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*record scratch* false ending edition

> Play Demo Day 20
itch.io/jam/agdg-demo-day-20

> Next Demo Day 21
itch.io/jam/agdg-demo-day-21

> 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: >>214910269
Previous Demo Days: pastebin.com/uRTF5d6F
Previous Jams: pastebin.com/Vm4tBRcW

> 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
>>
Godot a shit.
>>
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>>214992397

What's a game where you play as the bad guy and he has no redeemable qualities

Why don't we have games/movies where you kidnap and tortue innocents from the perspective of the assailant

Closest is like school shooter games and doom retexture packs
>>
>>214992972
https://www.youtube.com/watch?v=qV3PhvCf_Jg
>>
>>214992972
have you lived in a cave/prison for 20 years or what
>>
>>214992972
I played as someone with some redeemable qualities in Tyranny, but the premise is you're a kind of henchman for a super evil fascist dick sorcerer type, who is sweeping across the land and crushing any who oppose him. And you're sent to this final little area that hasn't come under his control yet.
>>
>want to make a bigger game that I can really sink my teeth into
>don't feel good enough to make anything more complex than Breakout or Tetris
What is this catch-22 bullshit.

What's a good middle-tier thing for me to shoot for?
>>
>>214993219
tic-tac-toe (with AI)
>>
>>214992397
only people who has made progress in his game can reply to this post.
>>
>>214993219
arcade mario bros
https://www.youtube.com/watch?v=JtBkDA5Jot8
>>
>>214993104
You'd think moral bankruptcy would be more popular desu
>>
Making improvements to the situational awareness markers.
I finally got around to fixing the bug where they wouldn't disappear when you got out of spotting range. They appear when the unit is closer than 3km, and disappear when they're further.
Previously they were hardcoded to red, but now the color changes depending on the unit's side. The colors are also now more saturated to make them easier to see.
>>
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>print statement debugging
>no benchmarks
>no profiling
>>
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>>214991418
You motherfuckers have never even seen a CRT.
>>
>>214993304
My progress is moving my game from Godot to something that actually works.
>>
Please don't make "retro" games if you weren't alive when the things existed.
>>
>>214993697
>shit encrusted CRT
y-yikes
>>
>>214993974
They still exist
>>
>>214994005
Add THAT as a filter!
>>
>>214993697
Do you chew potato chips and then spit them out all over your screen?
>>
>>214993697
Do you want me to buy you some cleaning supplies?
>>
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i've stopped playing video games,
now i just dev.
>>
>>214993608
>now the color changes depending on the unit's side

Neat. That's not distracting when a squadron is twisting and turning all over the place though?
>>
>>214993153
Tyranny was too short. The final act of the game felt like KOTOR2's.
>>
the gamejoker broke my heart again
>>
>>214993285
Already did it. Even made a primitive machine learning AI that you could train, or have it train against the hard-coded AI. Fun exercise, actually. The machine learning AI was still kind of retarded until it played like approx. 300 games, but it was neat that it worked at all.

>>214993350
Ooh, that's a great idea, actually. I may do that soon. Thanks, anon.
>>
>>214994339
Yeah, but on the other hand, multiple playthroughs can be pretty different from one another
>>
Pac-Man but the ghosts are players
>>
HOW LONG DOES GENERATING A UV LIGHTMAP IN UNITY TAKE ITS BEEN 45 MINUTES!
>>
https://www.youtube.com/watch?v=H2EIsnr_cv4
>>
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>>214994356
Stay strong brother
Stay strong
>>
Tic-tac-toe Battle Royale
>>
>>214992972
Tales of Beresia
>>
>>214994980
stop gayposting with other anons
it breaks my heart when you do it
i want you to only gaypost with me
>>
>>214994337
By side I meant faction. Units aren't going to be changing factions in the middle of a dogfight.
>>
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>>214993697
You've never seen a good CRT.
>>
>>214995246
this looks like shit
>>
:clap: DON'T USE A CRT FILTER IF YOU NEVER SEEN A CRT IRL :clap:
>>
>>214995246
Yeah, I can see how that is your idea of "good"...

Fucking millennials. Might as well add VHS filters while you are at it.
>>
>>214995226
Ohhh, I thought because of your new directional damage system and whatnot you meant front/back/above/below sort of thing. That makes more sense.
>>
>>214995278
You're not supposed to look at it that close.
>>
>>214995041
https://youtu.be/j9fFzBQ2qjQ
>>
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>>214995530
(continued)
>>
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>>214995278
>>214995446
Sorry. Maybe this is more your taste.
>>
>>214995167
>>
>>214995679
So are you supposed to look at it from a distance that makes the scanlines unnoticeable?
>>
>>214995749
All 8k LOC? (Yes I'm aware that's not much, I've barely started)
>>
>>214994970
https://www.youtube.com/watch?v=LVhL2Yl7zmQ
I know, >>>/vr/ these are just strange and charming
>>
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How can I tell which objects this error list is referring to?
>>
>>214996295
The Vectrex is pretty neat. I'd probably try to collect a complete setup of one with games and overlays if I wasn't moving countries sometime soon.
It'd be cute to have sitting on a bookshelf to fire up occasionally.
>>
>>214996380
This is what you waited 45 minutes for? The power of Unity...
>>
>>214996380
There's a line reference number error add-on in the asset store
>>
>>214996380
asset store
>>
>>214994970
These pieces of shit don't have a CPU

t. tried to be an Odyssey dev
>>
>>214996491
It's ackshullay a different thing all together.
>>
>>214995836
Almost
>>
>>214996493
Can I have a link?
>>
https://www.youtube.com/watch?v=6YOR-nAnj4I
>5:09
I want to have this kind of fanbase someday
>>
>>214997426
Tough. You'll have your undertale fanbase and you'll be happy about it.
>>
>>214997426
All you have to do is make a good game, easy.
>>
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Did presentations in class on our game. I think ours went the best.
Time to start working on networking the damn thing.
Is it bad that I'm a little glad the other presentations weren't great?I was nervous someone one would find a bug mid-presentation.
>>
Putting distance and name on the labels/icons is the traditional flight sim thing to do but I'm not liking how it looks. I actually prefer the super minimal dots. The trick though is if I can get away with that for the sake of gameplay. Like there should probably be some way to identify something, especially to know it's your primary mission target.
>>
>>214997987
It is not enough that you succeed
Others must fail
>>
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>>214996380
>mfw when it was an object that I had for months that just decided to start acting up, and not the model I just imported

Why, Ring.obj? You were such a good friend.
>>
>>214992397
What's the best game you've seen go unfinished forever?
>>
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post progress
>>
>>214998465
bokube
>>
I had bitten off too much i can chew.
What do you guys think about a project that's gonna last for 1~2 years,
and about 10 hours is being put into every week?
So 2 years = 52 weeks,
roughly a 520 hours work time for a game.
Yes, i'm working alone.
What you think? Is it worth putting efforts into?
>>
>>214998615
What's your skill level? What is the game going to be?
>>
>>214993697
Clean that shit.
>>
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Polished up the area and added a basic enemy
>>
>my artist is making way more progress on the art than I can on the code. is he going to abandon me?
>>
>you have to include 6 images to get front paged
>they don't even have to be relevant to the news post, just included in your new post

IndieDB is pretty fucking stupid
>>
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>>214993753

>tfw just downloaded godot

why doesn't it work anon?
>>
>>214998903
all artists abandon
>>
>>214998843
>scythe

muh dick
>>
>>214999020
it works, anon is just a code-let that needs the asset store
>>
>>214995446
Nothing wrong with VHS filters if it fits the game.
>>
what are some /agdg/ games that could succeed, but won't because they don't have waifus?
>>
>>214999089

can I use it to make a multiplayer-only 3D fps?
>>
>>214999020
You will make your dream game with Godot, anon.
>>
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>>214998576
pls rate.
>>
>>214999287
yes
>>
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>>214999301
>>
>>214999407

what's the best resource do you think

I have the official docs open in another tab but it seems really slow. also they talk about ios/android exporting, have you used it? how is it?
>>
https://github.com/aleksandar-todorovic/awesome-c#engines
>>
>>214999559
I used the android export, works perfectly fine, no hiccups.
in general I think using youtube + the docs is enough, it's a newer engine especially the 3D part so there's not many good sources.
>>
>>215000615
>godot tutorials on youtube
>omelette du fromage i am french as fuck pay for my tutorials
>hello i'm ben tee hee i'm going to umm and ahh for ten minutes while my voice trails off
>HULLO MIKE HERE WITH SOMETHING VERY SIMPLE OH FUCK IT'S NOT WORKING WHY DON'T I PLAN AHEAD
>*codes poorly in spanish*
>>
Okay, so Knot's RootKick as well as a basic frame work for other abilities to be added in is now in! I think im going to start adding hitboxes and a basic enemy in now.

