complex 3D animation.
>>
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>>192121823
The picture is cool and I only posted it to grab your attention.

Also, I'm a New Vegas fag and want more RPGs like that instead of the casual garbage like Skyrim and FO4

Now I just have to figure out the themes of the story. It's going to involve the Athabasca Tar Sands, that I know. So perhaps it'll be about greed and how greed affects and infects people on a personal and societal scale.
>>
>>192122185
>Now I just have to figure out the themes of the story.
No, you still have to learn to make games instead of ideas and that will be several orders of magnitude harder.
>>
>>192120791
So, you want to make Fallout4, eh?
>>
>>192122275
Anon, I'm sure everyone will be clamoring to make his game
>>
>>192121645
> 3D with sprites as an indie
just do what nuclear throne does..

>>192113537
google symbols and use those. dont use pixelart.
use perhaps 3 bg colors to define backgrounds for type: decision, action.

I might take this idea and make a simpler 1v1 online battle game where u program bots to fight each other
>>
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>>192121753
The last guy I've paid asked me for 90 USD but he gave up towards the end. I wasn't too fond of the design too. I decided to look for someone a little more skillful to redo the character, so I upped my budget. 600 USD. Here's my previous more mediocre character some of you might remember.

>>192121907
Yes but to be fair it's more complicated than it looks. The legs, the torso and the shooting arm are separate sprites stitched together.

>>192122064
I thought searching for people wanting to work for free was a waste of time.

>>192122468
Didn't want to.
>>
>>192122559
This one looks way better than the previous webm.
What the fuck are you doing senpai? Did you seriously pay 600 USD for that? Finish the fucking game before worrying about paying people to fill the holes.
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>>192122559
>600 USD
what the fuck that's pricier than my bass
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>>192121645
>600 fucking dollars
>for this
HAHAHAHAHA
>>
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>>192122559
>>
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>>192122559
>$600
please tell me you're lying.
there is zero chance that level of quality should ever cost anywhere near $600.

What happens if you decide to add things to your game later?
Shell out another $600? What if the artist raises his price?
>>
>>192122559
If it's a set of sprites, 600 isn't too bad.
If it's for one character, something is very wrong.
>>
>>192122559
I have decided to drop 3D and take up pixel art.
>>
>>192122559
that artist is rippin' ye off, bruh
>>
>>192122559

TBF- You've done it wrong. Make a basic non representative prototype first- Hell, make an ugly prototype, then start on the art proper once you core elements are implemented. Christ anon, what were you thinking!?
>>
>>192122559
>600 USD
i'm so sorry
>>
>>192121645
>>192122559
I'm sorry anon. You should definitely lower your scope - 8 directional movement is an insane amount of work per character.
>>
>>192122559
>600 bucks for minimalist badly detailed pixel 40 frames or so
Getting ripped off hard
>>
Why is indie/amateur gamdev filled with manchildren?
>>
>>192122745
>>192123012
>>192122956
I've asked around and people seemed to ask on average for 200-300 USD, so 600 didn't seem unreasonable in comparison. One person I've talked with advertised himself as an "industry veteran" and he was asking for the equivalent of 5000 USD. I wanted something much better than the last artist so after doing 2 trials I went with the one I thought was better. I know it's expensive but my mindset was "can't make an omelette without breaking any eggs".

Maybe I got ripped off but I don't know any artists in real-life or online so asking people that do commissions was my only doable idea. I was getting desperate for getting some better assets in.

>>192123213
I already have a prototype, don't you recognize the UI?
>>
>>192122559
Are you looking for an artist?
>>
>>192122559
Honestly anon, if you're interested in that style of movement and shooting, why not just make a 3D game? A humanoid character with mocapped animations will only cost you about $500.
>>
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I'm so proud, desu
>>
>>192123864
This.
>>
>>192123840
Why are you paying for assets when you barely even have a game? I haven't seen any gameplay in your webms.

Use shitty placeholders, develop a solid game that plays well and THEN you can start worrying about finding artists.
Priorities.
>>
>>192122185
>>192122337
>>192122185

You don't have to figure out the story, my boy, you have to figure out the entire game, that's the idea (pun intended).
Everything from psychological factors to game mechanics. Have it calculated, build me a basic mathematical model of the gameplay, so we can get the obvious issues out of the way.

Think about the deeper interactions and what are the parts interacting with each other and how they interact. Write out the fucking model on paper exactly how it works. It should contain formulas, categories, etc.
Meanwhile you should keep the desired experience in mind.
You basically have to track two things constantly and balance them, or more like 3:
desired experience, actual gameplay, practicality (you can finish it).

What you described is nothing more than saying something like: "I movie where Superman goes against Batman." Really? How?

There is a reason why Todd "Casual" Howard said something like this:
- Instead of gameplay define the experience you want your players to have.
- Design simple systems interacting with each other.

If you want to make it open-world or have high re-playability then the second point is extremely important.
In fact, Todd's sitty games are nothing more than event based simulator engine, similar to what engineering and physics employs. He was working on that in the past 20 years.

You have to start thinking in terms like GOAP and utility functions regarding AI, separating large behind the scene simulation from close-range simulation (RTS games do/did this).
If you think about X would be cool then you're most likely dead because you don't know how you can model it and what it will cost you to have 1500 of them running.

You can perhaps be an art director and story-writer, but you have no fucking idea about the game mechanics. Plus, good stories usually are synchronized with the capabilities of the game-play. Imagine the main villain having only melee attacks while you have a gun as an extreme example.
>>
>>192123957
Good work. One step at a time, anon. Keep it up!
>>
>>192124047
Like I've said, I already have a prototype. I've posted my game in 4 demo days now.
>>
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>>192124102
t-thank you
>>
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>>192123957
>udemy
>>
>>192123957
> paying for tutorials
> 6 hours
wow its nothing. i hope you did all 6 of those hours today, else you wont make it
>>
>>192122337
No, FO4 is a piece of shit. It employs literally the antithesis of good game design in every aspect of its gameplay mechanics and world design.

I'm talking about no fucking quest markers, if you want to find a place, you have to find it on your own. You wanna know where someone is? You gotta ask around. None of this lil' arrow mark you follow like a cat.

I'm talking about actually having to figure out your situation with the knowledge and equipment at your disposal. You could very well die by falling of a cliff because you were too stupid not to get a rope.

To convince someone in dialogue not by spamming quicksave and reload until the Charm characteristic finally makes the NPC do a 180 on their position because your NUMBERS convinced him. Instead, you have to actually practice your rhetoric.

Old school, mother fucker. Old School RPG. It will be a better Fallout than 3 or 4 ever were.

>>192124062
That's what I'm going to start on. I'm writing a mock up of a game design document for all the stuff I want in it, then I'll be building lore around it.

I only got this idea a couple days ago.
>>
>>192124206
What patrician tutorial source do you use?
>>
>>192122559
S I X
H
U
N
D
R
E
D
>>
>>192122559
That price was for all your sprites, right? Not just that one, right?
>>
>>192124354
The manual and YouTube.
>>
>>192123957
>https://www.udemy.com/create-game-assets-with-blender-and-substance-painter/
FORTY DOLLARS
O
R
T
Y

D
O
L
L
A
R
S
>>
>>192124443
I got it on sale for 5 bucks
>>
>>192122559
>>192121645
bro you need a reality check

don't pay any more for bespoke artisan work

just like make a game

pixelshit like that you can make yourself if you just try
>>
>>192122559
put me in the screencap
>>
>>192124443
udemy stuff is always on sale. no one buys it full price.
but usually no one "buys" it
>>
>>192124384
That one was just 90 bucks. The 600 one is the previous one and yes, it's just for the main character. I probably got ripped off but you guys are over-reacting, people were asking for 200-300 on average. I can't imagine someone willing to do my whole game for 600.
>>
>>192124726
make the game yourself you lazy fuck
>>
>>192124153
How finished would you say your game is? "Prototype" is not very descriptive and I don't really see anything in the webms.
>>
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>>192124919
My game is in DD15 and 16
>>
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>>192124443

At least it's not 600 dollars
>>
>>192125070
Oh, I know this one.
Stop wasting money and finish the gamePLAY.
>>
>>192123957
Hahahahahaha

but really, udemy shills need to gtfo. It's absolutely not worth it just in case any of you are wondering.
>>
So if a pixel art character walking around is $600 bucks how much for a 3D platformer character with a full set of animations? $30k?
>>
>>192125172
blast from the past
>>
>>192124726
I feel you, anon. I mean, what the hell do the other anons want? Noone will even kickstart your game if you use Kenney Assets or something. Using placeholders is the worst meme. Nobody cares about you until you insert the waifus.

It's a hobby, and hobbies usually require some investment. Some spend thousands on some sport or even on a pet. I think you have the right to do as you did.
>>
how do I make the progress videos I put on Twitter not look like complete ass?
>>
>>192125415
Make your game not look like ass first
>>
>>192125305
3D is different because there are lots of free mocap libraries already.
unless you're a professional animator who can deliver quality, probably not a lot.
>>
>>192125396
don't be delusional, $600+ already spent and he has gotten nowhere, does he have millions to blow or what
>>
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Made some tooltips for items when hovering the mouse above them. The dynamic scaling of the container is a pain in Unity, really.
>>
>>192123957
>>192125220
Udemy "courses" are just video series from random people, it's basically the asset store of tutorials and anyone can upload and sell their shit there and there's no quality control.
The ""certificate"" is just a random piece of automatically generated crap that isn't worth anything.
Udemy videos are always (literally always) on sale too, the base price is simply not real and I don't know how that scam site is even legal.
>>
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>>192106187
fucking gnarly
>>
>>192125305
Animating 3D models by hand creates disgusting junk. Just look at all 3D games in these threads.
>>
>>192125070
>meme lighting
Why do retards keep thinking this is fun.
>>
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>>192125389

feels like yesterday ...
>>
>>192125781
Unless the character is a mobile star its more likely a representation of sight lines than lighting
>>
>>192124726
Yes you got ripped right the fuck off.
The price you paid isn't the problem, it's what you actually received for that price.
Always start slow with new artists. Make sure you know EXACTLY what they can and will deliver before making any sizable orders.

