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Developers developers developers developers edition

> Current Demo Day 18
itch.io/jam/agdg-demo-day-18

> 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: >>201540491
Previous Demo Days: pastebin.com/74btH1aJ
Previous Jams: pastebin.com/mU021G8w

> 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 creating games with [your favorite engine here]
>>
Daily reminder that [your favorite engine] is bad because of [flaw].
>>
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>>
Who else is working hard on their game in the hopes they can one day move away from their shithole country?
>>
>I forgot the berry
>I forgot the repel

This run is literally about menus, that's it, one fucking job. HOW?
>>
>>201630013
That's okay though. Whats important is that we make game.
>>
I miss when pokemon had sprites and good music
>>
>>201630092
You seem to have a misunderstanding. Those people aren't game devs.
>>
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>devving with silky smooth legs
>>
I remember there was an actual girl which appeared in a GDQ in the past just when it was wrapping up (I think it was the FF6 100% run) and was smoking hot.

Anyone got pics or remember her?
>>
>>201630161
>>201630076
fuck off, retards
>>
Demo Day games being streamed
https://www.twitch
.tv/prettysober
>>
>>201630498
What game did she make?
>>
>>201630618
Shit, wrong /agdq/, my bad.
>>
>>201630612
Same goes for the game
>>
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Hallo, anon-kun! How's your progress going today?
>>
I can't believe how fast the threads on /v/ are going
you can't even keep up

fuck this I'm gonna try finding Arabian Nights VOD and go to sleep after
>>
>>201630329
>>
GET OUT OF MY THREAD YOU NORMIE SPEEDRUNNER FUCKS.
>>
>>201631071
I may finally have a visual concept for one of my enemies.
It looks like a butterfly though
>>
>>201631174
>speedrunners
>normies
>>
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>>201631174
>game dev
>not normie
>>
Why are there no good non-programming game development books?
>>
>>201631726
Because you need to know how to program to make a (good) game.
>>
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Can I get some mean feedback on demo:

https://rokasv.itch.io/seek-etyliv
>>
>>201631721
>>201631174

this nigga called you REDDIT, SON
BTFOOOOO
>>
>>201631726
Idea guys are too stupid to read. They mostly smoke pot and tell everyone how great their game is going to be.
>>
>>201631726
http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/
>>
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>>201631612
>>201631721
I don't see a gameDev stream with a consistent 100k viewers averaging $1m idiot bucks per stream every year.
>>
>>201631721
>not having ublock, adblock plus and noscript

can't even imagine how infected your computer is
>>
Is there any resources on procedurally generating a house? I don't even mean various shapes, just dividing a square into rooms.
>>
>>201631881
After the stream lad
>>
>>201632134
>using redundant shit
>using deprecated shit
>>
I have this issue with Unity where if a SpriteRender switches what it's displaying to an image from a different texture atlas for the first time, the game will stutter briefly. From the googling I did this is because Unity only loads data as it needs it or something. The profiler says this too (something about loading textures which has a large overhead)

The solution I found on the forums was to create some kind of loading screen and display everything you need behind it for a second so it gets uploaded to the GPU, but this causes a massive overhead (my game went from using up like 200mb of ram to 1.5gigs) in a build. Does anyone know how I can handle this?
>>
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Added some standard RPG attributes. Some are not in use yet but will be eventually.
>>
>>201632879
>vitality AND endurance
>>
>>201632661
preload what you need, stream whatever you need on demand
>>
>>201632879
Will some not be in use ?
>>
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>>201632879
>>
>>201633170
>this dungeon is lame
>the lights are too bright they hurt my eyes
>I bet no one here has more than 10 strenght
>where are the walls gone ?
>my feet hurt
>>
>>201632953
I don't even know what vitality means to be honest but it will provide max health as in many other games. Endurance will provide stamina which is used by for example attacking and blocking. The stats on the right are based on the primary attributes on the left, and can also be increased directly.
>>201633063
They will be but not yet. I haven't created magic yet, for example.
>>
>>201633378
>I don't even know what vitality means to be honest
the absolute fucking state of jrpg fans
>>
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>>201633170
>>
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>>201633378
>I don't even know what vitality means to be honest
>>
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Should I include a metal slime-like creature in my Dragon Quest clone?
>>
>>201632143
Sounds like a fun problem to work on. Why don't you figure it out yourself?
>>
>>201633761
>Why don't you figure it out yourself?
is there something on the unity asset store for that?
>>
>>201630537
mute your keyboard, buddy
>>
>>201633673
do whatever the hell you want. with questions like that, its not like you're actually making a game
>>
>>201633673
Yes. Also include RNG manipulation so you can do crazy shit like this.
https://www.youtube.com/watch?v=bBZiWou8PD8
>>
>>201633843
there are some things like that, but i don't think they'd suit me and i don't want to spend money on something that won't get me anywhere
>>201633761
that's what i'm trying to do right now, but it's always better to see some outside perspective
>>
>>201633843
daily reminder that you will NEVER finish your game if you don't rely on shit other people have already made for you
>>
>>201634012
Considering most of you are making pixel platformers I'm going to have to disagree with you there
>>
>>201633894
>with questions like that, its not like you're actually making a game
?
>>
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>>201633378
>I don't even know what vitality means to be honest
>>
>>201633894
And where would YOUR game be, sir?
>>
>>201633170
>>201633340
>>201633590
Glad you like him.
>>201633550
Any RPG*
>>
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Working on one of the first big levels (cemetery)

New music https://www.youtube.com/watch?v=75eKlmtWxqU

Here's a bit of footage as well from another early-game stage. Not finished yet though. There's going to be more mission based gems rather than all of them lying around. https://www.youtube.com/watch?v=YnBzMGB8QF0
>>
>>201633939
>meh, another "knowledgeable" speedr...
>dude starts and stops at predetermined times to avoid encounters
>magically gets encounters with enemies he wants to kill
>gets a critical hit by somehow manipulating the rng with pressing buttons
>deathports to the castle to reset the rng, walks out and tells EXACTLY how the npcs will move, even thought it's "random"
is this dude a fucking magician?
>>
>>201634857
Movement and sfx are really satisfying.

Only thing is the kick doesn't really seem to have any impact. The first time you kicked an enemy I didn't even realize it and thought you just walked into him.
Maybe have a hit spark or something.
>>
>>201633939
Am i the only one who thinks speed running a game is disrespectful? I didn't spend years making a game just for you to ignore everything in it..
>>
>>201635168

Thanks. There is a hit spark that spawns when he hits the enemies, but it is pretty small, and most likely cant be seen unless you really look for it. I'll make it more noticeable.
>>
I kinda want to make a game, but I don't have the faintest clue what game to actually make.
>>
>>201633843
kill yourself
>>
>>201635517
make a dark souls game
>>
>>201635621
did i hit a nerve
>>
>>201635334
>game is fun enough to be played by the same person hundreds of times
>keep it alive and kinda popular
>"disrespectful"
>>
>>201635517
Anything with cute anime girls
>>
>>201635663
>>201635901
Desu Souls it is
>>
>>201635001
Do you not understand how RNG works?
>>
>>201635962
good man
>>
>>201635334
I like speedrunning when it doesn't make use of glitches or tools.
>>
Urgh. Everything is always harder than you think it will be.
>>
>>201636170
i do, it's just amazing that so much research has been done in this.
>>
>>201636425
it's quite simple to understand, especially in old games where they'd often just use a table of predetermined values instead of an algorithm
>>
>>201635334
>..
this is how I know you're just shitposting.
>>
>>201636275
Some glitches are pretty interesting. Tools make it boring though, I'd rather see it all done by a human.
>>
>>201634857
your MC's character outline is too thick
>>
Need name for highlander/elimination type game.
>>
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here we GO
>>
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>>201636921
>Tools make it boring though
https://www.youtube.com/watch?v=kpk2tdsPh0A
>>
>>201637690
Only One
>>
>>201637707
I recognize that Skyrim model.
>>
>>201629660
>making it

I'll still visit you guys even when I'm famous. I promise
>>
>create a render texture the size of the screen with 200 pixels extra on each side
>render entire scene to the texture
>do all post processing like SSR and SSAO on it
>crop and display to the screen
>no more edge problems

Somebody tell me why this is a bad idea.
>>
>>201638172
don't forget i was the one who told you to make that video
>>
>>201638203
wasting time rendering pixels you cant see
>>
>>201638203
Because it doesn't solve the on-screen problems.
>>
>>201638203
>open world
>>
>>201638203
What edge problems?
>>
>>201634857
I like it. But can you character get damaged?
>>
>>201637707
where are his tits?
>>
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>>201638242
Please address me as 'my liege'.

But seriously, thanks for the suggestion my friend.
I didn't realize that sparkly gems were that interesting to other people until you mentioned it.

I need to find a subtle way of working this type of stuff into more of my media posts.
>>
>>201638203
It's not a terrible idea, it's just more expensive for a relatively minimal impact. Note that you don't need to post-process the whole image, just the part on screen.
>>
>>201634857
>New music
The composition is good but the instruments (particularly the strings) sound awful. Literally sounds like they just got the playback from Finale or Sibelius.
>>
>>201639129
i was just messing with you, its all you. thanks for making a video of it.
what game are you working on?
>>
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>>201639836
Honestly, your suggestion was really helpful.
Appealing to people is tough. Youve helped me learn more about it.

Im working on this space adventure/arcade/action/rpg game. Inspired by the old space shooter games (solar winds, escape velocity) and classic n64 games (mario, etc).

Ill be posting more progress after i release my alpha version in the next week or so. Im excited to show you guys.
>>
>>201642364
looking forward to it. i don't have a tumblr to follow you with but i bookmarked yours.
>>
>shaders in his engine are anti-modular

https://software.intel.com/en-us/articles/spark-modular-composable-shaders-for-graphics-hardware
>>
>>201634857
This looks like a good 3d sonic game
>>
>>201643848
>object oriented shaders
>intel
the biggest memes of the century
>>
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This is a fish for my mobile runner game. I'm a novice in 3D-modeling and my game's graphics aren't too complex, so I'm definitely satisfied with it!
>>
>>201644291
He's cute. He is very anger
>>
>>201643848
Isn't that just multiple passes in practice? I use it in my game.
>>
>>201644287
It makes sense to have shader components be objects (or, more generally, processes). Beyond that there's nothing object-oriented about it.

>>201644442
It is a great deal more efficient than multi-pass shaders.
>>
So I made a lot of debug / cheat options. Now I can do a screenshot of every level in the game with a click.
It's very useful to generate the base files I need to make documents (such as a list of all level solutions).
>>
>>201644538
You're just enginedevving at this point, you should finish up the actual game now.
>>
>>201644429
Yeah, it was previously orange with round eyes, but it didn't look threatening enough and I think that players would have tried running into it expecting a reward.
>>
How do I find out the total number of lines of code in my Unity project?
>>
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getting there
>>
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>>201644698
>You're just enginedevving at this point
>you should finish up the actual game now
Have no fear, I really need a screenshot exporter. Pic related is the document I'm using to work on the level design, to be sure every level has the right difficulty.
Thanks ot the exporter, the 200 pictures are dynamically replaced with new screenshots.