>>214998576
Posted!
>>
>>215001137
You just described all video tutorials for everything.
>>
>>214999559
How new are you to gamedev? A multiplayer-only FPS is difficult in any engine, it's not a beginner project.
>>
>>215000290
>Darkplaces - Modified version of the Quake2 engine. GNU GPL2.1
Darkplaces is a Quake 1 engine fork, not Quake 2.
>>
>>215001417
Tutorials for Unity, Unreal and even Cryengine are created by the people who create the engine and are clear, well planned, to the point and function as intended. Godot's tutorials are a mess of random nobodies trying to work around the flaws and poor documentation to make even the most basic of things function.
>>
>>215001541
not that anon but really? even if it's got pretty simple rules?
>>
>Video tutorials
Is everyone who posts here illiterate, or do they just hate themselves?
>>
>>215001953
Yes
>>
>>215001356
Forgot to say. The RootKicks in this gif are the normal back flip, the charged version, an aiming version and a charged aiming version that spins while increasing speed more than 3 times..
>>
>>215001953
And use what? The official Godot documentation which is outdated, inaccurate and missing the majority of engine functions?
>>
>>215001356
>Knot

I'm not a degenerate but that's clever anon.
>>
>>215001818
Multiplayer anything is hard. Engines have high level networking which helps make it easier, but if you're just starting to learn gamedev you've got a lot of other things that are more important to learn first.
>>
>>215002165
I see you're still repeating a 2 year old meme.
>>
>>215002165
Just read the source, my man.
>>
>>215001953
which unity/unreal/godot books do you read Mr 130 IQ?
>>
>>215002565
The documentation actually says to do that for things they can't be bothered to document.
>>
>>215002393
alright, I'll make a single player version of the game I had in mind first and see what I learn, I think I can see how it'd work
thanks for the advice anon!
>>
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>>215002604
I'm actually an engie who doesn't ever get anything done, so I don't have a need for books on any of those topics.
>>
>>215002165
Submit a PR
>>
I haven't been here in a while, where did pedo dev go?
>>
>>214998465
Clarent
I think there was another but damned if I can remember it
>>
>>215002802
and you are asking if other people hate themselves? cmon, its like every other post here is just projecting
>>
>>214992972
Lolirapesim?
>>
>>215002930
Engine dev is fun, watching shitty youtube tutorials that take 10 minutes to cover something you could read in 20 seconds isn't.
>>
>>215002604
>completely new to unity
>do the tutorial projects
>nice
>start my own project, can use much of what I've learned from tutorials
>encounter something I haven't done before
>google unity doing X
>do X
>find out a more efficient way of doing stuff I've done already
>rewrite all my code

Repeat ad infinum.
>>
>>215002215
His full name is KnottenBarb. Im debating weather to extend it to KnottenBarbus and have other characters say it differently. The fact that his name is so On-the-"Head" is due to the themes of his perks.
>>
QWOP, but you're racing to become the next Hokage
>>
>>215003063
Did you reply to the wrong post, anon?
>>
>>215003253
no, just describing my process, books are for nerds.
>>
Am I the only one that doesn't use tutorials at all and just learns through trial and error like a video game or any human endeavour?
>>
>>215003470
that's called making a game
>>
I'm doing it.
I'm learning C.
>>
>>215001953
Video tutorials are helpful for finding your way around an IDE or engine. For the absolute beginner who's still in the "OH MAN, THAT'S A LOT OF BUTTONS" phase of learning, it's pretty helpful just to guide them through the menus.

Once you understand the interface, though, you should really move to text tutorials, if you can find good ones.
>>
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How do I shader? I read up and trigs/vertices are nobrain shit but I have zero idea how this shader class is supposed to both create dust effects and make things dark and atmospheric.
>>
>>215004324
A shader basically just looks at every pixel of your screen and applies some math to it.

Shadertoy is a great resource.
>>
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Jesus christ fonts are ridiculously expensive if you want to use them for a commercial product.
Anywhere I can get fonts for my game that are completely free to use or am I fucked?
>>
>>215004770
>A shader basically just looks at every pixel of your screen and applies some math to it

Only if it's a screen effect shader. There's also vertex and fragment shaders.
>>
>game loop
>not game function
>>
>>215005152
google fonts or learn to make your own
>>
>>215005152
What? There's a billion of creative common fonts.
>>
>>215005152
google fonts are 100% free
>>
>>215005205
Valid, but those are a bit harder to explain to a beginner. One thing at a time, yeah?
>>
>>215005152
not using the superior comic sans for everything for meme bucks.
>>
>>215005327
Yeah, "free" as in megacorp owned, non-commercial, limited personal licence free...
>>
>>215005651
Comic sans is too expensive
>>
>>215006330
you can read a license... right...........?
>>
>>215006330
No, "free" as in released under a free software license, valid for commercial use.
https://github.com/google/roboto/blob/master/LICENSE
>>
>>215003718
Doing God's work anon.
>>
>>215005152
there are tons of free ones
>>
>>215004770
Okay, do you recommend the shadertoy tutorials? Unity tutorial was shit.
>>
>>215003718
Peep this:
https://hero.handmade.network/episode/code
>>
>>215008405
hey thanks, I was familiar with the idea of handmade hero but assumed it was just all useless to me on account of being way too advanced. But the detailed annotation is really cool, and could probably help me out with some beginner-ish topics (I have programming experience, but mostly interpreted languages, C++ many many years ago)
Thanks for the heads up
>>
>>215008405
>>215008917
oh wait, it's in C++ though
>>
>>215009023
He uses very little actual C++. What he writes is basically C.
>>
>>215008917
>>215009430
Also note that he did an 'intro to C' series in preparation, but I haven't watched that.
https://hero.handmade.network/episode/intro-to-c
>>
>>214995808
hahahahaha
fuck! awww shit
>>
>have horror game with very limited ammo and health pickups
>Play RE7
>Considering adding that crafting system or something like it

Do you think in very resource-focused games it's a good idea to have some kind of crafting or combining/breaking down system to let players pick what to create? Or is it better just to hide goodies around and let them figure their own shit out?
>>
>>215009521
>>215009430
ahh, I see. I'm watching a bit of a randomly picked video on vector lengths, just to get a feel for it.
I noticed he had some .c files open too. I'm sure there's good stuff here, also helpful to see what "isn't" C, right? It's helpful to learn what's C++ but isn't in C.
not to mention there's just a lot of good gamedev principles and topics
>>
>>215010436
I'm not far into it (considering its at 450 episodes now), but so far he's almost completely avoided C++. He did use a tiny bit of C++ when using the window sound library (basically because the library hands you an object instead of a struct), and he suggested that it was probably the most C++ he's going to use in the whole game.

He's extremely critical of OOP and C++.
>>
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Improvements to the situational awareness markers and system.

Markers now show distance and a name if the unit has one. The colors have been tweaked and they now show which faction the plane belongs to instead of just being hardcoded to red. When they go off screen, they and move along the side of the screen along your periphery.

The moving icons along the edge of the screen need to be improved though because they don't move in an intuitive way.
>>
>>214998843
Just add a freaking dodge button so that you wouldn't have to casually walk away from enemies and then wait forever to consistently avoid attacks.
>>
The longer time goes on, the worse I realize Godot is.
It shouldn't even be listed in the OP, it's that bad.
It's a terrible trap for newbies to game design, as the entire engine is a fucking nightmare to navigate with little to no 1st party support at all.

It nearly ruined my on game dev completely.
>>
>>215011225
he already has a roll. one that doesn't do anything but it's there.
now i'm pissed off at every indie game homogenizing their combat system with a dedicated get out of jail free card
>>
>>215011161
Oh wow the unity asset jet game has another fucking 'progress' update.