>>192125396
>Nobody cares about you until you insert the waifus.
100% true, but you gotta make sure you're actually getting your money's worth.
>>
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A game where you witness repeating digits in real time
>>
>>192124313
You should start with pong instead of pretending like you will ever finish your "dream game" that would require a team of a few hundred people to make, you're just larping right now.
>>
>>192126567
>>
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>haven't worked on game in a while
>come back to project
>don't remember how a bunch of code works
>don't remember what I was doing
>don't know what to do from here

fugg
>>
>>192126736
>he has his own wikipedia page
https://en.wikipedia.org/wiki/Peter_Molydeux
>>
>>192126697

Depends. If its 2D, anon could set aside all other life goals and convince a hardcore team of 4 others to do the same... get the game into final beta in the next 2-3 years maybe if he starts this week.
>>
>>192125305
>So if a pixel art character walking around is $600 bucks
It isn't.
>>
>>192124726
Yeah, don't worry about it too much. It takes time to learn to work with contractors and make it worthwhile. I have three pieces of advice

1) You have to look in the right places, and find one with existing work that is in line with exactly what you want. Because the truth is most artists are not very flexible. Only the top-tier ones can adapt their style to what you need.

2) Understand the amount of work involved in the type of art you need. An artists portfolio work might be amazing, but they also might have put a ton of time into it. Game art needs to be completed efficiently, so you can't hold them to the standard of their best work.

3) Know exactly what you need before you start doling out the work, and communicate these needs rigorously. You don't have to be a control freak, but game assets need to integrate into the game correctly. So the artist needs to know the exact parameters before they start. Otherwise they will just guess and the results could range from fine to unusable.

When I see what you paid for, I think the problem was mainly #1 and #3. The artist's style looks like he is trained in hand-drawn animation, or at least a digital equivalent. So he couldn't translate into the tight, pixel art style. if you want a pixel art style, you need someone who understands the constraints of the medium. That's #1. The scale of the sprite wasn't defined very well, so the legs are too large. The movement speed wasn't clarified enough, so they move too slow. That's #3.

I think the work itself is actually decent, and salvageable into something nice. You need to fix the animation speed. It's playing too slow. You need to fix the proportion between the head/torso/legs. The torso is too small. There a lot of poorly shaped frames. The movement itself works, but you can tighten up the shape of each frame so it isn't shifting so much. Add more finishing details to the legs. They look like placeholder colors.
>>
>>192127328
>It isn't
is there a good place where devs can contact pixel artists who'll churn out better work for cheaper prices? while the price tag of $600 is unfortunate, no one has referred to more suitable places/people that'll do better.
>>
>>192126736
>Growing numbers are bad and you should feel bad
growing numbers means more money which means being able to live longer/better.
Heck off, Peter
>>
>>192127802
I sure do like the growing number in the "debt" column.
>>
>>192127664
try fiverr

but for fuck's sake, it doesn't take an artistic genius to make decent pixel art, and your game isn't as amazing as you think it is to require fancy art
>>
>>192127963
and you could just take ready-made free sprite sheets and modify them to suit your characters
>>
>>192127802
it's a parody account
>>
>>192127664
No one has come up with something better because no one here has ever hired an artist. $600 isn't unreasonable for 8 degrees of freedom pixel art. Even if we assume there's only 8 frames for each direction, 4 for the movement and 4 for the shooting and whatever else - that's 64 frames. That's less than $10 a frame. The price itself is fine. The quality of work might be a bit dubious, though it's technically fine with a decent amount of bounce and life to it.
>>
>>192125607
I have a few certificates from Coursera, but the thing is, they were pretty challenging courses, and also, I didn't pay a dime, because I'm poor and did their extremely basic "I promise I'm poor" thing. All it got me was something to throw on my linkedin, but that's fine.

Nobody is still sure how to monetize the MOOC thing while keeping it credible and accessible. But one thing's certain, udemy is failing hard.

My man Gil Strang speaking on the topic, looking like a lich who traded an eye twitch for math power
https://www.youtube.com/watch?v=9IZfzPZ5k3A
>>
>>192127664
https://pixelation.org/index.php?board=8.0

Comb through the portfolios carefully, and find some you like. Reach out to the artists with specifics of your needs and get some quotes. Don't rush into working with the first one that gets back to you.
>>
>>192128278
Do you think anyone ever called him G-Strang
>>
>>192128278
The few coursera courses I tried years ago for music production were pretty good, they were from actual teachers from actual universities unlike udemy which is just random chucklefucks doing youtube-tier tutorials, some of the coursera courses were basically free trials advertising the "full course" though which sucked.
>>
>>192128543
Maybe during office hours
#drstranglove
>>
https://www.youtube.com/watch?v=nVes6OUyzdw

pretty interesting talk about paragon's texture pipeline if you can stomach the autistic speaker's nails-on-a-chalk-board voice. fucking lol at QA at the end. The guy gives a leave-me-alone-stop-bothering-me sigh before answering the last few questions.
>>
Reminder that if you want to get good at 3D Modelling and retopology for your games, you should get a CG Cookie subscription.
>>
reminder that you should hire a dozen artists at $1k+ a pop before you even have a game
>>
Reminder that you will never have a game
>>
Reminder that you always forget these reminders anyway.
>>
>>192128661
>dude photorealism lmao
I'm not knocking the video, I skimmed through it and the points seem to be good, but I feel like all that effort goes to waste, people won't remember "generic office room" or "generic realistic factory".
>>
>>192128241
>no one here has ever hired an artist
>>
>>192112301
It looks fine? Without context I don't know if it's doing its job but it is a pretty interesting effect.

I get the feeling you spend too much time tweaking shaders, but I probably shouldn't say that because you'll make them look good.
>>
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Today's progress was a doozy.

-Implemented inventory system
-Added all 19 planned ship part items.
-Implemented ship part database.
-Added the part database entries for the main ship and the rapid gun.
-Added stats to base ships (health/turning/movement) and stats to the rapid gun. Got all effects working except for one, which requires a not-yet-implemented system.
-Made the ship no longer be fixed, but generate itself from the parts in its build and items in your inventory.
-Reworked the thrusters to have two states and different graphics for each state. Shoutouts to Homph.


Whew. 15 hours down and I'm done.
>>
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its programmer art so I need to make a model but I finished the tech for grabbing a platform and pulling it across with your toyboy on it

Idk what the heck ima do for the model however. It needs to be clear you can grab it
>>
>>192127491
Hey, thanks for trying to help me.

>1) You have to look in the right places, and find one with existing work that is in line with exactly what you want. Because the truth is most artists are not very flexible. Only the top-tier ones can adapt their style to what you need.

I've searched on plebbit and the 2-3 popular pixel art sites. There aren't really many artists to choose from to be honest.

>2) Understand the amount of work involved in the type of art you need. An artists portfolio work might be amazing, but they also might have put a ton of time into it. Game art needs to be completed efficiently, so you can't hold them to the standard of their best work.

Yep, I'll have to to be careful about this in the future. The first guy I've tried wasn't expensive but he wasn't really up to the task, that's why I decided to find someone more skillful next. I think he was better than the last but not over 6 times better. I don't know how I'm supposed to find someone reliable and talented if I don't know anyone. At some point you need to take a shot in the dark right? Maybe I was too quick with my previous choice for an artist.

(1/2)
>>
>>192129246
more realism = better immersion
>>
>>192127491
>3) Know exactly what you need before you start doling out the work, and communicate these needs rigorously. You don't have to be a control freak, but game assets need to integrate into the game correctly. So the artist needs to know the exact parameters before they start. Otherwise they will just guess and the results could range from fine to unusable.

I was very specific with the technical requirements (8 directions, separated torso/legs/arms combinations, resolution) but very loose with how to design and animate the character. I didn't want to give him too many restrictions on it since it's not my domain. This is why I'm paying someone else to do it in the first place.

The animation speed is my fault. I set it up like that and the artist never said anything about it so I thought it was fine with him. It looked fine to me too. The rest I'd rather not touch because I'd just make it worse. I'm bad at drawing.
>>
>>192112447
>knee-high boots with spiked heels
That can't be cute but it's not a bad model so far anon. I like the top.
>>
>>192129351
>implying you can fucking program
You can't call that programmer art.
>>
>>192112381
I'm gonna steal your valkyrie colors
>>
>>192113986
>>192115308
this, webms work great. try to load 3 or more gifs on a page and your 2017 browser will have a heart attack
>>
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>>192129351
I'm sure nintendo has one you can use

Maybe a platic basket that's open on two sides?
>>
>>192129351
>finished the tech for grabbing a platform
>finished the tech
>tech
anooon stoooop
>>
Where would one find good 3d modelers/animators? And don't give me shit for not doing it myself, my time is better spent actually coding and I'm not some poorfag
>>
>>192129365
>>192129495
>There aren't really many artists to choose from to be honest.

That's not true. Go to the pixelation forum I posted. There are portfolios posted every day. Finding one that's good and within your price range isn't easy, but I promise you they're out there.

>I didn't want to give him too many restrictions on it since it's not my domain
This is where references come in. You can't tell them how to do their job, but you can pull together examples that fit with what you want to accomplish. The more references you provide the better. Your idea of what you want didn't come from nothing, and the artist might not be versed in the same things you are. If the artist has uncertainty about how to approach something, they can look at the references. This is by far the best solution to what you're describing.

>The animation speed is my fault
I mean, can't you just tweak the speed in your engine? Just play it back faster until it looks right.
>>
>>192125458
what I mean is after the video is uploaded it seems to go through some assification process where it's compressed differently or something
>>
>>192129897
Are you paying?