I'm mostly satified with the levels, I just need to choose the starting runes (second rows, up-right part of the screen).
>>
idea guy here

game about finding de way
>>
>>201646217
reddit
>>
>>201646313
>reddit

That's a VRChat meme. I mean, it's still a normie meme, but not reddit tier. You can tell from the subtle racism.
>>
>>201645676
Wait what? I thought you released godisacube a while ago.
>>
>>201646217
I'm stealing this idea.
>>
>>201646217
Sadly this would make millions on Steam right now.
>>
>>201646217
>press F to spit
>>
>>201646974
>>201646217
>>201646827
Here's an actual idea. Make a bunch of basic games with basic visuals, as soon as the next normalfag meme comes around slap it on the games that fits best and sell it everywhere for like $1.
>>
>>201646217
>it's a ugandan knuckles-ebolachan crossover arc
>>
>>201647205
Seriously, fuck this entire state of affairs, i'm not asking for north korea style blocks on steam, just some basic fucking quality control.
>>
Does anyone else find it fascinating to look at your game from far away in the editor and realize that everything the user is shown is just a beautiful lie and everything looks ugly outside of the beautiful scene?
>>
>>201645124
Spooky, is there a name for this kind of 3 colour pallete? I remember someone (I think it was Mike Bithell) working on an 3d adventure game like this, and i like the style.
>>
>>201648174
I call it the nook pallette. I'm assuming the dev wants it to run on book readers.
>>
>>201647205
That is not de way, brother.
>>
>>201648174
There's 2 colours dumb dumb.
>>
>>201648645
There's black, the gameboy equivilant of white, and then grey that's being used for shading and outlines (as far as i can see)
>>
>>201648645
XD
>>
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Multiplayer alien isolation!
>>
Moving the task bar on the left was the best decision of my life.
>>
>>201648943
>>201648970
>what is dithering
Are you guys phoneposters that can't make out individual pixels or something?
>>
>>201649476
keep digging, we can still see you
>>
>>201642364
I keep falling down them stairs
>>
>>201634857
love the supergem stinger
>>
>>201631881
Didn't finish it, I got about 3/5 through it.
It's super well polished. The tutorial icons are sometimes unclear, but there's not that many possible moves so I eventually figured out combat. The presentation, from the progression to the screen swapping for tutorials is really good. It all just worked. And normally I hate mixels but hear the hi-res worked well
>>
>>201650205
What made you stop? Not your type of game or something specific?
>>
https://www.youtube.com/watch?v=xTqhyHuKVKA

Do you know of indie devs that got excited for the idea of developing games for OUYA?
>>
>>201649612
Not him, but there are literally 2 colors. There's off white and dark dark grey, and some dithering. It's relatively hi res, so I guess I can see how you'd think there was a 3rd color, but there isn't.
>>
>UE4 Livestream titled Demystifying Copyright and Trademark for developers
>Amanda Bott wears a Fortnight Battle Royale t-shirt

kek
she trolling PUBG aint she
>>
>>201650467
>$9 million from kickstarter
>plus venture capital investments
>somehow spent all of that and even more making a phone with no screen
I'll never understand business
>>
>>201651516
Its pretty obvious the PUBG retard is what prompted the stream in the first place.
>>
>>201651735
Nah, Epic just did a purge of the marketplace removing all the weapons which were clearly infringing real gun designs.
>>
>>201650104
Thanks

>>201643924
I assume that's good? I've been working a lot on the platforming to make it easy to learn for beginners and really fun to use for experts with a large amount of different jump combinations
>>
i implemented a knockback script in my game, except my sprite now gets stuck in the wall. any idea whats causing this?

jumping works just fine, and functionally its basically the same thing.
>>
>>201651979
Ahh didn't hear about that.
>>
>>201651979
heh

I was wondering why there were so few guns when I looked yesterday. I didn't think gun companies cared about it though considering battlefield and COD.
>>
>>201653063
War games often pay for the licenses, and some have gotten in hot water for not doing so.
>>
How could I go about giving a free copy of my game on itchio to a poster on the forum?

There's no message system and seemingly you can only gift games after buying them, not as the developer. I hope asking for their email isn't the only way.
>>
educational video game that lets kids build their own gender
>>
>>201653865
And when they download it it's actually an attack helicopter building simulation
>>
>>201653865
The first minute of pokemon games since crystal?
>>
>>201653967
nice frog fractions clone
>>
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https://www.youtube.com/watch?v=5ePB_bQT-iI

This was made in unity in a couple of days.
What's your excuse for having shit graphics?
>>
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>>201633673
What slime?
>>
>>201654490
I have to make all my assets from scratch instead of buying premade kits from the store.
>>
>>201654490
>BUY OUR ASSETS TO MAKE THIS SCENE WHICH IS UNVIABLE FOR A REAL GAME
>>
>>201654490
I'm not a team of professionals from the company that made the engine.
>>
>>201654521
0_0
>>
>tfw paranoid if your game dips below 60fps for any reason
>>
>>201633673
in function yes, don't rip off dragon quest
make an elusive rare RNG enemy that rewards the player for killing it, crystal lizards from souls also a good example
>>
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>>201654521
why
>>
>>201654808
>paranoid
>indie game dipping bellow 60 fps
you should be
>>
>>201654808
Some kid's going to try playing your game at 4k on his decade old toaster laptop and then complain because you're a shitty dev anyways.
>>
>>201654909
You must not play a lot of games, most don't maintain 60
>>
>>201654909
>every indie game is a 2D platformer
>>
>>201655138
>indie 3D means sub-60 fps
uh-huh, now how about you stop relying on shitty unity tutorials and do some thinking of your own.
>>
>unity dropping substance support
They're doing everything they can to make the engine as unappealing as possible.
>>
>>201654490
I don't need an excuse I just suck
>>
>>201655708
Why don't you just code your own solution?
>>
>>201654808
It's much more important to concern yourself with frame times. Just measuring FPS can mask inconsistent frame times that may be much more apparent on hardware that you're not testing with. Whereas consistent frame times will always be consistent, so while the game may be slower on lower end hardware you know it won't have jittering or spikes.

The difference between 60 FPS and 59 FPS can also be due to approximation error whereas measuring frame times is fool proof.
>>
>>201656118
Sure thing, just let me oh wait the new SRPs don't let you do that either. Welp.
>>
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Day 1 of streaming done, thanks everyone. Only two gamebreaking bugs that I noticed, which is pretty good. I'll upload the recording tomorrow but the VOD should be up on twitch now anyway.
>>
How long until Unity is basically just a proprietary framework with a splash screen and asset store and people still think "you can implement it yourself" means anything?
>>
Does any body want some help making their game
>>
>>201655407
Look at this brainlet thinking there are no other platforms besides desktop computers.
>>
>>201651516
This stream... It feels so awkward
>>
>>201656370
You da real MVP

Thanks for streaming
>>
>>201656664
>thinking on your own means you only consider x86 platforms
uh-huh, tell me more about your "how to do x in unity" tutorials
>>
>download post-processing stack for unity
>magically looks better than UE4

Why should I use unreal again?
>>
>>201657813
All the other stuff
>>
>>201657813
>looks better
at what cost?
>>
its like a video game but it's fun
>>
>>201657813
> looks better than UE4

lol
>>
>>201656569
I think the short answer is, yes, a lot of people want help. But what are you looking for out of it? Few people generally just want to help other for the sake experience.
>>
>>201657813
post webm
>>
https://www.youtube.com/watch?v=RQJQpgiavdI
time to dev
>>
>>201654665
eh, the post processing stack is free which is the thing making it look so amazing.
>>
>>201659783
This doesn't sound kawaii at all
>>
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>>201659191
Unity can't compete with this
>>
>>201660252
Fuck off retard. Don't respond to me again.
>>
>>201643574
Thanks bud
>>
>>201570865
>>201571174
>>201571247
it was for scrolling the map, and I am using something other than a typical engine because of the control it gives me, and also the speed, stability, small sizes, and probably some other reasons I forgot
I'm using LOVE if anyone's curious, and the code in question was this
>>
>>201662414
the code that takes that and turns it into an actual scroll amount is just this line:

game_status.scroll_x = game_status.scroll_x + move_distance.x

and then this line is used twice (shifted halfway, before and after stuff to not be scrolled) after reassigning and rounding the scroll value to actually scroll things:

love.graphics.translate(render_substitute.scroll_x * 0.5, render_substitute.scroll_y * 0.5)

it does that by shifting the graphics coordinate system, maybe not the most efficient way behind the scenes but you can't say it's not elegant and readable
>>
>>201657813
>download post processing stack
>exposure in color grading only darkens/brightens the whole image, doesn't even work with the HDR values correctly
>bloom is no better than the old bundled image effect
>AO is splotchy and visually unstable on surfaces
>motion blur is grainy as fuck, affects object that aren't moving in the camera
>SSR looks awful in everything under hardware melting overkill settings, still has ghosting and visual artifacts
>TAA is has more grain than a granola bar, more ghosting than the amityville horror
>despite claiming to be in a self ordering stack, the effects are applied in the wrong order and produce visual errors when used with non-stack effects
>overrides flat out don't work
but it's a beta, they'll fix it even though the sole dev responsible for creating this is selling his own higher quality post effects on the store
>>
in c, is a pointer anything other than a memory address to some other variable?

so far, that's all it seems to be to me, but there is no place on the internet that seems able to concisely explain this idea, they'd all rather use pictures, or metaphors, and jerk themselves off over how complex of an idea it supposedly is
>>
>>201664027
That's pretty much it.

Not always a variable though, you can get function pointers and some other types depending on language.
>>
>>201663828
>shilling this hard for Epic
>>
>>201664838
he's right though
>>
>>201664838
Epic's effects aren't much better but they're not as awful as what Unity shat out.
>>
>>201664838
>wow this is so great!!! much better than [competition]!
>nah it's not
>wow what a shill lmao
>>
>>201664027
There are different types of pointers in C.
Each with different rules.