Jesus Christ once a fucking week is fine.
>>
>>215011330
What specific problem are you having?
Have you submitted a pull request with your suggested changes?
>>
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>>215012132
that is a silly
>>
>>215012050
>Have to submit pull requests and hope that it gets fixed in 2 years

Godot is shit.
>>
Best way to do cloud services on mobile games? I'm looking at playfab and it seems too good to be true for free. I can use this server with custom server programming for absolutely free. What's the catch?
>>
Godot's new 2D mesh system is just as bad as the old one. This garbage is unusable for game.
>>
>>214999301
cris pls
>>
>>215012738
>What's the catch?
they might start charging you at any moment probably
>>
>>215011330
it's listed in the OP because people are making games with it in this very thread
just because you don't know how to use it doesn't mean others can't.
>>
>>215011863
are you the other unity asset jet game?
how ass blasted can you be?

if you spent more time devving and less time shitposting maybe you could be posting the same amount of progress
>>
>>215012501
or you can fix it yourself like a real yesdev
>>
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>>215013086
Nope, I did research and they offer services for absolutely free. Even if there's no SLA, the company is large and trustworthy and just won't offer some of the more advanced features until you pay based on MAU.
It's just too good.
>"Do I have to pay money to use PlayFab?
No. We have a free tier with no limit on the number of players. This is a great option for hobbyists and indie developers just starting out, and a convenient way for developers at larger enterprises to try PlayFab out. The free tier gives you a taste of how PlayFab's powerful platform can help you manage your game, and solves real developer challenges like managing player identity and app store receipt validation."
Apparently Killing Floor 2 uses this, who knew.

>>215013207
Good spirit anon. Now call him a faggot
>>
>>215013207
>other unity asset jet game
wait you mean there's two of them ?
>>
>>215013397
isn't there three including the space one
>>
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How would you feel about a game that changed a bit every new game+ ? or just had slight differences each subsequent playthrough?
>>
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>too dumb to code anything from scratch
>can easily read and fix other people's code to get it working if it isn't my own code

is this brainlet status?
>>
>>215013428
no dude, space sims are completely different
instead of the only obstacle being an obvious floor plane, it's a bunch of asteroids and space crap
>>
>>215013480
No, you're very close to
>can easily read and adapt other people's code to get it working for my own use
which is good
>>
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>>215013609
it feels cheap

i can only basically remix other people's shit

im like a glorified disc jockey with unity assets

kill me
>>
>>215013207
Other? What's the other one? The only other plane game I know of aside from Project Wingman (which is UE4) is the neat VR witch WWII one.
>>
you'd think with autism ticklers like giant mech games and flight sims being posted someone would be making a train game too
>>
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I'm a Godot nigger, you can count on me to work~
I'll post lots of progress and you shouldn't be a jerk.
I just want to make a game, but I've got no skills.
Who can I blame? Of course, those nodev shills.

*Breathe in, breathe out*

So what if Godot is bad?
It helps me feel worthwhile.
Even if I just end up being sad
at least I'm doing it in style.
Stylin' on you kids like an epic hacker dude,
and all you can do is be really rude.

*Dramatic upwards chord*

Unity is trash, the asset store is a joke
UE4 makes me wanna hang myself with rope
Gamemaker is for shitters, we all know that's true,
And RPGmaker is basically the same too~
So why not use Godot, it's the best of them all!
I've made tons of games, and they were all played by Jamal~
If you find a bug, you can always fix it yourself -
after all, open source is good for your health!

*Short pause with jazzy beats*

I'm a Godot nigger, you can count on me to work~
I'll post lots of progress and you shouldn't be a jerk.
I just want to make a game, but I've got no skills.
But that doesn't matter, because I'm a Go-dot shill!

*Ends on a friendly chord*
>>
>>215014137
There were two of them in DD19 and there was Tracks, how new are you ?
>>
>>215014137
didn't someone here recently begin an early access for their train game, to rather positive reception?
>>
learn C with me babe
>>
>>215014235
my name is godot and I'm here to say
all of you other engines just cannot stay
>>
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>>215014235
I'm a godot dev and I'm here to say
I've been making progress every single day
I use it because it's neat and the editor is slick
I understand if you don't like it, just don't be a dick.

There aren't many tuts, that much I'll admit.
But you can find solutions, If you just try a bit.

Let's agree to disagree, most engines are the same.
Just got one question, Where is your game? :^)
>>
>>215015131
I'm not a retard and I'm here to say
You're very retarded, and very gay
>>
I'm a Godot user and my words don't seem to rhyme.
Because apparently I have to make a pull request for shit like that.
>>
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>godot users spend more time writing rhymes then making game
>>
A full page of shitposting,
actual progress posting can be counted with fingers.
Fuck me, /agdg/ is so fucking horrible now.
Where do i go if i wanted serious discussion of game dev?
>>
How do I find the motivation to get started?
>>
>>215016301
by downloading godot
>>
>>215016202
I'd love to talk to you about your progress, or a gamedev topic, but you seem to have forgotten to bring up either of those.
>>
>>215016202
discord to some degree. True that agdg is dead now. I used to post progress here but its not worth it. I wasted time on making clips no one watched
>>
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Fucking hell you guys I just download Godot and now everyone is saying it's shit and unusable, I don't want to learn a whole new engine only to have it be shit and restart in Unity 6 months later or something, what's an engine that actually fucking works, isn't broken, and has good support that isn't LensFlare4 or AssetStore3D?
>>
what do you listen to when you just like make game?

https://www.youtube.com/watch?v=wFI5gT0ULs4
>>
>>215016631
Maybe they didn't watch it because your game was shit.
>>
>>215016704
ignore the nodevs, godot is fine.
>>
>>215017118
Here it is. True face of agdg.
>Your gave is shit and now lets get back to shitposting
Thats why no one sane posts progress here.
>>
>>215017331
>waa people aren't watching shitty videos of my shitty game this place is dead
>>
>>215016631
>posts a clip and types "progress"
>gets butthurt that he didn't get enough "good job"s
>>
What's the point of trying to make a horror game if Silent Hill will always be better?
>>
>>215017490
>>215017525
You were pointed out that there are no progress clips here. What the fuck are talking about? You are arguing with facts
>>
>>215017584
you keep forgetting to attach progress or bring up gamedev issues
maybe you need a nap?
>>
>>215017584
No, you cried because people didn't pay attention to you. If your game isn't being noticed here, it's because it's shit.
>>
>>215017675
>>215017658
there are literally 5 progress clips on 200 posts. You cannot handle the truth
>>
>>215017753
>>215017658
>>
There's a specific time frame to post progress if you want (yous) which starts like 11 hours from now. Just a tip.
>>
>>215017753
And you're crying because yours wasn't noticed, something you admitted in your original post.
>>
>>215012132
It's actually amazing how that subtle animation changes the whole image
>>
>>215017901
I am explaining why devs have given up on agdg
>>
>>214993304
Not sure if learning some bits of C# applied to unity counts, but that's pretty much what I've been doing lately. Being a codelet hurts.
>>
>>215017960
No, you're crying because you're not getting enough likes on your shitty videos.
>>
>>215017960
except there are devs. Devs come and go, as it's always been since I've been here, about 3 years.
I really just think you need a nap
>>
>>215018074
>5 progress clips
>>
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>>214994318
>when you still play games from time to time to find inspiration, but your brain wants to force you to change your game to be more like the last game you've played
the suffering never ends
>>
>>215018092
and? it's the middle of the night US.
What would you like the end of this conversation to be, anyway? are you sure you don't feel like taking a nap?
>>
>>215018092
>they're not paying attention to my game this place is dead DEAD I SAY >:(
>>
>>215018156
why not play games that are like yours to see what you can do better?
>>
>>215018196
>>215018192
how many downloads did DD20 games get? The answer is <500 in total. Yes agdg is dead.
>>
>>215018401
alright anon, you win! agdg is dead. RIP in peace.
now what? I guess you should leave right?
>>
>>215018465
I do exactly what you keep doing
>>
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touch fuzzy get dizzy

>>215011225
>>215011574
The roll has invincibility frames but I'm probably going to remove that since it doesn't really have much use. I realize that the combat is pretty boring as it is so I'm going to be adding more movement options while hopefully not making it a get out of jail free card
>>
Remind me why switch case as a state machine is bad?
>>
>>215019062
It's perfectly fine for small state machines. It's virtually guaranteed to be a spaghetti mess, and be a bug magnet, if it's complex.
>>
>>215019062
you mean the very switch or conditions in general?
>>
>>215018852
Fun, but it bothers me that the effect changes going vertically.
I like your art. Clean and simple but with just enough detail to not feel lazy. The tree variation is great and those mushers are cute.
>>
>>215018401
Are you saying that in situations when people are provided with an abundance of a particular good, their interest in it dwindles substantially?