I put an ad on polycount and got like 30 applicants in 2 days.
>>
>>192129897
I just finished up some work for a client and have an opening possibly. What kind of game, what engine, and how far along are you?
>>
>>192129953
post it so we can see. but my initial guess is it's too large for twitter so it's recompressing it to fit the file size limit
>>
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>>192112629
Have you considered dithering? (pic not related)
>>
>>192111298
I’m playing around with OpenGL in C++ using GLFW and stuff.
>>
>>192129953
https://twittercommunity.com/t/poor-quality-video-on-twitter-why/68827
Seems it's just a twitter thing
Just link to youtube or something
>>
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small fixes on the character's color and i fixed the mouse rotation

now he wont turn in a weird way if the mouse is over a high ground

now i will focus on creating a one handed weapon and attack animations
>>
>>192129329
I have a serious problem with your star colors
Learn about black body radiation
>>
>>192130376
Don't get too upset over placeholders anon. I just plopped down a star at more or less the same place on a grid so I can use it for testing my speed.
>>
>>192130118
Yes paying. But also I have no concept of price range. Basic set piece (tree, bush), more complex (outside of building, machinery), MC?

Only animations would be super basic super (swaying of grass) or MC animations (idle, run, attack, take damage, pickup item, die)
>>
>>192129246
the art style is irrelevant, it's the method. and I think paragon players would love generic office room and realistic factory, because I believe that game still has just 1 fucking map lol.
>>
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>>192122559
>>192123840
you got beyond ripped off
>>
>>192130258
Nice Bokube clone
>>
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>>192129642
they're great colors. All the armored enemies are super colorful.
>>
I'm learning how young/poor this thread is when people are shocked by 600 dollars.
>>
>>192130908
ah so maturity = spending money in idiotic ways?
>>
>>192130908
I think the shock is by how much such little work costs.
>>
>>192123957
so I looked up your pic and googled Darrin lile blender tutorials, and they seem to be freely available on youtube
He...made others for udemy, right anon?
You didnt pay for something that's free, right?
>>
>>192122559
are you serious
>>
>>192130532
It'll vary quite a lot.

The most common rate I got asked for was ~$20/hour, but you need to ask them to give estimates for time too, more expensive people might work faster. Some will work per object or per day.
You'll probably get people from poorer countries or with less experience asking for less. Skill and final quality definitely isn't defined by how much they value their time.

100% of the people I asked to do a small trial model were happy to do it and that helped me a lot to pick the ones I went with.
>>
>>192129926
>>There aren't really many artists to choose from to be honest.
>That's not true. Go to the pixelation forum I posted. There are portfolios posted every day. Finding one that's good and within your price range isn't easy, but I promise you they're out there.

When I said "2-3 popular pixel art sites", I meant pixelation and another. That's where I got my artist at 90 USD. The two times I was trying to choose an artist, I narrowed down 8 artists I liked with decent portfolios. I sent about the 8 emails with specifications and asked for a price estimations and both times I got about 3-4 answers after waiting a few days. Depending on the answers they gave me I narrowed it down further. It didn't leave a lot of choice. Next time I'll try to look harder and for longer. Maybe somewhere else too.

>>I didn't want to give him too many restrictions on it since it's not my domain
>This is where references come in. You can't tell them how to do their job, but you can pull together examples that fit with what you want to accomplish. The more references you provide the better. Your idea of what you want didn't come from nothing, and the artist might not be versed in the same things you are. If the artist has uncertainty about how to approach something, they can look at the references. This is by far the best solution to what you're describing.

Thanks, this is going to help.

>>The animation speed is my fault
>I mean, can't you just tweak the speed in your engine? Just play it back faster until it looks right.

Yes, it's easily fixable. I didn't change it previously not because I couldn't, because I didn't see anything wrong with it. I was relying on my artist to tell me if something was wrong. Thank you for the help.
>>
>>192131110
udemy is scummy as hell. they have stolen tutorials from people and sold them in the past.
>>
>>192130962
Maturity? What are you talking about. Young people make less money than older people.

>>192131034
600 is a reasonable amount for what was done. 8 directions of running, death animations, shooting, etc.
>>
>>192131337
600 reasonable for what a 12 year old can whip up in mspaint
>>
>>192130908
Will you buy my glass of water for 600 dollars? You're not young/poor, are you?
>>
>>192131337
>>192130908
Most people here are 1MA and don't buy art. It has nothing to do with being poor/young.
>>
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You can make it if you just try. :)
>>
>>192130241
https://twitter.com/Gen_Vagueness/status/918544178166075392
>>
>>192131337
If the quality is that bad, no it isn't. It looks like a mess. Just keep looking at the legs when he turns around for example, there's no way the guy did 600 dollars worth of work here

>>192130894
Very nice
>>
>>192130292
damn
thanks
>>
>>192131654
did this come from a gif? twitter converts gifs to video and in my experience, they set the resulting video's quality to really low
>>
>>192131641
I think she's just sucking the Music Industry's version of Harvey Weinstein's cock.

So for us gamedevs, I guess that would be Gabe's benis.
>>
>>192129897
>>192130118
>>192130532
anybody know of something like this for 2D artists?
>>
>>192130908
for what he got, he would need to spend millions to get a full game, this is amateur game dev general not AAA game dev general
>>
>>192131337
it's like 1 day of work AT MOST
>>
>>192131927
no I converted the original AVI to a WEBM so I could post it here and have a nice compact version of the video
I went to get the original but it's been in the Recycle Bin too long, it's gone
I'm going to make sure not to delete videos that end up too close to the size limit any more, at the very least not until I've put them on Twitter/Facebook
ah well, I still have my repo, I can go back to whatever point I recorded stuff at
>>
>>192130532
>swaying of grass
usually this is done with vertex animation in a shader
>>
>>192132524
>so I could post it here
Did you?
There's an archive
>>
>>192132524
>WEBM
I have this feeling twitter converts webm to mp4 or something so if that's the case, the video's been converted twice already which may explain the bad quality
>>
if you have that kind of money to spend, set up an actual studio and hire full time artists for $2-3k/month
>>
>>192133056
>1 week wage at any decent job is "that kind of money"
>suddenly means you can employ full time staff
What
>>
>>192129775
Hows this anon?
>>
>>192133801
How about you stop screwing over your backers?
>>
>>192118159
Gimme a link and I'll play it.
>>
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it's time
>>
>>192133801
Basket looks good
Having something in it was a good idea
Can't tell what it is though
>>
>>192133492
if you have a small budget what the fuck are you doing blowing $600 on one small pixelshit animation
>>
>>192134247
>OI OI PERSON IU
>>
>>192134238
https://lightspiritdev.itch.io/project-light-spirit
>>
>>192133882
keep autism drama in discord pls
>>
>>192134247
pepsi has its own military?
>>
>>192130258
>Have you considered dithering?
You don't need dithering when your result is satisfying enough. I could use a faster system with a worse quality, and make the quality less worth with dithering, but it would only be if I really wanted a faster system.
This is a good source of information about dithering:
http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/

The problem with dithering is that it creates errors. When you replace the whole screen size at each new frame, it's not a problem.
But when you have an optimized gif with just a small part of the screen size changed at each frame (you replace only the changed part of the screen), errors are accumulating, and soon the path followed by cubes is trailed by chromatic aberrations and such.

>Why don't change the whole screen size?
- the gif becomes heavier
- each frame is converted as a bitmap in RAM in lot of browsers, so you would have 280 pics * 1280x720px * 4 octets per pixel (1 Go in RAM)

Pic related is the true content of a simple gif, with an error in frame 01 because the bloom was unactivated at this very frame, hence causing a change in luminosity.
That's why I stop all background animations, or else I would have big frames almost the size of the screen at each new frame.
>>
>>192120791
That sounds like a variation on the new far cry game:
https://www.youtube.com/watch?v=Kdaoe4hbMso
>>
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A sketch for the physical form of the final boss.
Does somebody recognize this from the main symbol of the game?
>>
Juan Linietsky justifying GDScript for Godot:

>Been there, done that, it wasn't good enough. That's why a DSL. Godot was an inhouse game engine for a long-time, and using existing languages (we used Lua and Squirrel mainly and experimented with Python) lead to all sort of problems, like:
>-No multi-thread support (most script VMs don't support this)
>-No built-in vector types (vital for games, ignored by other SL)
>-Garbage collector stalls (Lua is terrible at GC)
>-Bad performance due to SL OO model not matching Godot OO model (Python and Lua)
>-General confusion by programmers using the SL due to it having to be wrapped to a data model it was not designed for.
>Many criticize Godot for having a built-in script language, as if we just had to pick one and use it and as if we were dumb for ignoring the existing ones.
>But that people really has no idea how difficult it is to use existing scripting languages in a real-time constrained environments because none of them is designed for that. Even Unity users have trouble with C# due to the garbage collector and have to use strange workarounds such as pooling.
>Godot uses GDScript and both together work seamlessly as a whole, with no strange corner cases. It's very easy to learn, It always works as expected, it scales and you never feel that the glue that puts language and engine together doesn't stick.
>I can't blame anyone for not wanting to leave the comfort zone, but I'd rather make something that works properly when required than tempting potential users with the promise of using something familiar that will bring problems later.

Is he right?
>>
>>192134776
Blaziken?
>>
>>192134841
>I can't blame anyone for not wanting to leave the comfort zone
t. forcing everyone into his comfort zone
>>
>>192134841
all you need is C++ and hotswapped dynamic libraries
>>
What are the essential elements a jrpg prototype should have?
>>
>>192132976
it doesn't even let you upload WEBM, I converted it to MP4 and it looked the same so I thought it would be fine
>>
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>>192099079
Is it easy to build OOP/Modular code with lua/love2d? Or is it annoying to do like with javascript?
>>
>>192134841
they caved and are adding C# anyway.
>>
>>192132735
of course I did
that wasn't the original though, like I said it was converted from AVI, uncompressed several-hundred-megabyte AVI
>>
>>192134265
Its like a nailed down plank of blue wood.
>>
>>192135247
I want to know this too since I asked before and got zero replies
>>
>>192135494
>>192135247
When I think jrpg I think grinding, overly dramatic story, and a certain art style. All of these are hard to put into a prototype.
>>
>>192134420
One thing I'm noticing is that there's a disconnect between airdashing and ground dashing
You get i-frames on the ground, but not in the air, which is disconcerting
>>
>>192134841
> No built-in vector types (vital for games, ignored by other SL)
Well just implement them by yourselves then, every language mentioned in the post allows defining custom builtin types.
>>
>>192135247
Overworld, npcs, shop, battle system, couple of regular monsters and a boss. If I was prototyping a JRPG I'd make a town and a small dungeon.
>>
>>192135247
JRPG is kind of a shitty genre to prototype because so much of the value is in the story, and there are so many systems you have to make before it comes together.