>Function pointers
They are only equal and valid if their return value and input variables are equal(void foo(void) == void bar(void) != int baz(void))
Anything else is UB.
>Type pointers
Are only guaranteed to be the same for their type, i.e. casting an int to a float may work on some platforms, but not on others.
>void pointer
are what ever you tell them to be, if you pass a pointer to 256 byte struct to a void pointer, and then cast that void pointer to a an int, the compiler will evaluate the lower 32 bits of the struct pointer as an int, the rest is discarded.
>>
You guys should really just give up and get a real job. Being a wagey isn't that bad. You get an hour or two of free time every day and you can buy your own tendies.
>>
>>201665906
>Being a wagey isn't that bad.
You're right, 103k a year isn't bad, and I never implied it to be.
>>
>>201665906
>implying I don't have a real job
>implying I don't work from home
>implying I don't dev intsead of working, thus being paid to dev, therefore I am a professional already
>>
>>201665906
>You get an hour or two of free time every day
nigger i get by working 15 hours a week and live alone you are a bum
>>
>>201665797
fucking thank you, this (in bold) ought to be what is presented by google when you ask what a pointer is
>>
>>201654521
he's fast!
>>
>>201664838
The only good effects in the entire stack are the grain because of its blue noise and luminance options and the SMAA. The old vignette was good because it also had luminance options but they got rid of that in v2 and replaced it with garbage. Everything else just has immediately noticeable problems or just horrendously low quality.
>>
>>201666520
The std is god, http://www.open-std.org/JTC1/SC22/WG14/www/docs/n1570.pdf , use it, love it tenderly
>>
>>201667025
thank you, you can consider this /agdg/ dev to now be poz'd
>>
>>201660252
you dont run with your sword sticking out like that

thats very dangerous and unprofessional
>>
>>201667220
Sorry my animator is busy
>>
idea guy here

its an operating system but its a video game
>>
>>201668413
unoriginal / idea

try again
>>
Planning on making a taxi driver game set in a cyberpunk New York. Thoughts?
>>
>>201668413
that was a pretty common meme on newgrounds
>>
>>201668805
Ideas are literally meaningless, the only thing that matters is execution. just like make game
>>
>>201668805
Quarantine exists.
>>
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>>201668946
>newgrounds
go to bed grandpa your drunk
>>
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>>201669183
>newgrounds
>grandpa
ouch
>>
>>201669183
back in my day it was called macromedia flash
>>
>>201668413
VIRTUAL

REALITY

OPERATING

SYSTEM
>>
Alternative to deactivating all instances to pause in gamemaker?
I want the player to be able to see the action while pulling up an equipment menu, but still pause the game.
Is there a way to take a snapshot of the current game and display it or something of the sort? I'm sorry I'm quite new and shite.
>>
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>>201669276
>>201669318
Remember when people where allowed to have fun?
Yeah, the good old times.
>>
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Proooooo~gress!
>>
>>201669342
Microsoft is already trying that with their Mixed Reality Portal.

Spoiler alert: it's shit.

If any of you kids remember the 90s when computer vendors were shipping their PCs with gimmicky graphical overlays that hid the "complexity" of Windows behind retarded "user friendly" facades, that's what it reminds me of. Fucking Compaq Presario Plaza tier awful.
>>
>>201669512
Sim Girls is better
>>
>>201669512
>Remember when people where allowed to have fun?
nope
it was always like this
>>
>>201670135
please watch the n-bombs.
>>
>>201668413
So basically * Linux distro or *BSD in a VM?
>>
>>201669539
why are you trying to destroy the thread like this
>>
>>201633170
>there must be more to life
>>
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I give up
>>
>>201669669
>Fucking Compaq Presario Plaza tier awful.
lmao i have my friends compaq presario case now, its covered in gay stickers and the innards are entirely different now though
>>
>>201669063
And?
>>
>>201670782
JUST MAKE IT IF YOU WANT TO MAKE IT FUCKING RETARD!
>>
>>201669539
Other boards have rules for spammers like this, why don't we?
>>
>78% higher pixel density
>wireless video
>knuckles controllers
>dual cameras for 3D video passthrough for augmented reality
>lower cost, more accurate trackers that can be place all over your home for house-scale experiences

Vive Pro is the way. Why aren't you jumping on the VR bandwagon? You have until Q4 2018 to save up your allowance money.
>>
>>201669539
this is completely pathetic. kys
>>
>>201671553
>>knuckles controllers
do they know the way
>>
>>201671553
>Nintendo Wii is the way. Why aren't you jumping on the Motion Control bandwagon? You have until Q4 2006 to save up your allowance money.
>>
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>>201671924
>shitting on the Wii
>>
>>201638203
>what is a deep g-buffer

also with a 200px margin you're adding 25% more pixels. that is a huge slowdown.
>>
>>201658882
Im not talented at all I'd just be there for ideas or if anyone wanted to teach me how shit works I'd do it
>>
>>201669539
this looks like a fucking n64 game lmao
>>
>>201669539
shit like this is why Unity is teh only way to make a game
>>
>>201670702
I gave up in 2014
>>
>>201669512
remember when harem anime was confined to a genre
>>
>>201672456
post game?
>>
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>>201672456
Me too
>>
idea guy here

legend of zelda clone
>>
>>201669539
what the fuck this isnt game dev get this disgusting shit out of here
>>
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Daily reminder that we will all make great games if we channel our passion into it. Learn the skills to make your dream become reality! Work hard anon! I believe in you and your game!
>>
>GMS2 shot itself in the foot with its pay model
>now Unity is shooting itself in its foot with its pay model
Holy shit, what are these engines doing. Unreal 4 and Godot are the future.
>>
>>201674790
>thinks he'll ever make a game that makes money anyways
>thinks he'll ever make a game
>>
>>201675584
heh, kid, I've made an entire $1 from my game
don't get too jealous
>>
>>201675705
>I've made $1 dollar

Then gtfo of /agdg/. You're not an amateur.
>>
>>201674653
I have all the skills I need, now give me some motivation
>>
>>201675896
dev groupie vagina
>>
>>201676009
I don't care about that filth
>>
>>201676145
you should your one of them
>>
>>201676292
a girl?
>>
>>201674790
GMS2 is like 40 bucks. If someone likes making games, that's a paltry sum to pay for the hobby. It's literally not even a full price game. People are about to fucking pay $60 for Dark Souls AGAIN here soon, so it's really not that ridiculous.
>>
>>201676408
>literally paying anything when there are free APIs and libraries everywhere
>>
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>>201675896
your motivation is all the FUN you will provide people. remember when you were a kid and got home all excited to boot up your console/pc to play that great game you liked. that should be your motivation. people remember these games for the rest of their lives.
>>
Can a gamedev still dev if he or she becomes a furry?
>>
>>201676669
Nope, you'll become obsessed with showing everyone you are a furry.
>>
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>>201676596
Thanks anon that's good motivation
i remember posting progress here years ago and people kept asking about my stuff even months after i stopped posting
>>
>>201676714
In that case how can a gamedev avoid becoming a furry?
>>
>>201631881
I really enjoyed it. Judging from the gifs you've posted, I expected the mechanics might be on the obscure or hard-to-decipher side, but the in-game explanations are good enough that I never got confused. I like that the arrow keys can be used to advance the dialogue between stages; it's a small thing, but it makes it more comfortable to play (but I think doing the same thing on a gamepad would be a bad idea). The difficulty ramp was gradual, although I think that by the end of the demo it was still a bit too easy. I assume that the final game will get more difficult than the demo. (Also, nice work with the cliffhanger at the end.)
The visuals and sound are great, and I agree with >>201650205 about the general presentation of the game. Using the border as a progress indicator was a nice touch.
The story interspersed between stages felt a bit too vague, but that's probably due to the fact that the entire thing is like a long string of dialogue constantly interrupted by gameplay, which made it a bit tough to focus on what was going on story-wise. I don't know how well it would fit into your design, but it'd be nice to have a way to review or scroll through the dialogue I've already unlocked.

Also, since you wanted to know, it took me about 20 minutes to complete the demo.
>>
>>201676476
>letting such a small price dictate what you use
All right man, if you don't got two twenties to rub together, I dunno what to tell you. Free stuff's nice, but if you just wanna use something easy to pick up and prototype, for, you know, your HOBBY, those things people typically spend hundreds a year on, I think that price is reasonable. Movies are free online, but it's nice to go to a theatre every now and again.
>>
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>>201676893
> if you just wanna use something easy to pick up and prototype
that's like having reading as your hobby and being content with this
>>
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I don't see any game in here
>>
>>201676341
a pussy
>>
>>201677073
be the change you want to see
>>
build-your-own-game game

don't like battles? turn them off!

waifus? drag and drop!

non-binary gender? there's a slider for that!
>>
>>201677080
jej
>>
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>>
>>201677229
>non-binary gender? there's a slider for that!
Hello tumblr
>>
>>201677015
Ah, a dipshit. Cool.
>>
>>201677374
>guys just pay $500 for this license instead of learning a free library that performs better
ure the dipshit desu
>>
>>201631881
That was overall neat, a slider for the intensity of the CRT filter would've made it useable for me. The tutorials were confusing but the mechanics were easy to figure out anyway.
>>
>tfw making $2k/month off crypto dividends

Wonder if I should just quit my job, live off that, and focus on game dev.
>>
>>201677634
>only 2k
you are like a baby
>>
>>201677710
I'm just talking about dividends, m8. BITB, mostly.
>>
>>201676596
Basically nobody except your mom will end up playing your game though.

Also making a game all by yourself takes an extraordinary amount of effort and skill and most people aren't up for the task.
>>
>>201669669
never heard of that one, just MS Bob and the Packard Bell one
>>
>>201676720
What do you do anon?
What are you most proud of?
>>
>>201678403
It hid the Windows desktop behind an animated mall where you would click on shops to open applications. Apparently clicking on the store marked "internet" was more intuitive than double clicking on the icon marked "AOL".
>>
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>>201676778
a bullet to the temple
>>
>>201676714
furry smut is how you make it big in the indie scene.
>>
>>201678352
Not with that attitude anon. If you make a game that appeals to a group and they cant get that specific experience anywhere else, you have a chance. Stardew valley has shitty graphics, but it offers something that isnt made anymore since the old harvest moons. It was also made with passion for that experience and it shows.

Indie marketing is also important but focus on making a good game first! Nothing else matters before that!
>>
Game maker 2 vs 1.4?
>>
what are /agdg/ approved pixelart games?
>>
>>201634857
all that work but I have no interest in playing as a cube. I want to play as an actual character. this is why I thought Thomas was alone was one of the worst fuckin games ever made.
>>
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>>201679481
too soon asshole
>>
>his game doesn't have waifu
>>
>>201681263
>his game doesn't let you play as the waifu
>>
>>201680451
just go with 2, even with whatever problems it may have it's not worth using a deprecated version. iirc you can't even buy the exporters for 1.4 anymore
>>
>>201681263
My game is exclusively waifus tho.
>>
>>201680835
>a cube
excuse me, that character is 6 cubes
>>
>>201681470
I actually own 1.4 and all the exporters from the humble bundle
>>
>>201674790
>Unity
did they change their pay model? what's different?
>>
>>201681719
oh, then use 1.4 since you already own it, it's still perfectly functional
>>
>>201681263
>his game doesn't have
>>
>>201681825
nothing is different, dont know what hes talking about
>>
>>201681263
what the shithole is this faggy ass shit
this is not video games
>>
>>201681825
Not that anon, but Unity teams are going away. AKA everyone working together needs to buy Unity to work on the project if it's Plus or Pro.
>>
>>201681263
I can't even make a textbox let alone a waifu
>>
>>201681263
my game has a combination waifu and husbando
>>
To start I'm using C# and the Monogame library and have a question centered around Monogame.

How are you supposed to control draw order?

Currently I'm drawing a map I created in Tiled and I want to start working on the code to control and draw my player walking on said map.
But I don't want the player to appear on top of everything as I'm making a top down RPG.

A lot of the SpriteBatch.Draw overloads appear to be depreciated/give errors when I try using them.
>>
/v/ is making fun of us again

>>>/v/403227698
>>
>>201684204
Stop forcing your retarded give up meme, honestly. How autistic are you?
>>
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>>201678352
if i can make a game good enough my mom would actually play it i would literally become rich
>>
>>201684920
rad
>>
>>201684920
Movement is looking nice. I'm conflicted about those wall jumps, though. It's cool how you can do wall jumps on corners like that but it looks really fiddly when it comes to parallel wall jumping because he doesn't just jump the direction the wall is facing.
>>
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Tried to pull back a bit on the time spent programming to try to learn art and also modeling.