My god. It's almost as if demo day is the worst time to release your demo.
>>
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What the fuck Microsoft? 1.31 GB for a fancy text editor. This should be illegal.
>>
>>215019375
>Using VS
Why would you do this to yourself?
>>
>>215019375
then dont download it
>>
>>215019312
>implying there are any numbers behind the agdg.
Check out the numbers below the posts. sweetie
>>
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Oh no! You have been cursed by the vengeful ghost of a dead general!

You did not praise his progress in life, now he is chained in this place for eternity, arguing about nothing in particular!
>>
>>215019416
Cause Unity stopped using Monodevelop apparently and I have no idea what I'm doing since I just started learning this shit.

>>215019426
What should I use? God please give me an alternative.
>>
>>215019217
Thanks, the vertical effect is definitely wonky so I'll work on fixing that
>>
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>>214999301
>>215001356
>>215011161
>>215018852
Very nice progress!
>>
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mock up of the new hud
not sure how i feel about it

1 will be buffs/debuffs
2 will be current skills
3 will be menu stuff like skills inventory options etc

was thinking about adding a clock to the inside of the minimap that is what the needle is for but if i do that most of the minimap will be blocked by the clock so i can add shit like the sun moon stars and shit so idk maybe i can throw it down with the menu stuff
>>
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My advice: don't do it unless you're getting paid. I've been doing this godforsaken labor of love for the better part of a decade, and while my art skills have improved pretty drastically, my sanity has not.

Ah well.
>>
>>215019647
why are you complaining about visual studio update bloat when you're using "every update is incompatible" unity?
>>
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>>215019730

To wit - check the animation here vs the last one.
>>
>>215019812
Probably. I just want to try and make a fucking shitty game man.
>>
>>215019863
upscale it so i can get a better look please
looks nice so far
>>
>>215019730
>>215019863
Too late, I'm at the point where I feel guilty if I'm not working on my game.
Nice animation though.
>>
>>215019863
How much would you like to get paid for something like this?
>>
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>>215019702
>someone left a _down in the road
I don't think I saw you add the bars, I think they look good. You could do a lot of different things with a clock bar that doesn't take up much of the minimap. Change the colors to give an indication of day time, rotate or just shift the numbers on the hour
Without seeing more about 1,2,3 I can't really say anything about it.
>>
>>215019940
Honestly, just suck it up and use VS, you really aren't going to get around it. Even setting up something like Atom or whatever to do all the .NET bullshit is a hassle. VS is a pretty great IDE, and I'm saying that as a linux/vim guy.
>>
wwyd if your artist left you because you were using an engine he didn't like?
>>
>>215020397
I'm more just concerned with the bloating and the filesize, especially with my awful internet. What about VS Code? I don't really know much about coding and stuff since I just started, but as long as I get that Unity integration where it can find my gameobjects and stuff like that I'm happy.
>>
>>215020417
I'd be terrified since I am my own artist.
>>
>>215020258
lol

yeah i could do that the only thing is i don't use any rixels (or try to avoid it) so i would have to draw each rotation (say for every 15 minutes) and my art is pretty shit as it is my brain doesn't understand rotation for pixels lol

what if i just make the minimap circular?
or would that look bad since everything else would be square
hell i guess i could just make a scrolling bar for the clock so it scrolls through the numbers

ill have to think about it later i need to go lay down already
>>
>>215011574
What's wrong with that?
My game has both dash and dodge buttons so that you can fight enemies without losing health to their attacks.
>>
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Created a spawning sequence for the boss. Added a text to tell the name of the boss as well as a health bar.
>>
>>215020760
it wouldn't have to be rotation, it could just be translation with the numbers staying oriented
circular minimap is actually a better idea imo, have the day/night cycle colored around the border, but that would probably give you the rixels unless you kept it static but moved the indicator around.
Oh shit ideaguying here, spice it up with some scenery so it's not just a gradient. Like a tree here, a stream there, a house, etc. And a little animation somewhere marking each hour, like a light in the house turning on, shit like that.
Scrolling horizontal bar would work too though
>>
>>215019863
this is legitimately excellent. how long does it take you now to make a sprite and animate it like this?
>>
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I'm testing the simplest idea but the constraints flex when it hits the ground despite being locked in all axes, and the whole thing spazzes out intensely, introducing more spaz energy into the system with each bounce.
>>
>>215021048
Looks nice, I would move the text closer to the health bar if I were you though to sort of guide the eyes
>>
>>215021262
that sounds interesting, I'd like to see it in action to get what you mean more
>>
>>215021048
That looks great. I have to disagree with >>215021625 I think where it's at gives it a really nice feeling of introduction. It feels like the kind of text and effect you'd normally see starting a new "chapter", or entering a new area, so having it for a boss is really cool. I can't think of that being done before, but I don't play games much. It's nice though.
>>
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I'm having a lot of fun with my debug console.
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>>215021868
>I can't think of that being done before
It's been done forever. Ocarina did it on the N64.
>>
>>215018228
I do so as well, it's just that when I'm playing some Doom wads and mods, and then afterwards play some Deus Ex (old and new) and Thief games, I suddenly get the urge to add rpg and stealth elements to my project - which would be unnecessary and completely out-of-scope.
I should instead focus more on what I already planned to do and get out of my litterally who dev closet
>>
>>215022147
that's pretty great
>>
>>215020861
If your escape move works mid-attack or your attacks have little to no commitment to them (resource consumption, fixed movement or movement pattern), you've removed planning when to press the attack button from combat depth. Doubly so if you don't end up more vulnerable afterwards, you can just spam another dodge move.
If it also has i-frames (for the majority of the dodge) then now you've removed positioning from combat depth. You don't have to get out of the way of a huge sweeping attack, you can just dodgeroll into the enemy and continue killing them.
At some point, the game just becomes mashing attack and pressing dodge at the right time. You don't have to think about your movement and position, you don't think about the consequences of attacking. It just becomes an invisible qte.
>>
any ue4fags have any experience using quaternions in blueprints to rotate shit?
>>
>>215013456
I only like games with new game+ that incorporate it into the story.

999, for example, reveals itself over its new game+s to be the story of a psychic using powers to view alternate timelines to set up a scenario for the "protagonist" (who you learn you're not actually playing as) to save them in the past.
>>
>>215022867
Main rule of Quaternions: don't try to understand them, embrace them. Act like they are variables, unknowns, and just construct them using relative operations
>>
>>215022867
Can you even access them in BPs ?
>>
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>>215022969
that's what everyone keeps telling me but at some point I have to actually know what the four floats the make quat function requests are supposed to come from

>>215023013
in a manner of speaking
just took pic related so I guess they're exposed but there aren't any other functions involved with them
I'm trying to make space engineers style 0g-jetpack controls but using the pitch/roll/yaw to controller method doesn't work because rotators are world relative and gimbal lock
>>
Statistically, you're not going to make it.
>>
>>215023346
i pretty much finished my game, i'm happy for now.
>>
>>215021625
>>215021868
Thanks. I tried lifting it up a bit but can't really decide which one I like better. I guess I'll go with the higher one just so that it leaves more breathing room around the cross hair.
>>
>>215023220
I think that's just so you can pass quaternions from c++ functions exposed as BP nodes, there's a lot of structs exposed like that that don't actually have anything functions in BP.
Anyway, good fucking luck, rotators themselves are already a mess so I don't imagine how bad UE4's quats possibly are.
do post about your findings though, I might be interested
>>
>>215023220
search for add local rotation

or at least that's what i think it was
>>
>>215023220
>>215023513
Also before you check out quaternions, you might want to check out using axes (as vectors) for rotations, I've used them with basic trig for some stuff that I couldn't figure out with rotators.