First thing to make is whatever your core value is. Whatever you're going to innovate on. For e.g. Undertale, that would be combat, story, and possibly the meta-save system. The rest you can copy wholesale from the best games in the genre, since the precise implementations don't really matter, or will be forgiven if you get the core value right.

For a generic JRPG, the systems you NEED but aren't necessarily part of your core value are:
combat system, overworld system, leveling system, placeholder sprites of the correct scale, shop system, inventory.

Then, after all that's done, you can do a vertical slice with a single chapter of the story.
>>
What are some of your guys favourite examples of sidescrolling 2d water done well? Mostly in visual I'm looking at ecco I guess
>>
>>192135247
Turn-based button mashing menus, terrible writing, terrible character design, generic friendship story, grinding, random unavoidable battles, etc.
Basically make a bad game but with anime tropes and waifus.
>>
>>192135356
I would tell you, but I don't strive for any particular model, I just for the simplest thing that reliably works
>>
>>192134841
>-Garbage collector stalls (Lua is terrible at GC)

He isn't. Maybe he was before Lua 5.1 but Lua's GC now is incremental. Meaning you can tell it to work for 1ms every frame and it will work for 1ms (and no more than that) every frame.
>>
>>192135247
if it's just a prototype, make a small room with a single npc and be able to interact with it to trigger various events like dialogue, fx, battles, etc.
>>
>>192134420
Oh, another absolutely fascinating thing
If you collect a health pickup at the same time you die, you'll survive with 5hp, but the death sound will play and the music will die
>>
>>192136146
>he
>>
>>192136460
this is my favorite meme
>>
>>192136460
>Juan Linietsky

Not a he?
>>
>>192136306
Thank you. I'll fix that.
>>192135701
If you do a horizontal airdash twice in the air quickly, Layna will burst yellow and you will have i-frames. It takes up all your bursts though and will have to land on the ground or grab onto a wall to refresh them. Airdashing is meant for movement and dodging, but not for having i-frames all throughout.
Could change though, thinking of maybe having the first three frames be i-frames.
>>
>>192123957
>>192125607
>udemy
>darrin lile
Wasted money. His character tutorial on youtube sucks, and had lead hundreds of thousands of people to make characters that look like ghouls because you're not supposed to poly-model them.

If you're going to learn Blender, CG Cookie is where you want to go.
>>
>>192136553
twitter.com/reduzio
It's a he
>>
>>192137191
>no pronouns listed
don't make assumptions shitlord
>>
>>192136536
>>192136553
I read he as referring to Lua
>>
>>192136553
that's a male name
>>
>>192137293
Bearded people are 'he' by default
>>
>>192137428
No one calls inanimate things he, anon
>>
>>192137293
He identifies as male, no assumptions are made.
>>
>>192137081
I'm going to continue being bad at this and enjoying it.
>>
>>192137703
Obviously, that's why I shot the arrows at it
Lua is a she
>>
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>>192137125
Just to extend from this. By far the best part of learning from CG Cookie is Learning Flow.
It's easy to learn the basics of Blender on Youtube, but what then? I remember a year ago I wasn't sure so I moved straight onto learning about character modelling, it didn't turn out well, and then I was kind of in limbo.
When you learn the basics at CG Cookie, you just go to the next step in the modelling learning flow, and start developing a robust understanding of each and every modifier, sculpting, retopology and the importance of surface snapping, among many other things.

If you want to get good at Blender, CG Cookie subscription is a sure fire bet.
>>
>>192137889
>Lua is a she
Only in Portuguese
>>
>>192138019
Which tutorials did you make?
>>
>>192126759
This is why you write some kind of documentation, a roadmap and put everything under source control.
>>
>>192138019
Stop shilling, literally no one cares
>>
>>192120297
I wish I could help you but I am not ready yet
>>
>>192138138
you bastard
boas noites, luso-galego falante
>>
>>192134776
APOTHEOSIS dev
>>
>>192138537
>literally no one
>speaking for the entire thread
That's one way of admitting you're a blithering idiot. You can cry shilling all you want, but at the end of the day, every single link posted here can be summed up as shilling from a moron like yourself.
Also, I have no intention of stopping.
>>
>>192138019
I do not approve their use of login walls so I will not pay them.
>>
>>192122559
Fuck, man. YOUR sprite looks better than that goofy shit. What were you thinking? Did they even give you a portfolio?
>>
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>>192139148
That's ok, there will always be freebie freddies like yourself.

https://www.youtube.com/watch?v=iPwdia3gAnk
>>
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>>192121645
Did you remember to tip?
>>
>>192139185
>asking an artist for a portfolio
That's just a meme, it's rude
>>
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What went wrong with this game? By all measures, it did everything right.
>Unique, fun gameplay (The enemy is you from a previous run. If you take one path, enemies will take that path in the next run. If you shoot enemies, enemies will shoot at you in the next run)
>Good visuals and environment
>Hardly any reviews, but the few there are are all positive

>Sold under 10k copies
>>
>>192138683
Boa noite parça, tudo em cima
>>
>>192139304
I'm not complaining about having to pay I am complaining about having to create an account to have access to free content.
>>
>>192139491
Considering I never heard of it, it must have sorely lacked some marketing
>>
>>192139491
>Hardly any reviews
This is why. No one has heard of it.
>>
>>192139575
What are you talking about? You can access their free content perfectly fine without an account.

https://cgcookie.com/lesson/game-res-character-model-overview
>>
>>192139676
>>192139723
How should no-name indie devs go about marketing their game? Is kickstarter really the best option? Posting on 4chin/reddit/tumblr/twitter and praying for interest?
>>
>>192139920
piss off /v/. they'll literally market your game for you.
>>
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>>192137854
As long as you're enjoying it.
>>
>>192139920
Getting a publisher to do it for you is an option too
>>
SEPTEMBER 2017 - Godot Patreon reaches its first milestone, and Juan Linietsky starts working on the engine full-time.
OCTOBER 2017 - Juan goes on vacation.
OCTOBER 2017 - Godot 3.0 released, after much anticipation. Offering small but noticable improvements over other engines, it gains a cult following among enginehoppers, game jammers, and open source fetishists.
DECEMBER 2017 - Godot game wins the 40th Ludum Dare.
FEBRUARY 2018 - First Godot game released on Steam. Mixed reviews, assumed to be made in Unity.
MARCH 2018 - Jonathan Blow writes JAI bindings for Godot.
AUGUST 2018 - Pronounciation changed from "Godot" to "Godot".
SEPTEMBER 2019 - Juanita comes out as trans. Patreon triples by the end of the month. Work on Godot 4.0 begins.
DECEMBER 2019 - Fueled by estradiol and the new patreon funding, Godot 4.0 reaches a stable release in record time.
EARLY 2020s - In a series of unusual circumstances, all competing engines drop out of the market. Most devs suspect that Juanita's network of LLCs is behind it, but no one can prove anything.
SEPTEMBER 2024 - Polls show that the Godot Robot is the now second most recognized symbol on earth, behind the Disney Mouse and beating the Star of David.
APRIL 2027 - Linux kernel rewritten in GDScript.
JANUARY 2029 - Anon still has no game.
>>
>>192139920
Controversy.
Uniqueness.
Get other people to advertise for you.
Get one of the dudes with ten million followers to play it on stream.
>>
>>192139491
>Hardly any reviews
How will anyone buy a game they don't know exists
Looks interesting, watching the trailer just makes me think I should stand still waiting for the dark though
>>
>>192139491
Third person shooter is objectively a bad genre.

You either need to actually mix things up (Max Payne/Vanquish) or make it open world.
>>
>>192140103
Oh I definitely am. I'm just ass at it because I'm expecting things to work slightly differently than they do. Also my controller is ass, especially with the deadzones. I should REALLY get around to making the wiiu pro controller work properly with my comp, but that's effort.
>>
>>192140146
This is a good post
>>
>>192099490
I want you. i can't code for shit or make music and my models are decent.
>>
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>>192140196
>>
>>192140146
>FEBRUARY 2018 - First Godot game released on Steam. Mixed reviews, assumed to be made in Unity.
that's my game
>>
>>192139920
youtubers
>>
>>192140146
>MARCH 2018 - Jonathan Blow writes JAI bindings for Godot.
Utter delusion.
>>
>>192139779
Apparently now they removed the login walled free content completely, probably so it doesn't compete with the paid tutorials.
>>
>>192140267
https://www.youtube.com/watch?v=ii9y97PlFwQ
>>
>>192135247
>>192135494
http://nekogames.jp/g.html?gid=PRM
>>
>>192112447
the head part might need a reshape
>>
>>192140146
>MARCH 2018 - Jonathan Blow rewrites Godot in JAI
Now we're talking
>>
>>192139491
looks pretentious as fuck and the gameplay shows basically nothing interesting, just some ugly pale girl walking forward contiuously
>>
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>>192140103
Well, I'm doing better than not finishing it at all.
>>
>>192139491
If a game requires a 4 minute long secondary trailer to explain its one-trick-pony gimmick, it's going to be a complete commercial failure.

Superhot: Enemies move when you move. Done, I understand the concept.