I can see why people hire those who have spent time dedicated to singular creative outlets. Unless they apparently want to make runescape tier characters for everything. I probably spent like 6 hours on this haha. Gotta start somewhere though!
>>
>>201684920
i have a feeling that camera control is gonna be a pain in the ass to get just right. but it looks good so far bruh
>>
>>201634857
>tfw your game looks even worse than bokube
>>
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PUBG but not in Unreal Engine
>>
>>201691480
How about you post your game before shitting on someone else's?
>>
>>201691686
Its called bokube it succeed in kickstarter where is your game?
>>
>>201691620
oh boy PUBG in unity sounds swell
>>
>>201691620
>pubg in superhero
>>
>>201691620
Escape from Tarkov?
>>
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>>201691883
shit i meant superpowers sorry
>>
>>201691620
PUBG in Game Maker
>>
>>201691620
>pubg in byond
>>
idea guy here

gamemaker but in PUBG
>>
>>201669512
I remember the first time my parents ever left me home alone for a night out, me and my neighbor played this for 8 hours straight. idk how, we only managed to woo one girl
>>
>>201689307
I was going to say nice runescape model before I even read your comment. I mean it's not that bad though if you can make it work with the right art style.
>>
idea guy here

pubg with overwatch heroes
>>
>>201693234
This would actually be pretty fun
>>
>>201693309
Sure, if you ignore that it shits on the entire basis of PUBG's gameplay.
>>
>>201693436
>muh autistic vison :((((
Shut the fuck up
>>
>>201693309
>Overwatch
>fun
Pick one
>>
>>201693502
kys
>>
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2D combat-focused action game. Is jump dpadUp, or the X button?
Fighting game players would say dpadUp.
"Character-action" game players would say X.
>>
>>201693234
Isn't that just Paladins Battlegrounds? Looks like crap to me. Sniper heaven = no fun allowed.
>>
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Haven't had a lot of time to work on it lately, but made some progress on my node-based editor for Unity. Actually, most of the basic functionality is there, it's just a matter creating the rest of the GUI and wiring it all up to the controller.
>>
>>201694059
>>>/g/
>>
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PUBG but medieval (fantasy)
>>
hey guys idea guy here, dark souls but with guns
>>
>>201692210
pumping it out now
(top down you find castable spells)
don't worry senpai i got you
>>
>>201694268
I actually fleshed this idea out a bit in my head. I think it would work well with "gun kata" combat where the fine mechanics are abstracted into targeting, combos/patterns, and i-frame dodging.
>>
idea guy here, dota but with guns
>>
Maybe I will ask differently.

How do I learn how to use Monogame beyond the basic information tutorials give?
The documentation isn't helping all that much.
>>
>the sims
>with guns
>>
Black and White but it's in VR
>>
>>201694834
It follows the same API as XNA, so 99% of what you read in the old XNA books will apply. It's not particularly complex, though. If you're struggling with it then it probably has more to do with you not understanding how to build your own game engine. Maybe look at using a prebuilt engine instead of a framework.
>>
a game where server lag is part of the gameplay
>>
>>201693709
>2D
>"Character-action" game
I've never seen one, but it's not like I know that genre well.
I prefer a jump button.
>>
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pubg but the powerful weapons are gated behind locks which can only be opened by acquiring keys from the lower tier of loot so you don't win just because you found an m16 and body armor and the other guy got a shitty glock by pure chance.
>>
>>201695256
subgenre of hack n slash, where enemies are more involved/difficult than typical hack n slash. devil may cry, bayonetta, metal gear rising, etc.
>>
idea guy here

it's like a video game but it's 99 video games in 1
>>
>>201694974
damn this is kind of brilliant actually
>>
>>201694974
>the sims
>with ugandan knuckles
>>
>>201695717
I know, but any 2D examples?
>>
>>201694456
Sounds pretty interesting as long as shooting locks you into shooting animations like Dark Souls so you can be punished for mashing attack. Otherwise it's just Bayonetta tier fast action and is nothing like Dark Souls.
>>
>>201694974
>the sims
>with more in depth feelings
>social interaction limitations are removed
>mind breaking is a thing
>>
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>>201693709
Will you have platforming that will require some degree of precision on jumps? X button, or your game will end as dead as MK Mythologies.
Want to make it even better? Have fully costumizable inputs.
>>
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>>201696491
so yandere sim except made by someone competent?
>>
>>201693709
fighting games have terrible control schemes so taking the opinion of the average fighting game fan on control schemes is poor form.
>>
>>201696823
but learning the shitty controls simulates learning how to fight xD
>>
>>201697140
t. Brainlet
>>
Reminder that there is no such thing as a source video game

the source ""engine"" is not for games

there are no games on the source ""engine""
>>
Anyone have experience with Godot?

I am using Area2D nodes with animated CollisionShapes as hitboxes for sword swings, etc.

The problem is, the hitboxes don't seem to be detecting collisions while they're being animated. I am using an animation track to set them to a monitoring state during the animation, but they only detect a collision if they're already touching another hitbox at the moment that they become active, or after the full animation track ends (if they are still active.) Everything else behaves as expected, but I can't get them to detect collisions while moving. This is very confusing. Anyone had this problem before?
>>
>>201677612
>>201676785
Thanks a lot for the feedback, anons. The text log and filter intensity are things I'll add without much trouble.
>>
anything you like or dislike when it comes to skill trees
>>
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>Unity 2017 has C# 6.0 support by enabling experimental features

Why am I just finding this out now
>>
>>201700124
A max cap so my maxed out character will still be different to most other players maxed out characters. Nothing kills my excitement more than knowing my character will be exactly the same as everyone else's eventually.
>>
>>201695830
Off the top of my head, Fairy Bloom Freesia, Viewtiful Joe, Rainblood Chronicles, and ICEY.
>>
>>201700124
I like it when the skills you can pick are really different gameplaywise.
If it's too much of a hassle to reset points or you can't redo (absolute shit, please avoid) I usually just look up a guide.
>>
What do i need to look for in an artist portfolio when choosing an artist to hire?
>>
>>201701182
good art
>>
is this decent enough
just need it to render sprites will it pass tho like proportions wise
>>
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>>201701383
fuck forgot the pic lmao
>>
>>201701383
Love those kind of posts
>>
>>201676408
i thought game maker was like over 1000 dollars

that's what GMS was, at least, if you wanted to do anything more than export your game to windows
>>
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Does anyone here use a tablet for sculpting in 3D? Does anyone recommend a particular Wacom tablet?
>>
>>201701182
don't go by a portfolio alone, try to find out everything you can about the artist's past business relationships. you want to make sure to pick someone who isn't going to flake out or cause drama

you should also try to get an idea of how quickly they work. if they make beautiful art that's great, but if they take a month to finish a single piece then that's a red flag
>>
>>201701653
Kind of obvious but make sure they have a decent amount of finished art that aren't fucking studies.
>>
>>201701626
Huion is much cheaper and perfectly fine
go ask on /ic/ if you don't believe me >>>/ic/3265820
>>
>>201701809
Never heard of that brand. Thanks, I will research this further
>>
what are some alternative architectural styles other than entity-component-system and class-inheritance? any systems that combine the two? i like the idea of having classes, but i also like the idea of having the classes composed of components, are there any styles that combines the two?
>>
>>201701626
I use a medium intuos 4 for sculpting
>>
>>201702083
class Light extends Component;
class PointLight extends Light;
class SpotLight extends Light;
class Renderer extends Component;
class MeshRenderer extends Renderer;
class SkinnedMeshRenderer extends MeshRenderer;
class TrailRenderer extends Renderer;
class ParticleRenderer extends Renderer;
...
>>
>>201702212
I was thinking of buying a used Wacom intuos pro medium. What size do you use?
>>
>>201702280
>java
>>
>look through job postings for the last week

>artist wanted
17 entries, most for actual paid, serious games
>programmer wanted
9 entries, most for rev-share/hobby, visual novels
>>
>>201702651
Make your own games or assets and sell them
>>
>>201702651
Because you can immediately spot shitty art in a game, while all the code is concealed from the player. That's why art > code
>>
>>201702651
link
>>
Thinking about text boxes for the NPCs in my game.

A .json file for all the text in the game sound like a good idea?
I wanna make it easy to translate just in case.

Or is there a built in way to do this in unity?
>>
Whats a neat way to make lane combat better?
>>
>>201702993
wtf just store it as plain text
>>
>>201702993
maybe a csv file that you can load into a spreadsheet program
>>
>>201702993
Json and XML are commonly used for translations.
>>
>>201701508
its not very good, use more polys and reference more anatomy
>>
>>201703128
I'm thinking of id, the name of the person saying something, plus the text. Maybe also some info in there how to stylize the textbox. Then I can simply generate one off of that.

>>201703185
csv sounds good, I forgot that existed.
>>
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A or B?
>>
>>201702083
any sane architecture uses both composition and inheritance, you dont have to pick one or the other
>>
>>201703517
A
>>
>>201703517
A
>>
>>201703517
A hands down, B is an unreadable mess
>>
>done with gameplay
>too lazy to make ui
>>
ok. I have to "fill up" arbitrary tiles and sets of tiles in a grid using arbitrary objects that can span 1 or more tiles, in order to cover up said tiles. any pointer whatsoever? I'm completely lost.
basically it's a random obstacle visuals generator.
>>
>>201703678
the easiest way is to assign a bunch of things randomly, and once its done, analyze the results and fix any problem areas
>>
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>>201703517
B
>>
>>201703462
yaml might be worth considering too
>>
>>201702651
A game with bad programming can sell if people like the art.
See : Japanese games, all of them.
>>
>>201691620
PUBG in Godot 2.1
>>
>>201703781
pls tell me this isn't real
>>
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According to animator friends, my best animation yet.
>>
>>201703927
i think it looks a little stiff when he switches hands, the pause feels too long, but otherwise the animation is real good
>>
>>201703914
It was the actual code until his publisher, Tinybuild, fixed it for him
>>
>>201704145
I think that might be cut in the animation for gameplay purposes.
>>
>>201703927
>some rando on a laos porridge enthusiast conclave makes a better reload animation than an entire AAA studio

WEW FUCKING LAD
>>
>>201703849
idk MGS5 ran pretty well on my potato.
>>
Are there any games with ingame economy backed by a cryptocurrency?
>>
>>201704234
to be fair, that AAA animation was probably made by one guy as well; and looked over by one or two people. the difference is that one was getting a salary for it.
>>
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>tfw too retarded to figure out how to use A* with weighted nodes instead of a grid
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>>201704145
The pause is because his right hand is still holding onto the stock instead of the normal grip; character needs to move left hand back to normal grip position (holding the front vertical grip with the stock folded leads to fingers clipping), as well as move the right hand back to normal grip once the left hand is in place.

>>201704224
What did he mean by this

>>201704234
Oh hey, I made a mod before to fix the fact that the lever always reloads five or six (I forget) regardless of the amount of rounds shot. Bethesda is so fucking lazy; how can a company that huge not hire better animators?