>>215023530
add local rotation takes in a rotator, not a quaternion.
>>
>>215023346
my definition of making it is having some aggydaggies sincerely enjoy it, so there's a decent chance I'll make it, especially if I post regularly and ask for and respond to feedback.
>>
https://answers.unrealengine.com/questions/127990/seams-between-floor-tiles-produce-collisionphysics.html

absolute state of this engine
>>
>>215023346
Good that statistics are worthless for individual
>>
>>215023657
it'll achieve what he wants. i've always seen 6dof implemented with Add Actor Local Rotation.
>>
>>215024345
>6dof
holy shit you just opened up a world of google results with that keyword, including an epic-made tutorial
https://wiki.unrealengine.com/Blueprint_Six-DOF_Flying_Pawn_Tutorial
and you're right, it was add actor local rotation, I guess that gets passed all the bullshit associated with rotators
thanks anon+everyone else who added input
>>
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>>214993608
>ruining your game with doritos
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>>215024345
Oh yeah I completely overlooked the original point of the question.

>>215024673
>including an epic-made tutorial
fucking neat, never saw that one.
>>
>>215024220
>'14

According to the bugtracker it has been fixed since then.
>>
>>215022790
Thanks anon. I'll think about that
>>
>>215024859
i wouldn't be looking it up if i weren't experiencing it right now. a sphere collision component skipping violently off the seams between completely flat, perfectly touching meshes in 4.19.2

the s t a t e of this engine
>>
>>215024673
>I guess that gets passed all the bullshit associated with rotators
I wouldn't be surprised if rotators just worked like quaternions internally
>>
>>215021048
shake is way too much
bloom still looks like shit
>>
>>215025207
Thanks. Reduced the shake a bit.
>>
https://youtu.be/CZhYRBs9qN8?t=52s

imagine making a racing game with this piece of shit engine
>>
What's your super cool idea for a horror game?
>>
>>215026169
first person belly-crawling through a maze of small, very tight tunnels while evading the erratically-breathing monster dragging its way around looking for you and the only way out is down
>>
>>215026523
*and you can't turn around if you hit a dead end, you have to crawl backwards until you reach a split path and back your body down one end to go forward through the other, no looking behind you obviously
>>
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Soon
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>>215026576
with your only tools being a flashlight and a hand mirror
>>
How can I flip the entire game palette?
Like change RGB to BGR.
>>
>>215026801
Shaders
>>
>>215026801
asset store
>>
>>215026782
>hand mirror
that's actually a pretty cool idea, you can have 40% of the profit
>>
>>215020417
I'd probably tell him he doesn't know what he's talking about and he should worry about art.
>>
>>215020417
Find another one, or even learn to art myself.
Artists are disposable.
>>
>>215026523
>>215026576
>>215026782

This sounds like a good idea for a short, 40 minute itch.io game or a single level in a much bigger horror game.

Still unironically not bad though.
>>
>ask a question in the official forums
>first answers are links to the asset store
pottery
>>
Can Unity render a sprite sheet in a way that each sprite has a slight offest compared to the other one? I'd like to try that "fake 3D" artstyle like in pic related. Everything is explained here:

http://www.like100bears.com/writing/2d-3d-in-gamemaker-studio

https://www.reddit.com/r/gamedev/comments/57x7n3/really_cool_fake_3d_in_gamemaker_by_the_creator/

Is this possible to achieve in Unity?
>>
>>215027539
thanks hippocoder
>>
>>215027628
You mean like imposters?
>>
>>215027628
Of course. All you're doing is swapping out sprites based on the rotation.
I'm not sure why you would want to do this other than for stylistic reasons though. Even then, low poly plus some special shaders would probably achieve a similar effect with way less resources.
>>
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Do you dev alone or do you have someone you dev with or team? If you do have someone you work with, do you work over internet or in same location?
>>
>>215027687
Kind of, but close-range so you have to make like thirty times the images for it to look good.
>>
>>215027845
Not yet but there is an asset for that coming soon.
>>
>>215027770
I tried pairing with someone once, our expectations for each other were just completely out of line and it didn't work
>>
>>215027765
Yeah, I'd just like to try it out, for stylistic reasons ofc. This can't be super efficient anyway. I'm kinda new to Unity so I have no clue where to look for some learning source on that. Basically it should render like 15+ sprites at the same time, every frame, just with some offset (if I understood it correctly). The implementation in gamemaker is fairly easy, but I don't know how can I control this in Unity.
>>
>>215026523
>>215026576
heavy rain?
>>
>>215028196
not exactly what I was thinking of for inspiration
does this ever actually happen in HR?
>>
>>215028483
well there's no one following you but you gotta climb through a series of shafts filled with glass shards with only the breeze on your lighter to guide you
>>
>>215027628
That question is irrelevant from the engine, all you need to do is chain sprites into an array, then walk through that array and draw sprites from bottom to the top while applying an offset based on the index in the array.

While that technique looks nice, it has a lot of over drawing, and you need the correct resolution to look good, and drawing those sprites one layer at a time isn't cheap you better just do lowpoly 3D
>>
>>215027989
You'll have to manually do it. There isn't built-in support for this style of rendering afaik. That's what I meant when I indicated that it is possible.
>>
>>215028561
oh yeah I forgot about that
but I imagined more claustrophobic and deeper underground, like pic related with less light and combined with https://www.youtube.com/watch?v=7YUU4FHsw9w audio related
>>
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the absolute state of reddit
>>
>>215028938
fleshgaits live in caves
>>
Is there a good tutorial or example somewhere of cards that move and feel good? Like Slay the Spire or Hearthstone, that sort of response to the mouse.
>>
>>215029336
it must have taken them weeks if not month to fine tune the card movement
its A LOT trial and error, you wont find a tutorial for that
>>
>>215029031
>one man army looking for idea guy
HANDS OFF, HE'S MINE
>>
>>215029031
/r/agdg
>>
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captain forever remix in 3D
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>>215029420
There does seem to be a sort of standard feel that they all have, with the curved hand, cards that popup when you mouse over them, targeted cards stopping just a bit above their position when clicked and turning into an arrow and untargeted ones freely dragged, etc.
>>
>>215029585
spaceman sparkles 4D
>>
>>215029031
the fuck kind of gamedev course doesn't teach you project management and design methodology?
mine did
>>
>>215029585
godot but with functional 2d mesh tools
>>
>>215029842
>not generating meshes through code
>>
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>>215029601
Yea, ive thought about how they possibly did that and my approach would be pic related
Would be very flexible and easy to implement(most engines already have functions for splines/curves built-in)
>>
>>215029930
>most engines already have functions for splines/curves built-in
unity and unreal don't
>>
>GetComponentLocation suddenly lagging behind actor's location in an entirely singleplayer game
i fucking give up
>>
>>215010310
I don't like crafting, I don't see the appeal. You could say the first RE games almost had some crafting in form of combining objects. RE3 had crafting and I didn't like that, I just won't use that mechanic if I can.
>>
>>215030326
what engine?
>>
>>215030190
I don't know about unity but unreal has a bunch of spline stuff
>>
>>215030190
well implementing it yourself is super easy too, its just googling "spline math" and copy&pasting the functions
>>
>>214993153
Kool, i was loyal to the overlord all the way to the end, I figured that continuing the fighting would just cost more lives and my loyalty was the best path to peace across the continent. So my character was far from morally bankrupt, but was quite ruthless in clearing out all rebels and choatic elements
>>
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>game is consuming 2mbs more of ram per second
>>
>>215030610
>I had a computer with 2mb ram
>>
>>215030326
in fact it's lagging behind the rendered component by one or two frames. just fuck my shit up.

>>215030351
the one with GetComponentLocation, ue4.
>>
>>215030931
Have you looked into Tick groups?
>>
>>215024673
Alright so this went interestingly, but is going to end up not quite being conducive to FPS/non-ship controls: I'm still getting the Gimbal lock issue where I begin getting erratic extra rotation at certain angles as the axes start lining up closer to each other that would make it unplayable as a game that requires careful aiming.
Back to the Quaternion Question I guess.
>>
>>215030523
you into PoE? play Deadfire yet?
I have it but now the Critical Role characters being in the game, I am putting off playing it until I listen to that.
also I never finished PoE1, stopped right at the end, but I'd like to import a character so now I have to do that, too

getting dangerously /v/ here but I'm trying to figure out why I have no desire to play Tides of Numenara. I started it a year ago and never went back after about an hour of play. Nothing particularly wrong with it. Maybe I just want to make that kind of game, so playing it doesn't feel as fun.