Echo: Enemies learn some things that you do when you reset the palace (???) but only if the lights are turned on otherwise you can do things in the dark that maybe they don't know how to do yet but also they always want to kill you, maybe, unless you don't teach them or something. Oh and also time resets. Sometimes. Maybe. After you do a thing. In THE PALACE.
>>
>>192140603
this is basically wave shooters in VR now desu.

"Oh how do we get a VR game done and brag about our company having a VIRTUAL REALITY game",

"Lets make a quick wave shooter in a month".
>>
>>192140818
That's a good point. It looks much better on paper than their trailer does.
>>
>Cuphead is 11 GB
How is this acceptable?
>>
>>192140549
Maybe you should see for yourself instead of haphazardly suggesting they "probably" don't compete?

That, or you continue being Freebie Freddy, and get all your learning for free on Youtube. I'm sure you're on the right track following those Darrin Lile videos; should be all you need for a game about ghouls.
>>
>>192141331
lots of high resolution sprites and audio
>>
>>192141331
It's a lot of high resolution artwork, which comprises the majority of the gigabytes in basically any gane
>>
>>192141331
That didnt stop it from raking in over a mil in cash you fucking idiot normies dont give a damn about file size limits you dick weed.
>>
>>192141091
Fair warning: The agdg easter egg is for those that enjoy speedrunning. You have to beat it under 3 minutes
>>
>>192141331
no one cares except people with the tism
>>
>>192141804
what if I crank up my system clock and just wait until your timer variable wraps around
>>
>>192141331
One: Normies don't care about size
Two: Disk space is cheap as shit. 10 cents per gig
Three: Highres assets

>>192141804
Oh I like speedrunning all right. Boss is a bit of a sponge though.
>>
>spending more fucking time blogging, tweeting and other dumb social media shit than actually making a game

this is getting really fucking tedious, why can't I just be the sleeper hit that makes a billion dollars
>>
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Discord posters should be banned from the thread, honestly.
>>
>>192141968
>why can't I just be the sleeper hit that makes a billion dollars
because you're wasting time blogging, tweeting and other dumb social media shit than actually making a game
>>
>>192141968
are you at least using tweetdeck and queueing tweets and blog posts? you can get it all done in a single block of time every day or every couple days even
>>
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>>192141445
>>
>>192142018
What a strange lad.
>>
>>192142018
so this... is the power... of /agdg/'s vehemently defended idols...
>>
>>192142186
They look the same just one has more headgear
>>
>>192122468
What do you mean when you say '' do what nuclear throne does''? I dont see anything 3d in his game.
>>
>>192142018
Is this the Pure Progress I heard so much about?
>>
How do I contact Vine?
>>
>>192141940
Doesn't work that way. It just keeps adding time and isn't tied to the system clock in anyway.
>>192141951
I've been doing some runs on the game for bug testing and it's gotten to the point where I agree he's a bit of a sponge. He'll be more fleshed out since he was made in under a week before demo day began.
>>
>>192142186
stop trying to make your abhorrent face model into an /agdg/ meme
>>
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Is Bokudev right?
>>
>>192142569
yeah and those messages made me fuckin barf jesus christ
>>
>>192142097
no I am not, reading about it now - thanks anon
>>
>>192142554
That face has been a meme since earlier this year you dumb newfag.
>>
>tfw can't get excited for my game, trying to get new ideas but make no progress
>>
>>192142569
>what can you do *shrug*
work on it and not a different project... woah
>>
>>192142687
no-one posted it for long months until you started memeing it in ops since a few weeks ago you faggot
kill yourself
>>
>>192142569
>driving me insane
I noticed (someone) was fiercely defending him here, saying working on Bokube non-stop was driving (him) insane.

In case people aren't aware, Bokudev samefags and defends himself in the third person.
>>
>>192142569
uh boku how about working on the game, that would make it release faster
>>
>>192142569
I learned so much about e-celeb growth from Boku, especially regarding what not to do.
>>
>>192142871
t. retard who just started posting on 4chan.
>>
>>192142018
who the fuck gets off on being bullied?

Or is that a GOOD thing for a gamedev? I mean the gaming community will more than likely bully bokudev harder than us maybe we just well prepared him.
>>
>>192143004
>f-fuck off n-newfag...! stop saying mean things to me
keep responding
>>
>>192142569
What the fuck is wrong with this guy? People literally gave him money to make his game and now he's whining about not wanting to make it anymore?
>>
>>192141445
Actuallly I had checked before making that post and they're "working to slowly release many of the archived videos on our YouTube channel". Though it's funny the way you are acting as if CG Cookie is superior to youtube when they are at the same time releasing their videos on youtube.
>>
>>192143095
>who the fuck gets off on being bullied?
Seems like a recurring thing, just look at gogem who keeps ridiculing himself.
>>
>>192143159
Stop giving it attention.
>>
>>192143095
Masochists, obviously
>>
>>192143159
>releasing their old blender 2.4 videos on youtube
>the same as shit blender artists releasing bad tutorials on youtube, and expecting to benefit from them
Try again, son.

For what it's worth, there are actually several great tutorials on youtube. Andrew Price is a good example of a safe bet to learn from. That being said, you have no real way of knowing who is good and who is bad, whereas with CG Cookie, everything is top tier and you have a learning flow to progress through.
>>
>>192143227
Stop telling me what to do
>>
>>192143345
you have to be a masochist to gamedev
>>
When did you realize ideas are the least importnt aspect of game making
>>
>>192143563
You also need to be talented and intelligent to be a good gamedev, a criteria you will sadly never meet.
>>
why most gamedevs end up as weak cucks that over-pander?
is there any specific reason to why it happens? why devs are so occupied over gender and menial things?
>>
>>192143159
>the way you are acting as if CG Cookie is superior
He's just larping as a shill, anon
agdg isn't worth real shill advertisement
Kinda sad desu, when you spend your time pretending to be a shill pretending to be an indiedev just to shitpost and fit in with the nodevs
>>
>>192143471
>you have no real way of knowing who is good and who is bad
What makes you think that?
>>
>>192143641
the question is why do you bully me when you know i get off on it?
do sadists even dev?
>>
>>192143829
Personality profile of creative types leans more towards stuff like that.
>>
>>192143829
They don't, just the normal ones aren't making 200 tweets a day
>>
>>192143568
When I first started gamedev. I started on my dream game right after making pong once.
That's when I realized making games is hard as fuck, and that ideas are easy to come up with, but execution is much much more difficult.

That was 2 years ago. I'm now still not good enough to make my dream game.
>>
>>192143829
loudest, not most
>>
>>192143829
>overpander
>gender and menial things
typical pink-haired indie devs (so the ones you hear about the most) don't actually like or play games, they're just looking for acceptation from like-minded people in their cliques
>>
>>192143878
>bully
If that's how you interpret the truth, so be it.
>>
>>192143829
I can't even think of a single game that makes a big deal about gender and menial things.
>>
>>192143878
stop using my name
>>
>>192143878
it's a symbiotic relationship, like between an s and m. you enjoy being being a retard and people enjoy ridiculing retards.
>>
>>192144118
bioware and blizzard are also affected by this. both professional companies with very harsh requirements.
stuff like gender obsession and political correctness should be a red alert for any employer that is looking for professional co-workers. also one of the main things about the industry in general is to never insert politics
>>
>>192143829
>why most gamedevs
>most
Okay I'll go easy on you, let's assume there's only 1000 indie games worth playing.
Name 501 indie games that are "occupied over gender and menial things"
>>
>>192144292
hey s, wyg?
>>
>>192142409
Is there any direction checking on shots?
>>
>>192144514
i'll show you when you show yours
>>
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>>192144437
>Name 501 indie games
fug
>>
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Working on a project with another programmer who who doesn't know even the basics of Git or version control.
>>
>>192144393
>about the industry
That's just common etiquette for everything
Somehow people don't get it
>>
>>192144714
I went to a developer's conference where he was speaking, it was a wild ride.
>>
>>192144780
Then tell him to learn git? It's not like it's that hard.
>>
>>192144714
>Stanley Parable writer is also based

nice
>>
>>192144714
is agdg kickstarter but without money?
>>
>>192141331
It's not, but look at all those apologists.
Absolutely disgusting, but completely fitting. From the gamesize to the journo drama to the overlooking of higher quality lesser-known indie releases.
These are disaster times, just sit back and enjoy the show.
>>
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Started working on level generation. Nothing fancy, just hand made rooms that are randomly connected together.
>>
>>192144437
games that have weird sexual themes often get absurd amount of financial backing, another good example is how blizzard started to tag some of their characters by gender, bioware is particularly known for this in dragon age,mass effect and other games that insert homosexual representation in their game.
anime games also tend to focus on roleplaying as a little girl, or experiencing the world from the lense of a little girl.
i mean yeah its not alarming or big. but its just a little weird considering we didn't have any of this 10 years ago
>>
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where's the agdg gitlab group
>>
>>192145267
To be honest the only person whose obsessed over gender seems to be you.
>>
>>192145329
Make it faggit
>>
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>>192145267
>anime games also tend to focus on roleplaying as a little girl, or experiencing the world from the lense of a little girl
>>
>>192142569
>shit happens that pushes shit back
>equating "i wanted to work on another side project haha" to "shit happens"
fucking idiot.
>>
>>192144714
>mewling
I like mewling
Gives off the feeling of a sissy sub