>>201704374
I work from home full time animating; getting paid for work doesn't somehow mean your work will turn to shit. I'd say the fact that it was likely looked over and approved by one of the largest companies in the gaming industry makes it worse.
>>
>>201703927
MP9s are sexy little guns.
>>
>>201704234
>>201704374
>>201704457

Also doesn't help that all fallout 4 weapons seem to be left handed.
>>
>>201704457
you could use the stock folding part for letting the player fold it/unfold it manually as an option.
does that have any benefits though?
>>
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>>201704441
a grid is a weighted graph where every node has 4 or 8 connections and the weight is the same for all edges
>>
>>201703927
>AAA quality-beating reload animations by a fucking 4chan autist
u wot.
also, when he looks at the... ejection port? when the bolt comes forward near the end, i have a feeling that it takes too long. other than that it's pretty great
>>
>>201704457
>The pause is because his right hand is still holding...
In that case, I'd recommend maybe adding some kind of light movement, it seems a little too still for a human bean imo

i think if this were any other sort of animation, it probably wouldn't matter, but since, in an FPS, it takes up a lot of the screen, I think it would be noticeable if the player of the game payed any attention to it
>>
>>201704631
>someone is an autist just cause they're posting on 4chan
rude
>>
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>>201704658
Will keep it in mind in the future, thanks anon.

Have a retarded 1911 animation because I hate 1911s and didn't want to take this reload seriously.
>>
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>>201704457
>getting paid for work doesn't somehow mean your work will turn to shit.
>>>>>>>>>>>>>>>>>>implying
>>
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>>201704732
sorry anon, have a beautiful cinammon roll
>>
>>201704584
this edit is unironically funny
>>
>>201704606
Yes but what heuristic do I use? I can't use Manhattan since it's not a grid, I have no clue whatsoever how I could find the "shortest path" between two nodes without checking every possible option and getting the one with the least cost.
>>
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>>201704752
My work has improved drastically since I started doing paid work. Since I don't have a normal job anymore I can focus more on the animations, and I'm motivated even more because I'm getting paid for them.

If you actually have passion for what you do, getting paid for it shouldn't effect it.

This isn't for a game, was for a reel I was gonna do with an animator friend of mine. Yes these are TF2 hands.
>>
>>201704802
there isn't a single thing that's right, and i don't even know anything about guns
>>
>>201703927
nigga wtf
is he closing the bolt with his mind?
is he using the force?
on top of that the charging handle doesn't even move
fucking 4/10 you tried m8
>>
>>201704928
...I can hear the "whooosh"-sounds
>>
>>201704906
surely you have an x/y coordinate for both the start and end positions. that would be a good start just to get you started
>>
>>201704802
>fires a single shot
>reloads four more shells than necessary
>animation ends with another shell being ejected for seemingly no reason whatsoever
>>
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internet co-op doesn't need anti-cheat, right?
>>
>There are people who still use same line curly braces in this thread
What do you have to explain to yourself?
>>
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friendly advice to stay away from the hardest languages to maximize your progress
>>
>>201705226
you should never restrict people from cheating in non-competitive games
>>
>>201704906
>Yes but what heuristic do I use?
you just use the distance between the two points, easy
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>>201705006
>is he closing the bolt with his mind?
>is he using the force?
He's using the bolt release on the left side of the gun, hitting it with his thumb. You can see the thumb returning to grip position on the idle return after hitting the release.

>on top of that the charging handle doesn't even move
MP9's have a non-reciprocating charging handle, so yeah, it doesn't move, and it shouldn't.

>>201705095
>Reloads 5 shells regardless of amount of shots taken (say fully loaded is 5 rounds, he shoots one, it reloads 5 again anyway when it should load one)
>You reload lever action rifles on the right side of the receiver, not the left as shown
>Animation is stiff and shitty in general even if it wasn't objectively wrong
>>
>>201704457
why are you re-chambering the gun?
the bolt isn't locked back so you didn't fire all your rounds
>>
>>201705253
>python / java
>hardest
Learnt both of these in the weekends within 3 months
>>
from now i am money grabbing mobile dev
ty
>>
>>201705381
That doesn't mean its good here either.
>>
>>201705353
Unfortunately this game only has one reload instead of two separate ones. Shame but whatever, pays well.

>>201705381
That lever action is from Fallout 4 which isn't Obsidian, and at least that animation actually looks good.
>>
>>201705381
>DO NOT SAY ITSA BAD BECAUSE IT IN EVERY GAME BUT YOU ONLY SPEAK FALOUT!!! ME NO LIKE!!
Watch out lads, fallout fanboy is on the loose
>>
>>201705381
>shoots round
>dumps all rounds out
>reloads cylinder

I dont see a problem friendo
>>
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>>201705539
As stated the game doesn't have two different reloads and that wasn't my decision.

>spinning a pistol on a draw
>putting a new mag in after letting the slide go forward (implying a loaded magazine is in)

The first sequence is the draw, second is the reload where he drops a mag after the spin

>Where is your game?
Hell Let Loose
Our Ghosts of War
Bullet Force
Forward Assault
>>
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>>201705317
>>201705084
Thanks family, I can't believe that never crossed my mind. I was so used to pathfinding and movement in grids that I didn't even imagine using the positions of the nodes that way, it feels like leaving Plato's cave for the first time.
>>
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>>201705539
>This mad
>>
daily update:
worked none on my assembler today
but I have made a mostly-functioning prototype of an object system, which seems to be going well so far

hopefully soon, i can start replacing the bullshit that's in my current game engine and start having real progress posts, like a real man
>>
>>201705539
what the fuck
>>
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what if enginedevs made their own agdg? egdg
then agdg would be free from shitposting

cant wait to see the egdg demoday with their engines that can move 2d sprites around
>>
Anyone working on an RPG know any good things to read up on in regards to designing stuff? Like map design, enemy design, or statting.
>>
>>201705958
what kind of RPG?
>>
>>201705339
>MP9's have a non-reciprocating charging handle, so yeah, it doesn't move, and it shouldn't.
that only means it doesn't move when you fire the weapon which your right it shouldn't move
it is still a charging handle and you still need to chamber the gun before you can use it you emptied the mag (bolt locked back) the bolt release on the left is only that a bolt release it doesn't actually chamber the gun for you
please stop making excuses
>>
>>201706007
JRPG in the vein of Dragon Quest particularly, but I'd like to learn as much as I can in general.
>>
>>201706145
JRPGs are the most trope-ridden genre of video game, playing them should teach you all you need to know
>>
>>201704735
noguns nodev
>>
>>201706207
I'm not talking about plot or anything like that, I mean mainly in making dungeons/maps that look good and other things based on design.
>>
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Should I embrace the doot meme agdg?
>>
>>201705874
i actually want this to happen, i would move there in a heartbeat
>>
>>201706451
be the change you want to be anon
>>
>>201706387
the design is cliche aswell
you can even download rpg maker and look at how its setup
>>
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>>201703927
>>201704457
>>201704735

i like them anon
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>>201706154
As said, the game doesn't have two reloads, and I've shown one of the games I work on that does.

Stay mad dood

>>201706134
See above, the game doesn't have two different reloads. Charging handles aren't used aside from initial chambering on firearms that have bolt releases.

>>201706276
Nice samefag
>>
>>201706420
Well I certainly don't think it'll hurt your game so it can only be a positive, right?
>>
>>201706517
I mean designing stuff from scratch, but I'm assuming you knew that and are being intentionally obtuse because you have nothing better to do. Anyone else have any tips?
>>
>>201704584
how DARE you
>>
>>201706614
no I mean you can look at how RPG maker is set up and design your own JRPG engine based on how RPG maker works
>>
>>201706420
no but would you be my friend's forever if you export that model and your particle effect + code
>>
>>201706614
>>201706715
design is not game dev, and rpgmaker is as nodev as it gets
>>
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>>201706420

if you wanna please redditfags, sure
>>
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Honestly, I wouldn't have thought making a character follow horizontal touch movement would end up being this complicated.
>>
>>201706715
Oh, yeah. I wasn't talking about making my own engine though.
>>
>>201706796
>rpgmaker is as nodev
http://steamspy.com/app/206440
>Owners: 1,396,581 ± 36,512
>>
>>201706796
>design is not game dev
what is game dev then? plz help me with this unity script?
>>
>>201706998
Unity is the only way to make a game.
>>
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>>201704906
I used a heuristic that was just the straight line distance from the current point to the destination. super fast to calculate and worked pretty good.
>>
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>>201706596
Depends, not sure if game should be a meme-fest.

>>201706727
The model is made in magica voxel and rest is Unity + assets. Not sure how to export it in a usable way.

>>201706797
Got to please the le ebic gold upboat crowd.
>>
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>>201707070
I can second that, straight distance seems to work fine. The only case where I wouldn't use it as it is, is if there is terrain that makes you walk slower.
>>
if you're using unity or gamemaker or rpgmaker engines then you're not a developer and all credit to whatever 'game' you're slapping together goes to the developers that made the engine you're using
>>
>>201707336
>terrain that makes you walk slower
shouldn't that just use cost?
>>
>>201707413
>the credit for the film you made goes to the manufacturer of the camera
>>
>>201707413
what if I make my own assets?
>>
>>201707584
>engines are tools
no. frameworks are tools. engines like unity or gamemaker is the structure of whatever is being built
>>
>>201707584
It does. Why do you think The Room and Disaster Artist bought their own cameras? Retard.
>>
>>201707780
You clearly never used an engine before. I used to think like you, until i got approached to actually make a game in unity. Most of the shit you actually have to still write yourself.
>>
>>201707547
Shit you're right, thanks for correcting me.
The truth is my pathfinding doesn't have it, so I didn't think about it.
>>
>>201707902
>Most of the shit you actually have to still write yourself
wrong
>>
>>201708108
if you believe otherwise you havent made a game
>>
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>>201707124

i like you anon. i think your game is gonna be pretty cool.
>>
>>201708235
scripting isn't programming
>>
>>201708350
This. """design""" is not game dev. Unity is the only way to make a game.
>>
>>201708390
How many times did your mother drop you as a child?
>>
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>>201708349
Thank you anon!
>>
>>201708350
yes it is
>>
>>201708635
no it isn't >>>/webdev/
>>
>>201631881
An article claimed that "Seek Etyliv" is an anagram for "eternal hope" or something. The closest I got to deciphering is "siek vilties" (and it's obviously wrong). What's the correct word?
>>
>>201708609
I hate this.
>>
>>201708350
How so?
>>
>>201708480
Lol you mysognistic fuck. You are only mad about mothers because you didn't have one. You are fully owned.
>>
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>>201708760
Christ you're annoying.
>>
>>201708717
It's very close. The second word reads a name of a woman in the diminutive form backwards, which has a close root to hope. It's kinda cheesy, I know.

Per lengva žiūriu išsiaiškint.
>>
>>201708943
Quit replying to him fool. This is a fight that cannot be won.
>>
>>201708943
Lol. Same gay reaction images as ever. You are a convirmed pathetic full incel. :o)
>>
>>201709417
>>201708760
why does this sound like a 55 year old using the internet for the first time
>>
>>201709556
Lol. Keep mewling retard. You are foreverially and fully owned. :^)
>>
>>201709556
WHAT DID I JUST SAY? QUIT REPLYING TO HIM
>>
>>201709275
Tiesiog Ieškok Vilytės?

Nebuvau girdėjęs tokio vardo, bet Seek Etyliv geras pavadinimas
>>
>>201705874
this but unironically
>>
>>201710087
Aha.