I have some complaints about PoE but mostly I loved it. Yet at the same time, I think it could have been so much more. Part of me wishes they would have killed off half their graphics/etc and hired more writers. I think a surprising number of people would be very okay with something that looked only slightly better than BG2 but millions put into mechanics/writing/quests/details/etc.
It seems like all these games just barely miss the mark, at least for me.
>>
How did Hotline Miami get away with romixels?
>>
>>215032245
synthwave OST
>>
>>215032245
By not giving a fuck.
>>
>>215032245
by being a fun game
>>
>>215029739
This.
>>
>>215032245

Hotline Miami got away with romixels and being made on FUCKING GAMEMAKER because it has god tier music and is an actual good game.
>>
>>215032245
Not listening to idiots on agdg. There are many bitter people on here who can't create something so they get angry at people who can and sabotage them by complaining about things no one actually gives a fuck.
>>
>>215032245
Because it supports the aesthetic, everything is spinning all the time and makes you feel like a drunk lunatic, pixelizing the rotations would look very messy since it's also rotating the whole world.
>>
>>215032245
Protip: there are no hard rules in what is or isn't allowed in gamedev as long as it's fun
>>
>>215031119
I think there's another thing you can try.
Under character movement there's a bool for whether the character faces automatically control rotation or not.
So what you do is disable it, use the regular add control rotation functions, and under tick you just set the actor's rotation to the control rotation. If I remember correctly there's a bunch of magic under the hood for control rotations.
tfw you're not even sure anymore of how your stuff works
>>
>>214992397
Not that particular picture but there's something deeply unsettling about that girl's face and I can't quite pinpoint what.
>>
I don't like mixels. I will avoid mixels.
>>
>>215032992
wait no I'm fucking stupid I got why this works for me, I'm not using Roll.
don't actually waste your time with this
>>
>>214998843
>thick outlines on character
>no outlines on environment art
what did he mean by this?
>>
>>215033095
Did you try working with dixels?
>>
>>215033208
well I appreciate you trying anon!
>>
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When was the last time you did something you were proud of? Not necessarily dev-related, just in general.
>>
>>215033463
No problem, just tell me if you find some quaternions, I'm interested.
>>
Anywhere nice to get Xbox UI elements, controller layout, button icons etc?

Or do I just buy some on the Unity store even though I don't use Unity
>>
>>215032708
Fuck off, some people genuinely think "mixels" and "rixels" look bad, and it's a completely valid opinion. In my opinion if a game is going for a pixel art aesthetic they should go all the way, not have a mix of sprite sizes that break the aesthetic.
But that's just my opinion, and if a dev wants to have their game not align to a pixel grid that is also fine. Hotline Miami looks good enough, and they kept a consistent aesthetic.
Every time someone gives you a suggestion that you don't agree with doesn't mean they're trying to fucking sabotage your game, they probably genuinely think their suggestion is worth mentioning. You need to decide what you want to do, not just blindly copy everything people suggest for your game. You're the one making your game.
>>
Is there anything to make memory stronger? I keep forgetting shit I learned in a day so I have to revise my code every single time to know how did I do something
I even surprise myself with clever code I thought I didn't learn it yet
>>
memepoly + pixelshit + shittune + chromatic aberration + bloom + screenshake + motion blur
>>
>>215033701
&knuckles
>>
>>215033502
two weeks ago. Did soemthing with shaders knowing nothing of them
>>
>>215033701
you forgot vaporwave
>>
>>215033701
https://www.youtube.com/watch?v=pE_X_3R9ZrM
>>
>>215033701
>>215033836
I unironically love all those things.
>>
>>215033878
>hating knuckles
>>
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>>215033701
>>
>>215033626
I found this visualization site just now actually
http://quaternions.online/
gonna fuck with it until I understand
>>
>>215033668
you're likely being a lot more distracted than you think while you're learning things.
Turn off wifi, close all tabs, focus entirely on your task for 3 hours.
3 hours should not be a long time to focus on something.

Also meditation helps with this. Not sit and relax and listen to piano music "meditation" but the actual practice of meditation. There's a lot of schools and opinions and approaches to this but it's definitely helpful for becoming more mindful of things you do.
>>
>>215033460
Do-it-yourself pixels?
>>
Do you have any ideas for a 2D platformer without(or very little) jumping? I want to focus on horizontal movement(for the player character, enemies can still have plenty of verticality)
>>
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>>215033038
Her eyes probably aren't stylized enough which makes it a bit uncanny.
>>
>>215034094
Play OOTW
>>
>>215034094
top view?
>>
>>215033038
>>215034189
I think it's really really good. I noticed something about that character immediately when the dev started posting. Also the weird thing she does with her arms walking. I don't think any of it is bad though, I like it.
>>
>>215034256
Mycaruba xD

seriously though, it's on my list

>>215034292
nope, sidescroller
>>
>>215034094
Those metal slug shooter ones don't have much jumping
>>
>>215034292
>2D platformer
>topdown
pick one.
>>
>>215034041
I meant about quats in UE4.
Also you might want to give Rotate by axis a shot, I think you specify a plane normal and a center point and then you can rotate around that. It might work for what you're trying to do, like you do one with the local Z of the spaceman and one with the local X.
>>
>>215034094
Blackthorne had a moving out of the way mechanic
https://www.youtube.com/watch?v=WafqCyIwAWw
4:05
>>
>>215034094
You pilot a mech with little to no jumping ability.
>>
>>215027628
What are the benefits of this over lowpoly + ortho camera?
>>
>>215034437
>sidescroller
use something that doesnt jump as a character
>>
>>215034685
Probably not much, if any. Also apply some pixel shader on top of it, and it would probably look the same.
>>
>>215034094
ladders everywhere like in good ol' '80s
>>
>>215034094
Wheelchair simulator
>>
>>215034094
Worms
>>
Can it even be called a platformer if there is no jumping involved?
>>
>>215035191
Sure, it's called platformer and not jumper.
VVVVVV is an obvious example.
>>
It's funny how average 2d game has more spatial depth than 3d. Risk of Rain is great example, in original there's plenty of platforms and levels to escape to/ get jumped by monsters from but in the sequel it's just ground with ramps.
>>
What modern improvements could be made to interactive fiction or MUDs?
better parsing is obvious, nobody wants to go through

>sit throne
Sorry, that isn't here.
>sit on throne
Sorry, I don't know how to do that
>sit on the throne
Sorry, I don't know how to do that
>SIT THE FUCKING SIT ON THE THRONE
Sorry, I don't know how to do that
>sit chair
Sorry, I don't know how to do that
>sit on chair
You sit on the chair.
>>
>>215035421
Sounds like a failing in game/level design
>>
boku got a switch devkit, why haven't you?
>>
>>215035531
Because I'm using Godot.
>>
>>215035191
People just tend to refer to all sidescrollers as platformers.
>>
>>215033668
Take bacopa pills in the morning

That's what I do. Also keep a devlog/journal, and have meaningful commits when you push your stuff to your svn/git/bitbucket/etc
>>
>>215035518
It's hard to navigate platform mazes in 1st/3rd person view
>>
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>>215035531
>wanting to dev for switch
>>
>>215035495
>Get ye flask
>>
>>215035495
Maybe just type in an action like "sit", and then the game shows you all the available options in that particular environment, like:
>chair
>floor
>table
>cat
?
>>
>>215035776
>cucking yourself out of free money while it's still there because /v/ mindfucked you with soi meme
>>
>>214998843
gameplay looks a lot like cat quest especially with those orbs dropping, was that the inspiration or something else?
>>
>Pokemon meets Legend of Zelda
Y/N?
>>
>>215033502
I did a project for a class unrelated to my thesis and my professor said it was very impressive and he wanted to submit it with me to a journal or as a full paper conference
>>
Is benbo quest good?
>>
>>215035894
>free money
And tell us, anon, how much are switch dev kits, and how much are licensing fees?
>>
>>215035776
>n-n-nintendo is for kids!!
>h-heh got em *chugs down onions*
>time to play m-my big boy military shooters on xbox
>>
>>215035987
Short, loud, and stupid.
I had a pretty good time with it, honestly. Doing drop kicks and the little flip after dashing and jumping is pretty cool, and I also like how you can tap the jump button repeatedly to slow your fall.