>>192144437
>let's assume there's only 1000 indie games worth playing
You know what they say about making assumptions
>>
>>192145389
well you have to be obsessed about it in order to actually implement it in a game, otherwise why would you
>>
>>192145527
God I wish.
>>
>>192144608
What do you mean by direction checking?
She fires in the direction she is looking.
>>
>>192145827
Does it matter if you're properly facing an enemy when you fire, if you're inside it facing away from the center?
>>
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show me your main.cpp right now
>>
>>192144995
It's not hard but git is not compatible with the common sense most people and however it may seems strange most programmers tend to be using.
It's like using apple products - you need to have left screws inside your head to understand it even remotely since it is counter-intuitive for common people.
>>
>>192144780
and instead of talking it over and offer to teach him you're bitching on a Chinese dog butchery imageboard
>>
>>192105528
How can I find out when this game is ready? I've had my eye on your development for months and love it.
>>
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>>192145931
>>
>>192145930
If you're inside the enemy and the floating book is inside as well, it will hit regardless.
>>
>>192145709
>tfw want to add a simple character creator
>tfw I'm literally obsessed with gender now
>>
post music that will be in your game
>>
>>192145159
Underrated post
>>
>>192145593
stop screwing your backers
>>
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>>192099079
Thoughts on my games into title screen?
I won't be using this name, because another company released a game with the same title.
What are the odds of another company picking this dumb name..
>>
>>192146215
your reply is somewhat bait-ish. try to be more comprehensive next time
>>
>>192146608
Somewhat hard to read but looks nice.
>>
Has sourcefag ruined agdg?
>>
>>192146608
>I won't be using this name, because another company released a game with the same title.
Lucky you, that's a fucking stupid name.
>>
>>192146608
something about the twinkling seems off. too opaque? too round? just my initial impression
>>
>>192142270
this

both are unrealistic as fuck so you can't really say that the first one looks like shit if you're going to shill the second one
>>
>>192144284
get a tripcode
>>
>>192146803
Nah, it takes more than one anon to ruin something.
>>
>>192146608
>Swoopy SpaGe
>>
>>192146803
sourcefag dosent browse here
he moved to /3/ and now he terrorize us
>>
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>>192146774
>>192147302
True. I'll make the updated title screen more legible.

>>192146839
Glad you noticed. Its a perfect descriptor of my games core mechanics though.

>>192146856
I feel the same way. Gonna make those twinkles more sparkly - like in BotW


Thanks friendos
>>
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>>192146256
https://clyp.it/mbwd3uyw
Some rough tracks I explored before I started on the project.
>>
>>192147814
Looks more like her body is contorting in inhuman ways and her arms are growing than dancing.
>>
>>192148039
this animation won't be in the actual game so this is irrelevant to me, unfortunately.
>>
Why can't anyone here 3D animate well?
>>
>>192148716
Animating 3D by hand results in absolute garbage. You need to use mocap and then minor tweaks to add a little personality.
>>
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>>192148716
You were saying?
>>
>>192148867
is overwatch absolute garbage?
>>
>>192144714
He's right you know.
>>
>>192148867
those overwatch fan animations look pretty good tho, i wonder what software they use

https://www.youtube.com/watch?v=RagQaURcjfM

is this video just a reskin of an existing animation?
>>
>>192148867
Wrong, dumbass.

You only need to keep the key animation principles in mind to achieve far better results than 99% of the crap posted in these threads.

People who think animating a walk cycle is as simple as shifting legs and knees back and forth will always have trash animation.
>>
>>192149078
I have no doubt this is sfm
>>
>>192148716
It takes a number of different skills to actually do it. Creating the model, rigging it, texturing it, then actually animating it.
>>
>>192148716
Most 3d games here aren't far along enough into development to worry about animation.
>>
>>192148943
fucking duh
>>
>>192134501
>The problem with dithering is that it creates errors. When you replace the whole screen size at each new frame, it's not a problem.
>But when you have an optimized gif with just a small part of the screen size changed at each frame (you replace only the changed part of the screen), errors are accumulating, and soon the path followed by cubes is trailed by chromatic aberrations and such.
That makes sense, but now that you mention it I can see those errors in your gif, so maybe it's not the dithering itself.
>>
>>192149078
>look pretty good
>waist stays completely still while her legs extend and her feet plant

the awfulness of the animation is hidden behind rapid jump cut editing, it looks like complete fucking garbage
>>
>>192148716
Because this is an amateur thread?
>>
>>192149442
it's not funny when you make it this obvious
>>
>>192129497
It's femdom. I love it.
>>
>>192139491
Unappealing, bland art style
Idea guy concept that doesn't clearly suggest "fun"
The parts of gameplay you can see on the surface are generic
>>
>>192149258
>texturing related to anime
Jesus christ, you actually believe this?

Good animators only need an understanding of how rigging works. In triple A games, they have a team of animators who don't do any modelling or rigging; they just specialize in animation.
>>
>>192149787
Anime models are 90% textures
>>
>>192149653
I'm sorry you're distracted by ugly koreans but watch how her hips are completely locked in place at 0:07.
>>
>>192149282
Even then, every single webm I've seen posted here has awful, stilty animation. Animation is extremely important to a game's presentation, so you'd think at least one person would put in a bit more effort.

>>192149493
Clearly.

Even then, you can be an amateur and still be decent at animating.
>>
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Redid the palate after some responses from last night. It's definitely more atmospheic and helps enemies stand out. I'm not sure wither or not to fade the gamplay important trees or not since you can ram strait into them.
>>
>>192149978
where is you're game?
>>
>>192149897
So what? Textures have nothing to do with the animation workflow unless you're working with decals, which take no effort at all, and isn't really 3D animation.
>>
>>192143149
Try making a game and you'll see.
>>
>>192150135
Stop moving the goal posts. Texturing is 100% related to anime.
>>
>>192150076
I really like the background in this level
>>
>>192149978
>Even then, you can be an amateur and still be decent at animating.
Assume they can't animate well for the same reason you can't,
>>
>>192149787

And do any of the 1man indie developers in this thread have that?

No, fuck you fucking moron. They have to do everything. Once they make the model, rig it, texture it, then they move on to animation and have to make sure all the assets they made for it don't get all fucky from the animation.

Why would you ever compare a funded company of PROFESSIONAL game developers with the AMATEUR game developer thread?

Literally fuck off.
>>
>>192150143
not a good excuse
you don't have the choice to sometimes not do your job, that's what having a job is
I don't see how sideprojects could avoid burnout but then again I studiously avoid having more than one sideproject at a time
>>
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Old palate, for comparison >>192150076

>>192150397
Thanks anon!
>>
>>192150397
this
but it also feels that either you're in some super giant world or you yourself are really tiny
>>
>>192150437
I can animate about 10 times better than every single webm I've seen posted here, and that really isn't saying much.

>>192150459
>And do any of the 1man indie developers in this thread have that?
I never said you need all that that, did you even read the post I replied to? You just need to understand the core principles of animation

>No, fuck you fucking moron
Ok, so clearly you're a buttangry idiot who can't handle people correctly highlighting how shit his animation is. I'm sure you'll improve with that mindset.
>>
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>>192136146
>Meaning you can tell it to work for 1ms every frame and it will work for 1ms (and no more than that) every frame.
That's actually pretty neat. I'm glad I picked Love/lua.

Does anyone know why Godot or Love2d don't seem to have any notable games compared to something like Gamemaker or Monogame?
>>
>>192149932
oh. i didn't actually watch the video.
i thought it was from blizzard. yeah that video is shit.

to answer the original question though, animation is hard. Hand keying animation is possible and can produce very appealing results, but you have to be really good.
>>
>>192145230
Love you cowthing
>>
>>192150651
My probably not-native-english speaker, you mean palette, not palate. Palate refers to your sense of eating.
>>
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Hey guys, just wondering if any of you could help me with my current UE4 issue:
I have been trying to make a character select screen, it works in the editor, but not after packaging. In the editor it chooses the character then goes on the the stage and it works fine(image1), but after packaging, the game always choses the same character
i have also tried setting it up so that in the level blueprint it tries to check again to see what character is selected but it also only works in the editor(image2)
Video LInk of it working in editor : https://i.gyazo.com/86c8b7fd10a65bd412eed260b135c037.mp4
Video of it not working after packaging : https://i.gyazo.com/7356c9c6e23656f19bf18ef138b3d753.mp4
>>
>>192150848
Even if you can animate 10 times better than any webm here you still can't animate well. I bet others have similar issues.
>>
>>192150970
>Even if you can animate 10 times better than any webm here you still can't animate well
That's exactly why I said it really isn't saying much. Do you have trouble reading?
>>
>>192150952
Doesn't that first bit on BeginPlay do literally nothing?

You set the value of the variable to the value it already is.
>>
What programs are good to create music for free?
>>
>>192151254
An illegal copy of FL Studio.
>>
>>192151119
It seems you are having trouble comprehending what I am saying To understand why others can't do it well maybe first try to understand why you can't do it well. Why is it?
>>
>>192148716
try not to be too jealous

>>192150894
t-thanks you too
>>
>>192150860
GameMaker and Unity are comparable with each other because they're both engines that give the user a lot of features with the cost of less flexibility. Or rather, not less flexibility, but just having code your game "around" the engine sometimes, which for some people is really annoying. Both GameMaker and Unity though have proven successful in finishing games because the value they offer is higher than the drawbacks.

LÖVE and Monogame are comparable to each other (and not to GameMaker and Unity) because they're both frameworks that provide the minimum and you have to do everything yourself. The reason Monogame has more games out than LÖVE is because people have been using XNA since ~2004 when it was announced and it had the backing of Microsoft, which means that are a lot of people with 10+ years experience in that general area. LÖVE has been around for a way lower amount of time and never had any backing from any big company.

If you're trying to figure out which one you should use you should ask yourself first if you have problems or not with coding "around" an engine. Meaning that sometimes you'll have to fiddle with the engine to get it to do what you want to do. If you have no problems with this then using GameMaker or Unity is your best bet.