Vilija / Viltis > Vilyte > Etyliv
>>
i'm a retarded artbro but how do i offset my lerp to start at a given percentage?
>>
>>201710409
>how do i offset my lerp to start at a given percentage?
that question doesn't make any sense
>>
>>201710409
whatever easing library you should be using should let you select the start and end values
>>
>>201710445
Say i have a 6 second timer. I only want my lerp to happen in the last 0.5 second of the timer.
>>
>>201710409
lerp(a,b,max(-somethinglargerthanone+t*somethingplusone,0))
or
lerp(a,b,min(1,t*somethinglargerthanone))
also you're an equally retarded codebro
>>
>>201710745
That's not offsetting the lerp itself, you just make it happen once the timer has gone for 5.5 seconds
>>
>>201710745
you start a 0.5 lerp after 5.5 seconds
>>
When did it start to all go wrong?
>>
>>201711754
5.5 seconds
>>
>>201705539
>racking after a reload when the slide should be locked back
What does this mean? I thought you had to pull the thingie to get the bullet in the right position?
>>
>>201711886
Ah nevermind. I saw a video and I understand what he meant now. https://www.youtube.com/watch?v=47dBkOjmN_w
>>
>>201711886
Where is your gun? Noguns faggot nodev bitch.
>>
>>201712290
In my game
>>
>>201707780
for real though, if you want to make something _decent_ in unity, you have to build your own architecture and sometimes modify physics and rendering. Most devs don't bother of course.
>>
>>201712876
where is your game
>>
>>201710745
you scale your timer such that your desired timespan is clamped within 0-1
>>
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>>201712975
in development
>>
>>201710745
Lerp(shit, piss, (timer-5.5)*2) easiest way
>>
>>201713256
literally no game. kys.
>>
>>201713457
after you, silly enginedev
>>
What's the most effecient solution to getting a random integer within a certain range while excluding a specific number from the possible outcomes? I remember once implementing this by simply creating an array of the possible outcomes and then picking a random entry from there.
>>
>>201713965
What is the purpose of this?
>>
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Which are your favourite parts of gamedeving?

Mine:
>Writing
>Researching tropes of the genre
>Silly easter eggs and references.
nodev hell is a wicked place, but I'm having fun nonetheless.
>>
>>201713965
get random integer
if random integer is the same as X then roll again
>>
>>201714636
Programing.
>>
>>201713965
It's not efficient but this is what I did to get random from multiple ranges :
>random the number of ranges you want
>random different ranges for different value you get from the first random
>>
>>201714747
Where's your engine nodev?
>>
>>201714747
In Epic's servers.
>>
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>>201714805
I said i liked programing, i didnt said i was good at it.
>>
>>201714636
Making weapons and testing gameplay mechanics.
>>
>>201714594
I spawn premade sets of obstacles randomly in front of the player in my runner game and I don't want the same set to be spawned twice in a row.

>>201714720
I doubt this is a good solution as it could theoretically lead to the game freezing if the same excluded integer is rolled over and over again.
>>
>>201714636
Gameplay stuff, from AI to dumb shit like camera. All the logic is very intuitive to me.
>>
>>201714636
When I stuck on a problem then finally able to solve it.
>>
>>201713965
array that contains all possible numbers, roll a random position in the array and pick and remove the number in that position
>>
>>201714929
>>201713965
int random_excluded(int start, int end, int excluded) {
if (excluded < start || excluded >= end) return random(start, end);
int r = random(start, end - 1);
if (r >= excluded) r--;
return r;
}
>>
>>201714929
Here is what i do for my monster attacks every time a new one starts
>>
>>201715191
Good idea, but this makes excluded - 1 a slightly more likely outcome than the rest.

I think I'll just use the array solution I came up with previously, as I don't need to use the function very often so it's not necessary for it to extremely effecient.
>>
>>201715372
>>201714929
forgot to add, attacknumbers is just a list of numbers. it's basically randomized each time the the ai runs out of attacks. Once it's re-randomized, it checks if the new first attack was the last attack and skips if, if that's the case.
>>
>>201715463
>Good idea, but this makes excluded - 1 a slightly more likely outcome than the rest.
No it doesn't.
>>
>>201715191
>>201715463
>>201715537
int random_excluded(int start, int end, int excluded) {
if (excluded < start || excluded >= end) return random(start, end);
int r = random(start, end - 1);
if (r >= excluded) r++;
return r;
}

Fixed. Previous code was wrong.
>>
>>201714929
>I doubt this is a good solution as it could theoretically lead to the game freezing if the same excluded integer is rolled over and over again.
statistically unlikely, but when you write vegas algorithms you usually use a failsafe so that if you do say more than 10 failed rolls it just returns the first valid result
>>
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I had a nightmare about Unreal Engine.
>>
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are shaders art or programming?
>>
>>201715808
programming art
>>
>>201715808
definitely
>>
>>201715783
Me too, I had a nightmare that UE changed from revshare to a subscription model with a focus on asset sales, it was horrible.
>>
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>>201715808
Yes.
>>
>>201714636
same, except writing because I suck
more like coming up with characters and units for me
>>
>>201715808
My thoughts, although i guess "code" is not the valid term, just something more technical and logic-based rather than creative.
>>
I had a nightmare about having a game
>>
How do I begin to art?
>>
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Why would Unity want their splash screen logo to be so small?
>>
>>201631071
My progress today was
>Oh fuck reading .obj files is actually really simple
haha
>>
>>201646584
>Wait what? I thought you released godisacube a while ago.
The game is still in Alpha, with currently 50 levels (and soon 100 levels).
I intend to do an Early Access for the Beta, once the game will be 99% done.

As I'm alone to do the whole game, everything is taking time. It's hard to estimate how many time things are taking, as there are only a few people making games alone.
In my country (France), there are less than 10 guys making a game alone at a professional level.
- Save Me Mr Tako
- Gladiabots
- Mu Cartographer
- Inexistence
- De Pictura
- God is a Cube

The guy who made The Next Penelope alone is now working in duo.

There are surely more guys, especially on the mobile scene. Yeah, I know that's a lot of people compared to other countries.
>>
>>201715808
Shaders are math and art.
>>
Will you download my Android game when it's released? :)
>>
>>201717024
>In my country (France), there are less than 10 guys making a game alone at a professional level.
Bar God is a cube, I have never heard about any of these despite sharing the same country.
>>
>>201717117
Will it be free?
>>
>>201717117
only if it has no ads or IAP
>>
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>>201717024
>call it professional level
>post in AMATEUR game dev general
>>
>>201717250
>>201717253
Free with ads.
>>
>>201717379
too bad there's no pgdg
>>
>>201717470
There is, but it's invite only.
>>
>>201717193
>I have never heard about any of these despite sharing the same country
Yeah, it's hard to make a game alone (and to get time estimations when making a game alone), when the most famous games made alone in your country are unknown to most gamers (and even devs).

I think people will heard about Save Me Mr Tako (also called Tasukete Tako San), as the game is published by Nicalis (Binding of Isaac).
Mu Cartographer got selected at the IGF.
>>
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Some kinda cube confetti effect for the starting transitions of levels.
>>
>>201717576
invite me then
>>
>>201716780
Art is just rat spelled backwards.
>>
>>201717379
>call it professional level
>post in AMATEUR game dev general
To be honest, professional level without budget sometimes looks a lot like amateur. This kind of professional is often closer to amateur on steroids.
Pic related.
>>
>>201717737
parts aren't gay.
>>
>>201717632
cute but is that massive stutter part of the experience?
>>
So is Mass Effect that unpopular in United States?
Why empty hall?
>>
>>201717632
I think thats restarting the level.
>>
>>201718159
>>201718085
>>
>>201717580
>Yeah, it's hard to make a game alone (and to get time estimations when making a game alone), when the most famous games made alone in your country are unknown to most gamers (and even devs).
I don't know, that doesn't put me off as much as the sheer amount of work I need to put out (and the skills I'm lacking). I feel like gamers are much more eager to discover less known content creators than say, people that listen to music.
Then again, my game isn't really niche, I don't think I would say the same thing if I was making something else.
>>
>>201716825
What's wrong? Do you have a need to compensate for something?
>>
>>201718094
What game are you making?
>>
>>201714636
Coming up with characters
>>
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>been writing code for 2 weeks
>still haven't tested anything yet

It's something I've handled before, which should work according to my theory and calculations. I-It shouldn't be that bad right?

At this point I'm too afraid to run it, I think I'll finish the whole game like this.
>>
>>201719548
you aren't hardcore if you haven't gone 6 months without a recompile
>>
>>201719548
Your game is going to be a buggy piece of shit.
>>
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>>
Adventure game where the mc does not interact a lot with others. He interacts with items, documents, which triggers a comment/soliloquy.

Ideal average length of said soliloquy? I don't want to bury the player under exposition, but I can't do that through dialogue.
>>
>>201720743
>Ideal average length of said soliloquy?
0 words
>>
>>201720781
So the same as your answer's useful info in bits?
>>
>>201720743
if you're talking about "average", meaning the average of most item or background interactions in the entire game, then it's one single sentence. think Life Is Strange (and even in this, it's often too long)
but it makes no sense to talk about "average", a random item description and dialogue are completely different.
>>
>>201720968
ok, one sentence, that's the best I can do
>>
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>tfw just woke up after having a dream about an awesome game idea to work on
>>
>>201720743
Depends if it's text or voice, and whether every one is mandatory.
>>
>>201721118
do you remember it?
>>
>>201721029
>>201721069
>>201721135
Ok. Thanks. I'll ask you guys when I have something to show.
>>
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>>201681263
>it becomes better
>>
>>201721190
a few fleeting moments of it.
but enough to work up from that i remember.
>>
>>201681263
What if my waifus are cars?
>>
>>201721523
If there are qt japanese roadsters, your game is ok.
>>
>>201719548
How do you do this? I have a compulsion to build my game after the smalles change or addition.
>>
>>201719710
explain.
>>
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>>201721328
>it doesn't become better
>>
how do I make particle effects for UI in Unity?
>>
>>201723861
asset store
>>
If I buy the $40 windows license for GMS2 can I upgrade to the full license or will I have to pay the full $99?
>>
>>201724097
You've gotta pay full price.
>>
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>wake up
>struck with the realization that my game sucks and is going nowhere
>>
>>201720743
In my opinion and experience, dropping a ton of written exposition on a player in any game that isn't a visual novel or text-based adventure is a bad idea. Making it a key element of the game is an even worse idea. Leaving journals or something the player can optionally read is perfectly fine, but having them be a major focus is going to heavily disrupt any flow of gameplay and alienate many people who enjoy adventure games but not RPGs.

That being said, it's not impossible to pull off. Having them be read in voice doesn't disrupt gameplay and even makes it more engaging since the player's focus is split between listening and adventuring (think Bastion or Everything where there's a narrator reading exposition during gameplay). Subtitles that appear while the player can still move around would work in a similar fashion but be far more distracting.
>>
>>201724585
change directions, find what doesn't work, remove it or completely rework it
>>
>>201724328
wtf gay

I started experimenting with it a while ago because I thought I had a full license from a Humble Bundle deal, but it turns out that was for GMS1. Sat down and decided I'd try and do serious work then hit the script limit and died inside when I saw when it costs $40 for a license but you have to pay $60 more just to not have a stupid splash screen.
>>
>>201724585
Look on the bright side: now you can find a different hobby.
>>
>>201701614
If you wanna export to every single platform, it's 1500, I think. Console, PC, Mac, Mobile. But if you just want full access to the software to build to Mac or Windows, it's 40 dollars. And until you have something to sell, why do you need to port your game? Unless you're making a console or mobile exclusive or something, it's pretty reasonable. If you have something cool, and you get the money to publish, that's when you'd have to deal with the $1000+ bullshit.