The default punch is pretty crap and hitting dudes in general can be an awkward process though
>>
>>215035852
like autocomplete, hmm. But is something lost when you're just presented a list of options?
>>
>>215034560
oh, fair enough
I figure it's C++ or simulate them manually in BPs at this stage
any idea what rotate by axis might be called in BP nodenclature?
>>
>>215033502
I made a TCP socket connection! I even opened ports in my router! It's so cool!
>>
>>215036245
I'm not sure but I don't think so. I'm not experienced with that kind of games, though, so somebody else here might have a few words about it as well. I mean, you would show all the options that you programmed, the rest wouldn't work anyway. So it would completely remove that problem of having to type in a precise phrase, I guess. Again, can't be sure since I haven't really played those games much so I don't know if I'm missing something here.
>>
>>215034041
okay I think I understand these quat pieces of shit now:
-xyz describe the vector of a line which could be said to go through the center of a origin and a circle projected perpendicular to the vector
-w describes the procession around the circumference of this circle from origin to destination
-so a Quaternion describes a rotation which traverses the shortest distance around the axis of xyz from origin to point w

how close am I?
>>
ok. how do i get this base class i want in different objects?
this is what i have
Class A:monobehavior{}
Class B:A{}
Class C:A{}

& I have 2 objects
Object1 have the component of script B
Object2 have the component of script C

But i want a universal code to get both of them, how do i do something like
gameObject.getComponent<A>().
But will works for getting both B & C?
>>
>>215036836
Definitely check out Sebastian Lague on youtube if you haven't already. He made some good videos about all of that.
>>
>>215036836
good job but theres no point visualizing what it actually means, its like trying to visualize a SRT matrix
you just need to know their practical use
you're on a dark path to being a nodev, trust me
>>
>>215035994
devkit is 500 which is dirt cheap compared to other platforms

>how much are licensing fees?
I genuinely want to know this. Is it better or worse than steam?
>>
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tfw trying to dev with broken mouse
>>
>>215037339
>deving with a touchpad
get on my level nigger
>>
>>215037287
500 bucks isn't anything to sneeze at, especially if you're a turbo poverty fag like me.
I'm so broke I technically don't exist.
>>
What are /agdg/'s thoughts on interactive movies/novels/stories? If there's no challenge are they not videogames?
>>
>>215036352
>>215035982
>>215033806

I'm proud of you anons!
>>
>>215037507
i love the concept. I have played any thou
>>
>>215037507
>no challenge
It's a challenge to write a memorable story.
But if you have a good story, you would be writing novel and making big bucks instead of making a "game".
>>
>>215037450
>he doesn't have a part time job teaching game design labs at uni
lol
>>
>>215037507
They ARE video games.
Heavy Rain is a video game.
VNs that give you dialogue options are video games, because you have the ability to interact with the game and effect the outcome. It's very basic, very simple gameplay, but it is gameplay nonetheless.
>>
>>215037603
*havent
>>
>>215037507
If it's interactive it's a game. If it's interactive and electronic it is a video game.
>>
>>215037636
I am nothing more than a part time janitor, anon. Just same faggot that mops floors and wants to just like, make game one day.
>>
>>215037418
>not deving on smartphone
>>
>>215037616
>But if you have a good story, you would be writing novel and making big bucks instead of making a "game".
What if the story lends itself better to a videogame format? There's a lot that can be done with narrative that's not achievable through traditional media.
>>
>>215037507
the most abstract definition of a game is an interactive experience with rules. There does not have to be a win or lose state, and it does not have to be challenging. Interactive movies are games.
>>
>>215037831
name 3 examples where a VN surpassed masterpiece IRL
>>
>>215037967
>the most abstract definition of a game is an interactive experience with rules.
so browsing the internet is a game?
>>
>>215037507
I'm actually working on an interactive story, since I'm mainly a writer and do some art. I think it's a medium in its own right, as interactivity, self-insertion and player agency result in a very different type of story compared to non-interactive media.
It's a shame the most prominent source for interactive fiction (Choice Of games) puts out low-agency, low-effort garbage though.
>>
>>215038124
what rules does browsing the internet have?
>>
>>215038124
just like a tv advertisement is a movie and a newspaper is a book
>>
>>215038034
Ever 17
999
Higurashi
>>
why do u think this is shit?

;_;
>>
>>215038484
I've been meaning to play higurashi but the art looks like it's out of one of those "how to draw anime" books and it keeps turning me off it
>>
>>215038643
Why do you think it is shit?
Be honest, what do you think the problem is?
>>
>>215038643
wow cris was real all along
>>
>>215038974
I have low self steem, constant doubts of my skill and years of anons telling my art is garbage.
>>
>>215039048
Maybe you should stop posting in here and improve your skills, then. Go learn some anatomy, you really need it.
>>
>>215039048
>the problem is my self esteem and not because my art is actually bad
this is why you never learn
>>
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>>215039191
>>215039235
I don't think my art is shit, besides I've gotten request to teach drawing anime IRL and on normalfag sites.
>>
>>215039002
How new ru?
>>
>>215039582
>I don't think my art is shit
You should start thinking that then because it's really bad.
>>
>>215039668
I only need to work harder.

My goal is to render this shit and do HD sprites, like kof 12.
>>
>>215039871
No, you need to ACTUALLY LEARN how to draw and model instead of bashing your head against a wall endlessly by fucking around and fooling yourself into thinking that your shit isn't shit.
>>
>>215039191
We have been telling him to do that for years. His art has literally not changed in years. No matter how many times people tell him to learn he always makes an excuse as to why he doesn't need to learn. "I just want to make anime, I don't need to learn western ideas like anatomy", That is what he thinks.
It honestly saddens me a lot, and I truly hope other anons learn from his mistakes.
>>
Right so I'm still working on a game with Halo, Mass Effect and AvP elements to it and I got a quick question. It's fine to make and release said game as long as it's free and there's no paid advertising, right? Just don't want to get a C'n'D for doing it, but from what I've seen the companies who own those series are relaxed about an projects

Also, still looking for voice actors, modelers, extra developers, sound designers ect, any tips on where I ca find some who'd be willing to donate a few lines in free time?
>>
>>215038643
>>215039582

Most of it is subpar, The hair and face make it a nightmare. Maybe if you do unlit+pixel shading or something it will be closer to acceptable, but the sharp triangulation on the arms and face looks horrendous with standard blender shading.

Try and work on proportions overall and start thinking about topology/edge loops how the mesh is going to deform for the arms/hands/shoulders.

Turn on smooth shading instead of flat shading every once in a while to get a general feeling of what's going on. Also make sure to switch between ortho and perspective views.

You can do this, but you have to stop doing what you're doing right now.
>>
>>215035531
I don't know if nintendo would be ok with my game and I don't have that kind of money
>>
>>215040481
Also not 100% sure if editing models from older games is fine or not (I'm talking 360/ps3 era games) so is that an ok time saver?, though I'm sure it is if people are allowed to charge money to make porn of them
>>
>>215040481
>>215040893
I honestly can't tell if you're making a joke post or not.
>>
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I'm trying to learn how to make a shmup in Godot. What sort of node should I use for enemies? Area2D? KinematicBody2D?

All these nodes can be a bit confusing coming from GM.
>>
>>215040543
https://www.youtube.com/watch?v=9mpIR7hIHho

the goal is to make sprites from it, like kof 12.
>>
>>215041138
kinematic body is for characters in 2D games that don't need realistic physics (gravity).

rigidbody is when you need gravity.