If you do have a problem with this though then your options are something like LÖVE or Monogame. Which one you end up using depends on the kinds of things you prefer. If you like Lua and the philosophy behind Lua then LÖVE is probably better. If you need to port to consoles and/or don't like dynamic typing then Monogame is a better choice. As someone who has used LÖVE for a long long time I'd advise you against it if your goal is MAKING GAME. If all you wanna do is learn more about game development then using LÖVE is fine (although how fast you'll learn depends entirely on you), but if you're new and you wanna make a game then I'd advise going for GM or Unity.
>>
>>192150848
post a webm
>>
>>192151254
LMMS
>>
>>192150860
Love2D is more popular for prototyping and jamming, I believe there are many Love2D games on itch
Godot didn't get a lot of traction I guess mostly because learning resources are so sparse and the documentation sucks. I think most Godot devs are free software nuts (like me)
>>
>>192151254
The free version of FL Studio where you can't load saved projects (just finish and render your tracks in one sitting).
>>
>>192150651
>"oh this level looks quite manageable"
>randomly die to invisible something
>>
>>192150860
Godot is relatively new, and only started to get really good last year. That's not enough time for a big hit game to release. But Godot is growing pretty fast, from when I first looked at it two years ago til now it has gained a lot of traction.
>>
https://forums.somethingawful.com/showthread.php?threadid=3834857

Name and shame. :)
>>
>>192151220
yep, it does absolutely nothing
i may have been working on this for too long
every time i try to fix it, it just gets worse
>>
Godot 3 HYPE

https://www.youtube.com/watch?v=XptlVErsL-o
>>
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>>192150932
I'm a retard, thanks anon.
unfortunately EOP, and not even very good at the one language

>>192151962
One of the little homing dudes was at a dead angle and going to fast for the homing shots to catch up to.

And don't worry, the boss makes up for the level being a bit easy.
>>
>>192152735
>10th August
>>
can non virtual functions call virtual functions from the same object?
>>
>>192152841
of course
>>
>>192152181
>SA is still doing old text and image format lets plays
>SA still exists
2creepy4me
>>
>>192152735

Is godot easier than UE4 for a newcomer?
>>
>>192125070
Christ, I didn't expect you to fall for that huge scam chaika.
>>
>>192152895
go away idiot
>>
>>192136146
you still have to ensure you're not allocating more in each frame than can be collected in 1ms
>>
>>192137703
they do in some languages, I figured that guy was ESL
>>
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Working on a neato cave area. There's these orbs here that, when shot reveal things in the background that the player can use like floating platforms. The background will turn purple and then flash back when time runs out.
>>
>>192153162
They do it in the language lua comes from
>>
whats worse
mixels
rixels
trixels
>>
>>192153318
Not having a game
>>
>>192153318
Rixels are a direct consequence of mixels. You can't have rixels without mixels.
>>
>>192153486
that's true
>>
>>192152752
this is really hard on the eyes
>>
>>192152909
No?
It depends on what type of game you want to make. If 2D, then Godot, if 3D, then probably UE4 because of the nodes, but that only makes the programming part easier. Godot still has better UI.
>>
>>192153318
trixels don't exist, and rixels are only bad because of mixels
>>
>>192152895
are you even the real gogem
>>
>>192153014
That was just an example. Depending on if your game has a fixed amount of time in each level you can also tell the GC to stop collecting and only collect on level transitions, for instance. The point is that you can control if a great deal more than in most managed languages.
>>
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Why aren't you making a dating sim, agdg?
>>
>>192154379
I estimate there's around 3 gogems right now.
>>
How is the unity tilemap editor?
>>
>>192154841
I'm bad at art, especially girls. I'm bad at writing, both dialog and story.
>>
>>192154880
>First Unity steals Godot's animation player timeline tool
>Then Unity steals Godot's tilemap editor
What's next? Is Unity going to go open source too?
>>
What the fuck does pic related even mean?
>>
>>192155154
Godot is anti-ass
>>
How bad do you think a sports game would be if someone who never played or watched sports made it. I imagine Football would be hilarious.
>>
>>192155118
This is why competition is good.
>>
>>192155561
It could be a great game, just might trigger fans of the actual sport.
>>
>>192155154
It means what it says right there, Godot doesn't have a fixed "Scene with stuff in it" structure, it's nodes aka scenes all the way down.
>>
>>192155561
It would either be a shitty game or a fun sports game whereas if the person making it made it as close to the sport as possible it just be a shitty game
>>
>>192154841
Honestly I don't know.'
>>
>>192155561
Don't try to go for realism. Go for something sillier. Like with Rocket League, soccer + cars. You don't need to know much about sports to make something like that.
>>
>>192155863
Also great thing about Rocket League is you don't need to know how to play Rocket League to play Rocket League. You just shove the ball into the other team's goal, that's it.
>>
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>>192155561
A football game which never makes it clear whether it's trying to be football or football
>>
>>192155992
combine aspects of both and name it feetball
>>
>>192154841
I think I figured it out. It's a type of game that wouldn't be much fun for a dev to play after its finished.
>>
>>192155561
you're describing the premise of the vast majority of indie sports games
>>
>>192156172
>playing your own games after its finished
???
>>
>>192156403
Why would I make a game for no one to play?
>>
>>192155154
It means that Godot doesn't distinguish between Scenes, Prefabs and GameObjects, it has Nodes that serve all the roles
That's not a great pic desu, it could be explained much better
>>
>>192156172
procedurally generated dating sim
>>
>>192145931
>>
>>192153242
i thought you died
>>
>>192153242
holy shit y oure alive
>>
>>192156846
UMA
>>
>>192156846
Anon is that Windows 7 with a Windows 10 theme or am I tripping balls here
>>
>>192142569
you know I've had this thought before, but now it's bothering me... what are you supposed to learn from making a game? all I think I learned is how to deal with Lua (which I could've learned elsewhere), some principles of collision detection (which I could've avoided), to separate functions and modules early and often, to use stand-in variables to make things look neater, and to always check my typing (and I still don't double check my typing unless I have to)
>>
>>192157637
>what are you supposed to learn from making a game?
How to make games better? I'm not sure I understand what you're looking for.
>>
>>192142569
This is why you don't put your first fucking game on Kickstarter, you might get stuck with it.
>>
>>192150860
they're not as well-known or well-respected
>>
>>192155225
>an engine that prefers tits
maybe Godot is better than I thought
>>
>>192156751
Procedural generation conflicts with my idea of how a dating sim should be. There's no helping it.
>>
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>>192155992
>>
>>192157502
you're tripping balls, it's Windows 10
I was going to add a Windows 7 theme (or even Windows 98) but by the time I downloaded the stuff to do it I wasn't enraged at the interface anymore, just uncomfortable and confused
>>
>>192157164
>>192157230
ya im alive dudes.
Attempting to make more posts.
>>
>>192157732
my point is I don't feel like I've learned to make games better in any significant ways, I don't know what parts of game-making people have improved at like this
>>
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hey you can buy shit now
>>
>>192158667
Hmm well I imagine it depends on you a lot, and your natural abilities. Like if you were OK at programming but completely clueless about game design then maybe you'd learn more about programming and not make much more progress with game design.

Or maybe you just need to challenge yourself more.
>>
Added a third attack, the laser sweep. Also the frequency of the attacks now increase as his health goes down. The second part of the vid shows him at 10% health and it's quite crazy, almost impossible. I might leave it for some kind of insane difficulty mod though.
>>
>>192108695
To be honest with you senpai, I think the teleporting mechanic is a mistake. It takes streaming, which is a somewhat deep mechanic, and reduces it into a simplistic timing challenge. Also make the boss orbit a point or something, looks boring when it's static.
>>
I'm having a problem with my platformer where if the player is moving too fast they will ignore tiles that are downwards slopes, I need some way of making sure they stay snapped to the ground instead of flying forwards.
>>
>>192159729
Check this out https://games.greggman.com/game/programming_m_c__kids/
I'd recomend it for everyoe. It's intersting.
>>
>>192158878
I'm not sure I've seen this game before, what is it
>>
>>192159964
Oh hey I remember seeing this a while ago, problem is a lot of these guides are based on pixel art games. Mine is 2.5D so I can't really use accurate per pixel collision.

I figure a lot of old games especially game boy ones would just do a per pixel check.
>>
>>192159729
>>192160320
There's a lot of stuff on google about slope collisions. Common problems.
>>
>>192160320
The same principle works without pixel collision. In fact, it's more precise.
>>
>>192160307
a detective VN with side-scroller elements
>>
>>192160915
It looks really good anon
>>
>>192155561

>not just making up a fictional sport and making a tongue-in-cheek game about that
>>
>>192159686
I understand your concern but I'm not trying to clone any other game in particular nor do I need to obey their standars. They have their rules, this game will have its own.
>reduces it into a simplistic timing challenge
I don't see how it being more reflex based is a problem at all.
>Also make the boss orbit a point or something, looks boring when it's static.
Don't worry, he'll move around in his second phase. This is still a rough draft of how I want him to behave in the end, for example I plan to randomize the attack rotation a bit. Thanks for the comment anon.
>>
My livingmates have people over every goddamn night
How the fuck am I supposed to cook my gamedev fuel when they're in the kitchen doing their normie shit until 2 am
>>
>>192162714
Go do normie shit with them
>>
>>192161738
The problem isn't that it's based on reflexes, the problem is that it's less dynamic than simple movement + patterns balanced for that movement. For instance, if you're streaming bullets in other shmups, there's a decent amount of things that go into it. Controlling your proximity to enemies when dodging, paying attention to how much space you have to work with, creating gaps via fast movement for cutbacks (which in itself can create a variety of scenarios depending on your proximity, enemy shot ratio, speed and fluidity of movement and other factors) and others. In your game streaming is a simple tap in a direction then dash into the opposite one affair. I don't see what you are replacing that extra depth you've lost with.
>>
>>192162714
you'll work a lot better after you've cummed inside a pussy, especially raw, since your mind will be relieved of sexual thoughts

>dat first thrust
>>
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>more or less learn to make game
>have no idea what game to make
>>
>>192162714
live off coffee and bagels fore hypercarb energy
>>
>>192163451
I know the feel.
>before learning gamedev
>a million game ideas daily
>after learning gamedev
>can't even think of a mobile-tier game idea to make
>>
>>192155561
Sportsball is a meme that already exists among people who don't watch sports and are obnoxious about it. That's pretty much the core gamer market. Silly physics games are also a market you can tap into if you want (see TABS, QWOP, Gang Beasts), just mix that with your sport.