I mean, I prefer UE4's model, where you just do whatever, then if your project generates more than 3k you pay them 5%m but I guess the GM one lets you make more money if your game makes more than 30k, if you really think that's gonna happen.

But I'm a fucking hobby'ist, and as far as I'm concerned I bought a 40 dollar toy. A lot of people here have delusions of grandeur and feel superior for not paying money.
>>
>>201724950
yeah but gayme maker is a pretty shitty toy. it's like if you decided to buy the cheapo made-in-china knockoff instead of the legitimate thing. except in this case the legitimate thing is free
>>
>>201723861
mess with screen space, rendering queue, get a separate camera just for particles or usse stuff like UIParticleSystem
>>
>>201724950
you could have used a free and better toy instead
>>
>>201704584
Reminder Rock Lee got beaten into paralysis in the scene this is referencing.
>>
>>201694974
thats just america
>>
>>201704752
Being told to make animations for 60 weapons in a small span of time when you also have other responsibilities sure will make your work shit

AAA stuff falls behind some dude in a basement because the basement man has no time constraint, deadline, or pipeline bullshit to slow them down.
>>
I deleted all of the input axes from my Unity mobile game, now I can't run the game in the editor without errors. How do I restore the defaults?
>>
>>201674790
What pay model would you prefer? GMS2 is actually pretty ridiculous considering a full license key which lasts forever is only $100 and allows you to publish to all the platforms that matter (Windows and Linux).

>>201683009
That's not too bad since you can just use a third party source control solution instead of the built-in collaboration tools, and something like Git is going to give you more functionality anyways.
>>
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>>201724585
That's just depression, hombre. You don't really hate what you're doing, you just hate yourself. That's what you need to deal with. Making a game is as good a usage of your time as anything else that can take your mind off your daily misery. Whatever it takes to survive, 'n shit.

Look at Undertale, for example. You think that the guy who wrote it isn't basically a walking ball of anxiety? C'mon. You'll do fine.
>>
>>201725702
Buy something off the asset store.
>>
>>201725220
>>201725371
I have made progress with and enjoyed this one. Like, being real, the primary reason I like it is because entities, events, and sprite editing are all built in and super easy. You point to another engine like that that's free, and I'll check it out. Until then, you're wasting your breath arguing with something that doesn't affect you because you want to feel right for not picking the wrong thing.

Like making fun of someone that made a Fighter in 3.5 and took toughness. Clap clap clap, guys, you got me.
>>
>>201725750
it was only $80 during the sale anon :^)

"Pay us if you make enough money" is probably the best functional license for people in this thread. Though, I think they all want "It's completely free and open source and still missing really basic functionality we promised 2 years ago, but just download the branch and add it yourself lol"
>>
>>201724603
>Having them be read in voice doesn't disrupt gameplay and even makes it more engaging since the player's focus is split between listening and adventuring
Thanks! I think I'll do this.
>>
>>201726185
>It's completely free and open source and still missing really basic functionality we promised 2 years ago, but just download the branch and add it yourself lol
>things that never happened
>>
>>201726467
Godot.
>>
>>201726467
Better than Unity.
>it costs money and is closed source and is still missing basic functionality we promised 10 years ago but just buy stuff from the asset store and bug other people for support
>>
>>201726639
what's the really basic functionality they promised 2 years ago and is missing?
>>
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Back on the jungle grind. I need to fix the tiling of the pyramid but otherwise I think I'm going in the right direction.
Dungeon's gonna be filled with a bunch of different traps like pitfalls and arrow traps (of course i'll make the pressure plates somewhat noticeable so a player with a keen eye can avoid them).
>>
>>201726792
It's like you haven't even used the tool.
>>
>>201727452
Switch-case statements are literally a nice-to-have. Just translate them into a bunch of if statements or use a match statement.
>>
>>201727452
Can someone who's used 3.0 tell me if switch statements are in yet?
>>
>>201727452
That has been on 3.0 for more than a year now and you would know that if you ever touched the tool before, it's pretty obvious you just tried to find the first "smoking gun" you could see to defend your empty statement from before and still ended up hilariously wrong.
>>
>>201727667
Sure, discounting the fact that switches are easier to read, and that because of how a switch is set up, it's faster for larger lists since it can be implemented as a lookup list instead of having to go through every else if until it gets out. Defend it if you want, but it's been like this for too long.

Not to mention that really fun collision bug they found where it the physics work right, but return null instead of what the object is touching.

Use what you want if it works for you, but you should own the limitations of the tools you choose, especially if you're going to insist they should be used, or insist problems that exist don't exist, then back pedal to say those problems don't matter.
>>
>>201727452
how can people shill for this unfinished engine
>>
Let's dev AGDG
>>
Changed and improved the multi-lock system. Now even a baby can use it.
I'm starting to get overloaded with debug stuff on screen though
>>
>>201728079
The collision bug is from the beta and related to a newly added function, there are far worse beta bugs you could have mentioned but you latched on that one in particular because it was posted here in the threads before.
https://github.com/godotengine/godot/issues/12534

It's usually a good idea to actually know what you are talking about before trying to criticize it.
>>
>>201728564
They need to trick more people into mining bitcoins for them.
>>
>>201728732
why would anyone use a shit engine just so they can call it shit on the internet
>>
>>201728859
>people who never used the engine call it shit
>people who actually know the engine don't call it shit
hmm
>>
>>201728997
people who use godot dont make games with it they just reccommend it to others on the internet, it's like a chain email
>>
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>>201727452
>>201727673
>>201728021
>>201728079
Kill yourselves.
>>
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>>201728661
Looking neat as heck

I'm getting back into working on my adventure game with shitty art because my artist ain't sending me nowt, it's fun being able to just do and not have to wait on anybody.
>>
>>201729393
You got it, boss.
>>
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I can't export my demo on blender

H E L P
>>
>get into gamedev
>give up and quit
>get back into gamedev
>give up and quit again
>repeat

will this torture never end?
>>
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>>201729965
wtf wrong pic

I want to save my game as .exe but I can't for some reason
>>
>>201730072
maybe stop quitting and work harder

game development takes a long fucking time. be ready to acknowledge that you probably won't make as much progress on a daily basis as you thought you would.
>>
>>201730135
it literally says the file you're exporting to is not found...
it's trying to export into Temp folder under your user folder
>>
>>201730181
no. i'd rather play video games.
so long.
>>
>>201730394
good riddance
>>
>>201730072
It's okay. Not everyone is talented or attractive enough to make games.
>>
>>201730135
>for some reason
It... it tells you the reason right there.
>>
Join my thread fags >>>/v/403290819
>>
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Progress:
+ Added basic placeholder UI when selecting minions so I can experiment with different control styles.
>>
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Is it too spooky to have a room floating in space?
>>
>>201731547
Placeholder textures or style?
>>
>>201731376
What exactly is the purpose of this? Is it just another poor attempt at dividing AGDG? You are free to talk about design here.
>>
>>201731647
ditch the windows if you want it to be in some outer space plane
>>
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>>201731787
Placeholders most of it, figuring out how to do modular environments.

Also more progress, added Gizmo function which displays AI debug info.
>>
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>>201732203
How are you doing navigation for the units?
>>
>>201732384
Hard to tell at first that it's your soul leaving your body, maybe make it transparent?
>>
>>201730285
>>201731330

okay but how do I change my path in python?
I don't know how to mess with blender scripts

halp.

>game_engine_save_as_runtime.py
> https://pastebin.com/XuZhSrjb
>>
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What's a nice exasmple of good player/enemy stats design? I could write them like that
int health;
int mana;
float stamina;
etc etc, but i feel like this is cheap and amateurish? Are there any good examples?
>>
Anyone who's developed with libGDX? I made my first game with it and put it up on Google Play too, then made some prototypes before moving on to Unity. It definitely gave me valuable experience and I'm grateful towards the person/people behind it.
>>
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>>201732524
Nothing fancy, Unity's standard navigation mesh and navmeshagents.
>>
DD18 stream day 2 going up in about an hour. Remember to label your downloads correctly!

Tonight:
19:00 HACK the FBI
19:20 Galactic Super Justice Team
19:40 Project Able
20:00 Gunsun Zeros
20:20 Infinite Spire Floor Generation Test
20:40 Switcheroo 2: Electric Boogaloo
21:00 FERAS
21:20 ProcGenLab
21:40 Bloodworks
22:00 Hair Receive Bullet II
22:20 Cash_Out
22:40 RRshooter
23:00 SlimeRPG
23:20 Seek Etyliv

Sunday:
19:00 Dungeon Game
19:20 Beany booper
19:40 BreakWeapons
20:00 Mech Chip
20:20 Re
20:40 Project Alchemist
21:00 Baby Redemption
21:20 DinoSorcerer
21:40 South Sectors
22:00 Wasteland Rampage
22:20 Space Breakout
22:40 Figurasa
23:00 StarCraftRL
23:20 secret_car_game

Still at twitch / prettysober.
>>
>>201732823
Remember to mute your keyboard this time.
>>
>>201732384
they still don't look like eggs
>>
>>201732971
I can't find the volume knob on it, I don't think it came with one?
>>
I've added timed gifts to my mobile game. Have I sinned?
>>
>>201731969
This place is way too clique-ey.
>>
>>201733447
Feel free to leave anytime.
>>
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>>201732823
Nice, last night was pretty great. Thanks for streaming.
>>
>>201733447
You mean ideaguys and people without games are rightfully shunned.
>>
wasnt streamerguy supposed to stream more demoday today?
>>
>>201733906
Canceled due to cryptominers in some of the games.
>>
>>201733447
I disagree completely. I've started browsing these about a week ago, I've been very open about my game and haven't been afraid to ask stupid questions and I've definitely enjoyed it here.
>>
>>201733447
you sound like a little girl, probably like anime
>>
>>201732727
int baseHealthMax
int buffedHealthMax (alternatively, "effectiveHealthMax")
int currentHealth
int displayedHealth

You do it this way because if your game may have mechanics that add a temporary buff to health, mana or stamina maxes that you need to track and be able to remove without fucking everything up. You seperate current and display so that the mechanical health can be changed and allow the actual health to animate down, without having weird gameplay effects (like in majora's mask, you can buy an item you shouldn't be able to if you mash fast enough while the money is decrementing from another purchase).

If it's not an x/y stat, you don't need a current, just base, buffed and display, since you may want to animate the buff or debuff.

But these are just data points to be interacted with by your mechanics and animation stuff.
>>
>>201734368
that's for the post anon, but i'm just concerned that my variable list will get blown out of proportions, so i was thinking about how pack all that information somewhere.
>>
>>201735092
You think your model will end up with a million bars?

You should come up with a vision for your game, and then do it. But you're gonna need a lot of numbers. You either have a bunch of data laid out that's easily accessed, or you have limited data with a lot of derivatives that takes a whole bunch of calculation to figure out.

Don't be afraid of long lists of variables, in my opinion. Better to use the space than the CPU cycles. No worry. Just make gaem.
>>
>>201735295
>You think your model will end up with a million bars?
no, i mean stuff like base stats like STR/DEX/CON and skills like, say, woodworking, metalworking, bowmaking, etc. I probably will do the bars the easy way, but i'm more concerned about building the attributes and the rest so it doesn't look bloated and difficult to work with.
>>
>>201731547
Is it... the Grateful Dead?
>>
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>>
Stream's up, starting in 10 minutes.
>>
>>201736238
So which game is yours?
>>
I'm adding a replay system to my game for playtesting purposes, what's the best way to encourage the players to actually send me the replay files?
>>
>>201736482
I keep dropping projects before demo day, hopefully I'll have something for the next one. That's what I said last time too though.
>>
>>201736564
money & fame
>>
>>201736564
pay them
>>
>>201731969
Nothing stops you from posting in both sides, if you ever feel the need.
>>
>>201735918
Game looks really nice.

Only criticism is that the stamina bar doesn't really match the style of the game. Looks like a placeholder.
>>
>>201737189
it probably is a placeholder he couldnt fine a bar on the unity store it seens
>>
>>201730072
Make games with a scope so small that you don't have time to get to the giving up stage
>>
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P.T. but actually a full game!

allison road being in development hell saddens me
>>
>>201719548
Your game will be buggy as shit. I test every new thing I add.
>>
>>201737620
just play re7
>>
>>201738118
re7 is pretty good
>>
>>201736564
Have the replays automatically upload so the players don't have to do anything.
>>
>>201705874
I think this is a good idea actually
>>
>>201705874
They aren't sending their best folks. They have to go back.
>>
>>201738589
It exists already. It's called /dpt/ on /g/.
>>
I'm looking to follow devs creating (too) big exciting projects. I'm very well aware they probably will never finish them but it's the only type that inspires and motivates me. Anyone have suggestions?
>>
>>201706451
>>201710263
>>201738589
Well let's stop talking about it and actually do it. Who wants to create the first one?
>>
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I CAN"T TAKE THIS ANYMORE! I"M NEVER GOING TO MAKE IT!! I"M GOING TO GIVE UP
>>
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>Game has footnotes
>>
>>201740015
k bye
>>
give me a good file extension for my replay files
>>
>>201740661
.txt
>>
>>201740661
.rape
>>
>>201740661
.wam
>>
>>201740661
.sav
>>
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I give up
>>
>>201740661
.igu
>>
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WHY IS MECHANICAL STUFF SO COMPLEX AND FULL OF DETAILS
>>
>>201740661
.OwO
>>
agdq here were taking over
>>
>>201741417
Good luck, we're behind seven gogems.
>>
>>201741479
>>201741417
every fucking time, goddamn
>>
since srg likes forcing this meme, might as well ask

have any games here been speedran, or would you like them to be?
are you incentivizing speedrunning?
>>
>>201741417
If i ever see my game at one of these events i will DMCA it so fucking quick. I swear to fucking god.
>>
>>201742115
Someone actually interested in my game enough to actually spend the time speedrunning it would be pretty great.
>>
>>201742193
You do realize without actually telling us which game it is, your obvious attempt at reverse psychology will not work right?
>>
>>201742193
Word, I don't want my game associated with filth.
>>
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NO FUN
>>
>>201742718
It's not really about the people there. I just don't want to prevent cancer to be honest.
>>
>>201742985
With a post like that in a game dev thread, clearly you don't.
>>
>>201742718
Please keep the disgusting purple mop top tranny jews in the containment thread. Thanks.
>>
>>201742718
this is exactly why I dislike GDQ. It subscribes fully to the leftist snowflake-mindset.
>>
Fuck this speedrunning shit, how can you even watch that fag parade
>>
>>201743512
it's literally just people playing games. Why are you so sensitive.
>>
>>201744193
This argument is getting really tired. Find a new one.
>>
WHY IS UNITY SO BAD AT HANDLING ANIMATION
JESUS
CHRIST
>>
>>201744352
Because asset store.
>>
>>201743512
nobody cares about your obsession over identity politics, certainly not GDQ
>>
>>201744352
It's not and you're just bad at it because you don't understand the absolute basics such as transitions and states?
>>
>>201744352
What do you mean? I imported my blender animations and they work straight out of the box.
>>
>>201744348

What argument? lol. You're the one making the claims.
>>
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>>201745160
This is something I really like at the moment, but may have to change because it's confusing, but here it is.

You get 1 more mana every turn than you got last turn, capping at 6 per turn.
You get 2 more max mana every turn, capping at 12 total.
You keep mana between turns.

So if you don't curve out, you aren't fucked, but you also can't play a 10 drop on turn 4 you can play an 8 drop though.

May have to change it to the cap is always one higher than the current mana per turn, until turn 7 when the mana per turn stops growing...
>>
>>201745160
Did not mean to quote you bud, sorry.
>>
>>201745606
>>201745773
I was writing this big-ass post urging you not to use animations to handle mana
thank god
>>
>>201731647
this is comfy as fuck, space included
>>
>>201745898
Not even using unity or blender, haha
>>
>>201745606
Why not just make it Hearthstone with a grid anon?
That would be super cool and people would love it

Also the thread is 760+ posts, need a new one soon
>>
>>201746187
LITERALLY what I'm doing.

I'm so glad you recognized it and didn't ask me if I've played Duelyst.
>>
>>201746438
I tried Duelyst.
It was pretty shitty, and the pixel graphics were garbage

I just had no idea what you're doing with the mana. Seems like it'd make more sense to just have it rise the same way it does in hearthstone, but you'll be the one testing, so good luck
>>
>>201746639
Well, I want a hearthstone like game that addresses some of the issues I think hearthstone has. For instance, on 1 mana, if you have no 1 mana things to play, you're just at a disadvantage. With this, you can bank mana. So they play a 1, you skip 1, they play a 2, you can now play a 3 to catch up. It mitigates the issue player two has of always being a mana behind because they can get to power cards faster.

That white box will have figures in it that you can always play, no randomness, so aggro and curving out will be much easier. If I want any sort of control style to exist, being able to bank unused mana for power cards will be a solution.

And yes, Duelyst visually looks like a pile of individually nice things dipped in glue and rolled down a hill covered in particle effects, then left where they lay. Not that I can talk too much shit with my flat textured placeholders, haha.
>>
>>201737305
Hey can you link me to where he bought his art assets? I really like them and want them!
>>
>>201747039
Be sure to research the things the make Hearthstone fun for people too.
One thing a lot of people can't rap their heads around is that the randomness of the game is actually a huge plus for it.
Getting fucked over by RNG sucks, but the inverse is also true when RNG does crazy shit for you.

Hearthstone relies heavily on RNG to turn what is normally uninteresting TCG play into an entertaining experience that varies.
Even the most basic of cards like Arcane Missiles have RNG heavily incorporated. You're constantly praying for good rolls, which results in all those videos of crazy shit happening to save the day, or to fuck you over.
Balance and stability would be, funny enough, a bad thing for Hearthstone
>>
>>201747039
So what, meta play is skip turn 5 and play a 10 mana minion turn 6?
>>
>>201747550
To add on how you could have RNG in a game like yours
Ontop of the RNG that Hearthstone already employs, you have the terrain to take advantage of
Putting damage or buff effects on terrain, or blocking them

Imagine a spell that drops stones around the battlefield randomly. If they hit an enemy, they deal 3 damage. If they kill or don't land on anything, they block that area for 2 turns until they crumble.
Or you have a spell that launches poison globs in a random area around a point you select. Some enemies might get hit, or maybe not, and the terrain they land on could poison people for 1 turn.
Or a creature that waits a turn to attack, then charges across the battlefield setting fire to squares it touches and burning creatures it passes before exploding at the target. Or remove the fire effect.

Random is good in TCG because TCG are kinda boring, especially on PC
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>>201740661
.kys
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>>201747712
If you played nothing until turn 5, your opponent would have for SURE played at least 4 minions (if they went second) on curve, and each would have hit you except for the most recent that was just played. If all spaces around your base are covered (normal models have to be played adjacent to it), then your models would have to be played on the left or right edge of the board (normally, a model needs flanking to do this, but it's just a rule I made so that one player can't be 100% locked out, just inconvenienced).

So, to answer, I dunno! Depends on the cards. Cards will have a deck and be random and add variance, so turn 5 you'd have 10 mana, I guess if I print a good swing card and you've drawn it, you'd be in decent shape, but you'd still need to play a minion after.

I'd like it to be very combat heavy. Cards should be reactive, minions should be proactive, and proactive play should win on average. But I have no idea how it'll play out, and I probably never will! But if I can get something compelling going, and get it into the hands of players, that'd be a really cool thing for me to see.
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>>201748494
I was under the assumption you pooled previous turn mana so I could play on curve turn 1-2-3 and then skip 4 to play a 9 mana minion on 5

mfw decks get named after what turn you "skip" for a big play
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>>201743512
>muh leftists
They don't give a shit about pushing an agenda, they just want to make money, and being edgy isn't a good way to make money.
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>>201748759
Oh, duh. Yes! That's another reason I think I'll have to change it to the cap always being current mana per turn+1. It's really only meant to affect the early game, but at the same time, I don't want fatties to be as unplayble as they arre in HS. And having to wait until turn 9 to play a 10 mana model seems to me like they'll be too slow, just like they are in HS.
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>>201748843
If you're going for a future style game, might wanna go with something like "Deploy" or "Deployment" instead of "Battle Cry" for 'enter the battlefield' effects
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File: 05a.png (2.39 MB, 1201x884)
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>Game machine broke
>Can't export to .exe anymore
>reinstall
>Now can export to .exe but the game itself is broken
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>>201749043
Honestly if you went with FULL mana stacking like passing 4 to play a 9 on 5 your game would be tough to balance.

But you know, it'd be an experience alright. Lots of flexibility and planning ahead.
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>>201749052
Sorry, I deleted it to repost because forgot how hi res phone cameras are. Blah blah, not interested in terrain, here's a card I made.

but it's not a future style game, because I don't want that restriction. The second faction I want has werewolves and van helsing and Diablo inspired shit. The lore is "Ever played heroes of the storm?"
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>>201749043
Shouldn't the battlefield act as an early game deterrent?
And what's wrong if someone doesn't have a 1 drop? They should balance their deck better. It's not like people who don't drop 1 or 2 drops in Hearthstone immediately lose
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>>201749457
>>201749457
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>>201749260
You can just skip turn 6 to play a 12 drop, tho... myeh, I'm changing it. Maybe I'll find an elegant in between at some point.
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>>201749469
You always have a 1 drop unless you didn't put any in your army box. There's an army box and a deck, one you draw from, the other you have access to all its contents always. Models can move the turn they're summoned (unless their text says otherwise), but can't attack. So a turn 1 minion undefended will hit your face turn 2 (everything moves up to 2 tiles, can move through friendlies and not through enemies.)
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>>201632087
we should change that
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>>201749658
If you played nothing the previous turn, gain a coin. No banking mana.




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