There's already a Wii U game called Sportsball, but IDK if they hold the trademark. You can come up with an equally silly but resonant name.

https://www.buzzfeed.com/danieldalton/hashtag-sportsball
>>
I truly feel like using Godot instead of just using some graphics libraries and write stuff myself is a waste of time for me, as I simply can't get my head around any of the basic concepts Godot has. I have no "workflow" at all here it drives me crazy
>>
>>192162714
Isn't midnight - 2AM prime devving time anyway? Put on headphones and some music.
>>192163758
>>192163451
Part of the advice for new devs should be to write down their million dollar ideas before they learn technical skills. Better yet, we could have an ideas exchange, where fresh developers give us their spare brilliant ideas in exchange for help
>>
>>192151375
I like it
>>
>>192151403
>GameMaker and Unity are comparable with each other because they're both engines that give the user a lot of features with the cost of less flexibility. Or rather, not less flexibility, but just having code your game "around" the engine sometimes, which for some people is really annoying. Both GameMaker and Unity though have proven successful in finishing games because the value they offer is higher than the drawbacks.
Best way I've heard it put
>>
>>192163005
>In your game streaming is a simple tap in a direction then dash into the opposite one affair
You made this sound more trivial than it is, you still need to account for that second stream and dash past it at the right moment while taking your dash length into consideration.
>I don't see what you are replacing that extra depth you've lost with.
Well here you will have to pay attention to your timing as well, dashing too late or early will result in being hit as I said in the example above. You'll have to gauge your timing in quick succession and tap into the rithm of the attacks to avoid them cleanly. The evade move is not so generous as it may appear and it has a small cooldown as well so it can't be spammed either. I intend to balance both the player moves and enemy attacks to account for all of this.
>>
>>192163892
If you're so impatient that you can't learn such a simple engine then you aren't ready for enginedev.
>>
Xcom + Roguelike
Any fun ideas for this?
>>
>>192165440
there are already 2 different xcom roguelikes
>>
Ladies and gentlemen we are floating in space
>>
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Be brutally honest.

I can take it.
>>
Where can I find/hire an artist?
>>
>>192165806
waist/torso is too thin, but it looks pretty good
>>
>>192165806
my first thought? I can't wait to hear smart people talk about mesh optimizations and shit I don't understand.
My shit observation is that third pic displays a severe lower back problem. I get it, show off the booty, but that's too much.

Also, show the booty.
>>
Anyone else here learning Blender in anticipation for Godot 3.0?
>>
>>192165440
Yes.

But please be specific in the way that you are combining the terms "xcom" and "roguelike": Where does the randomization happen, is there leveling between missions, how many missions in a run, how long is a run, etc. The creator of invisible inc has some interesting comments on this in this interview: http://keithburgun.net/interview-with-james-lantz-designer-of-invisible-inc/ (at 18:30).
>>
>>192166180
I am also waiting...
for Godot 3.0
>>
>>192166180
I'm learning Godot 2.1 in anticipation for Godot 3.0
>>
>>192165806
Finish the damn hair, undercuts are for degenerates
>>
>>192166180
I'm using Blender and Godot 3 right now
>>
>>192165806
Show the topology and the reference.
>>
Fucking hell demoday again in 3 weeks?
>>
>>192165806
ayyy lmao
>>
>>192165952
I've just finished up with a client and have some free time. What engine?
>>
>>192165806
Is this a female thin man for the xcom roguelike?
>>
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>>192166024
It's one of my first attempts at sculpting for real, I know it's not really realistic proportions wise, but I do like that cartoony style.

Needs a lot of work I feel, with hands/face and more bodysculpting.
>>
>>192166669
post your art
>>
>>192165806
the arms
FIX THE ARMS
THEY LOOK LIKE NOODLES
(something about anatomy) <- referencing the face
>>
>>192167015
I'm not comfortable with where this is going sorry, but good luck to you.
>>
>>192166997
porn game?
>>
>>192166997
>not a big ol ass in my face
Work on this
>>
>>192166256
I'm not fully sure what I'd want to do. But I think having a short campaign where a small team can go through a randomly generated level would be fun.
I'll give that interview a listen, thanks.
>>
Reminder that if you make a successful eroge then you are successful at getting men off
>>
>>192166997
You're on the right track and already way ahead of most Blender uses here just by trying sculpting.

Try to be more daring and creative with your sculpting. The more things you try, the better you get, and don't be scared of screwing up or be too careful.
>>
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>>192165806
>Be brutally honest.
>AYY LMAO

The clothes need texture. They're too smooth and look like rubber, unless they're supposed to be, then hey more power to you.
The proportions are similar to the characters in brianna wu's shitty mass effect game.
Her mouth is way too low on her face, while the area between the mouth and nose juts out too far and doesn't curve inward to form the upper lip like most humans do.
The muscles in human necks don't do that. They aren't supposed to look like that at least. Do me a favor and feel your neck right now anon.
She has no collarbones.
Her ears look like you just extruded them out and left them there.
The hands are a bunch of noodly cylinders without shape in the profile view.
In the profile view, the arms are lacking shape and look like a tube, where in the frontal view they look like noodles.
The jacket probably shouldn't fit her form as tightly as it does, but that's more a stylistic choice than actually being an error.

Studying anatomy would help you lots.
>>
>>192166997
>>192167675
Also if you're going to sculpt, turn on dyntopo for some real detail.
Multi-res should only be used by advanced sculptors.
>>
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>>192166449
Didn't really use just one reference, mostly frankesteined it together with a bunch of different ones.
>>
>>192167715
This is what I needed thanks.
>>
>>192117107
Are you the google drive guy?
If not maybe we should make a new one to keep it updated maybe a booru so more people can help uploading the fanart.
>>
>>192167890
Those poles at the elbow joints are big red flags.
The hands have too much geometry. You want them to be more consistent with the wrist.
>>
>>192167798
I'm still fairly new to this, and I just followed some dude in a guide. Will look up dynamic topology.
>>
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Forest level work in progress from Bokube, with platforms connecting cube trees. Need to think of a flying enemy for this place that isn't a bird or bee.
>>
>>192168130
The hands are pretty shitty I agree.
The elbow joints I did because I thought it would maybe look better and less deformed when rigging.
>>
>>192168324
moth
>>
>>192168324
an ayy lmao
>>
>>192168324
>still posting Bokube progress and spamming a shitty VR side project

Please get a new fucking hobby Bokudev and stop wasting your time all day.
>>
Reminder that females play eroge too
>>
>>192168371
Quick topology tips:

A pole is a single vertex with 3, 5 or more edges connected to them. You have to be very careful with where you have them for optimal geometry, and you never want to have two close to each other.

Instead of focusing on topology right away, you should sculpt your character first, then focus on retopology. It's both a faster, more efficient workflow, and will always get you better results.
>>
>>192167470
That's the plan
>>
What Udemy courses have you bought?
>>
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tfw when actual good devs who make neat stuff follow you on twitter. I'm almost a somebody.
>>
>>192158878
nice clerks clone
>>
>>192168324

where did you learn how to make art?
>>
using UE4,

should i use a Raycast or BoxComponent with overlap for melee weapons?
>>
>>192169110
Hahahahahaha
>>
>>192170078
use your mother
>>
>>192170078
box for fast paced and consistent gameplay
a million raycasts for muh realism 1 to 1 tracking of weapon animation
>>
>>192169901
no problem buddy
>>
>>192168683
are you looking for an artist
>>
New thread:

>>192170181
>>192170181
>>192170181
>>
>>192165806
I automatically recoil from that hairstyle and make assumptions about the game and question if the dev has a feminist agenda

That said, I need to see her from the back to properly judge
>>
>>192170297
What kind of artist?
>>
>>192170320
Good thing you made a shit thread really fast so I couldn't make a clean thread.
>>
>>192170484
I'm very flexible. Tell me about your game, how far are you, what engine, etc
>>
>>192168324
Stop messing with this dead game and get back to VR
>>
>>192170746
I'm having a hard time picturing what use my game could have for a contortionist.
>>
>>192143993
you should have just dreamed of pong and died a happy man
>>
>>192148878
why does it have a third leg sticking out of its head
>>
>>192165806
Arms look like bent tubes. Fingers don't look like fingers. Everything is too smooth and not based on actual anatomy. You should legitimately study actual anatomy.

It's not the worst I've seen though.
>>
>>192158878
non-dev scrolling for gems here, I'll buy this
>>
>>192152895
that board will be exactly the same when all those horrible faggots are in their 70s
>>
>>192155779
so instead of a giant scene with prefabs, it has a giant node with nodes

OMG SO DIFFERENT
SO REVOLUTIONARY
>>
>>192170078
rays are more efficient than overlap events

I would use an anim notifies to do a shape trace for every relevant animation frame
>>
>>192170921
You're fucking me. Are you fucking me? Be serious for one second right now. Tell me you're game, immediate.
>>
>>192169938
At a place called agdg you just post your shit art and get bullied but if you dont cry too hard you can read through the shitposting and improve your art.
>>
>>192116318
Less autistic solution is to not use gifs.
>>
>>192150952
Player Image selected == 1 to Branch
What does that do if you're selecting a character on a previous branch with a bool?
>>
>>192142186
>neither is cute anime girl
Worthless
>>
>>192166997
dam look at those pancakes.
>>
>>192154841
I'd love to make one but can't until I meet a writer that I can get along with.
>>
Great AGDG shining down from a place on high
Please give me strength to post my progress
Please give me strength to provide feedback to others
Just like make game
Just like make game
Just like make game
>>
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glug glug, clink clink
>>
>>192126941
>https://en.wikipedia.org/wiki/Peter_Molydeux
>The player pretends to be blind and must walk into objects to avoid suspicion
This might actually work.
>>
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Now eternally
And walk
Once more as one!
https://www.youtube.com/watch?v=c6Mx2mxpaCY




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