Area2D is when you need a trigger, like a melee attack.
>>
>>215041138
staticbody for static stuff
area for stuff with simple movement patterns where collision movement responses don't matter but collision events matter, like space invaders for example
kinematicbody for stuff you want to stop/slide when colliding with other stuff, most useful for platformer characters and such
rigidbody for newtonian physics stuff you want to throw around
>>
Do you guys know the link to streaming-guy YT channel?
>>
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>>215041021
I'm dead serious and I've got gameplay and shitty t-posed base models to prove it

For real, it's a free time thing that I wouldn't mind finishing some day, it's all planned out on how it would play, look and sound like, just need to keep working on it and learning as I go so it isn't just "another crap unity game on steam"
>>
>>215017914
10/10 made me look again
would meme again
>>
Do you think one 16 year old getting shot for story purposes on screen is ok?
>>
>>215042215
if you are american its ok
>>
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So I never even fucking knew this, but it seems a lot of games have characters that move based on animations. I know dark souls is a meme example, but it's an example still. I didn't even know that the movement, attacks and everything are what drive the character itself to move and it only has collision checkers that don't allow the character to animate into and through the wall.
Why do games do this? I noticed it's especially the case for action based games. Why do that and not just have the animations be 'static', as in not controlling the position or movement of the character?
>>
>>215042215
whatever they dumpstered a kid at the start of Last of Us and people were fine
>>
>>215042463
Hitboxes probably
>>
>>215041531
>>215041627
Thanks anons.
>>
>>215042463
Because then you don't have to tweak/hard code the movement separately using whatever tools might be available in engine, the character moves how their animation and animator wants them to.
>>
>>215042463
I might be wrong, but I think it highly depends on a game. Take a game like diablo or some other point and click snoozefest. So you have a character that always attack in place. They dont need to move forward or to the sides unless theyre told by a click. The movement and actions are predicatble and easy to code. You know that melee attacks will always fall into x range.
Now game like dark souls. Imagine having to hard code all those animations. For the bosses, for the player. It would be utter bullshit. But it also adds this very nice sense of fluidity and impactful combat. The animations can go wild, such as the devil may cry series. All you do is have the chink animator do his thing, plop it in the game and rhats. It. The hitboxes do checks for hits. Your range is what your animation range is. You can add lots of interesting stuff for fun combat.
But it all depends on the game.
>>
>>215042463
In lots of cases it's both easier and provides better results.
>>
>>215042463
Root motion is the word you're looking for.

And it's because an attack movement might have a complex series of motions that are hard to replicate directly in code. You might have three short steps, a large step then a leaping jump motion for a particularly powerful jump attack for instance.
>>
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>>215019730
Why is Shredder holding an axe? and why isn't he wearing purple?
>>
>>215043559
>>215043443
>>215043284
>>215042727
>>215042598
Thanks for all the responses. With some examples I guess I can see why it would be good. Imagining doing combo attacks and writing it all in code on how far to step, leap, dash, step, go back and stuff sounds like it would be a nightmare.
>root motion
Yes. That one. Time to read about it and learn how it works. Thank you. Can't wait to have my boxes combo moves.
>>
>>215043581
he got back to the closet
>>
>>215042463
less buggy
>>
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>>215036287
I was curious so I did your homework.
Found a solution that's completely bonkers node wise and most likely super inefficient. BUT ! No quaternions.
Posting the BP right after that.
this is super fun to mess around with and if I'm making an Armored Core clone later, it might have this

Also sorry for not replying earlier but I was busy getting my ass raped by exams.

>>215038643
At least re-compute your normals before posting screenshots, half of them are backwards here.

>>215040303
Worst part about doing this is that at one point, you're going to start studying properly and seriously. And at that point, you're going to feel like a fucking idiot because you've been circle-jerking for years and you could have become a great artist in that time.
>>
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>>215044102
and here's the maximum spaghett
the only thing here that's not in the engine by default is MoveUp, which is an input axis I've had defined for my own unrelated movement.
>>
>/r/gamedev's hottest post is an ad for an asset
makes you think
>>
>>215044643
But what's the asset? If it's useful and free, that makes sense.

I don't understand this "assets are bad" meme. You're already using an engine, so why do you suddenly draw the line at assets? You're using other peoples' code in both cases.
>>
>>215045257
It's not free, it's one of those "must have" assets to bypass some Unity flaw that they never fix because there's an asset for it.
Assets aren't inherently bad but the way Unity treats them is pretty bad, it's the microtransaction engine.
>>
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>>215031860
Yeah I played PoE, but I really really wanted those shitty old 2E D&D spells that I knew how to abuse lol. I ended up finishing but stuck with a mage type character when I hated the magic system, it just didn't feel powerful at all, more like a way to subsist in combat for complete weaklings. Story was good at getting me involved but then a fight would happen and then i'd be pissed off that I got so far into the plot with a character class i didn't like.
I haven't touched much else of the new-oldschool bioware games. I got the BGI and II remakes but still haven't even installed them.
I find often that when the graphics on a game are too polished, there's this kind of expectation for the rest of the game to be shit or cliche. Like how AAA games want maximum graphics and maximum demographics and end up with a ultra cliched story and gameplay for it, despite looking visually amazing.
So even when it's small studio or indie but the graphics are still really good I EXPECT the gameplay and mechanics to be common tropes that I already played years ago. Even when they aren't. Maybe it's something similar for you?
>>
what technology was Risk of Rain made in?
>>
>>215033502
Dev-related, I made a teleport spell in the python roguelike tutorial. You can't teleport into walls, on occupied tiles, and the monsters take a turn and update correctly on casting. I know it's small but it made me feel good.
Non-dev related, I went from a temp product packer at work to a certified technical position in less than a year. It makes those ten hour shifts feel worth it
>>
>>215045848
assembly, even the sprites were done with data entry
>>
Did somebody here use SDL or SFML? I want to start with something low-level before diving into some shit like Unity
>>
>>215045848
Guy wrote his own engine in assembly. What a madman.
>>
>>215045848
Google it
>>
>>215045848
Game Maker.
>>
>>215038643
is this the new sourcepost?
>>
>>215045973
Yes.
>>
>>215044375
>>215044102
nice! thanks for getting back to me
I'm trying to get a sense for the whole rotator combining deal - is all this the entirety of code that controls your rotation (aside from roll I guess)?
how does MoveUp get its data then? I seem to have a getter for it built in to mine
>>
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>>215038643
pshh kid, 3d is ez, just look at my masterpiece
>>
>>215045848
Macromedia Flash 8
>>
>>215046462
How did you like it? Are there better alternatives to these libraries?
>>
>>215046694
They are nice. I don't think so unless you're planning on writing some OpenGL code.
>>
>>215046620
its ok. Color are too flat but in general it ok
>>
>>215046875
Yeah, I want to work with OpenGL too, so I thought SDL would suit me almost perfectly
>>
>>215039582
I have to assume you're just shitposting at this point since you repeat the same things over and over.
Guess pretending to be a retard is easier than learning how to draw at least.
>>
>>215046561
wait what am I saying I defined moveup myself as the spacebar earlier
>>
>>215046561
>>215047589
>how does MoveUp get its data then? I seem to have a getter for it built in to mine
I don't know, you just go into project settings, add an input axis, specifiy the buttons, add a name, and it just works. I'm not gonna waste time questioning that.
By the way yes, that's everything concerning rotation. Movement is just adding forwards/side based on input axis for WASD over the regular Character Movement component, set to flying movement mode.
Like I said, I just used MoveUp because I was too lazy to define a new Input Axis, you want to replace that with your own Input Axis just for Roll.
>>
>>215047741
>roll
that makes more sense
I've got it plugged in but I'm feeling like I did something wrong - everything's fine until I do a half loop in one direction and then it gets totally fucked
>>
>>214999275
Yours
>>
>>215048769
I don't know, I haven't pushed the thing too far so it might have some actual issues.
Are the Combine Rotation pins plugged the same way ? I recall it giving me some trouble because of that.
>>
Never played metroid or castlevania, play a lot of metroidvanias, even made one.
Never played Rogue, played some roguelikes, made one.
Never played Dark Souls, played some clones, probably will make one.
Zelda same as above.
>>
>>215049314
>taking pride in the fact you don't know something
What's wrong with Americans?
>>
>>215049428
Aren't you glad you don't know the answer to that, since you're not american?
>>
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>>215049306
here's mine, same as yours far as I can tell
I'll take a vid of the behavior I'm getting but it's really as simple to do as just aiming up with the mouse over and over (didn't invert Y since I want FPS aiming but it's still fucked in either case)
>>
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>>215046620
Here I made some changes for you.

-removed the hair split(makes him look like a nerd)
-made the hair look more spiky and less like a pompadour
-shortened forehead
-made the scarf look less like a turtleneck
-muscles more defined
>>
Watcha workin' on?
>>
>tfw ascended engines and frameworks and now using openGL directly and making bindings for C libraries for my favorite language on my own
holy shit I can never go back
>>
>>215049916
You're combining the input rotation with the actor rotation, try reversing this one and see if it persists.

>(didn't invert Y since I want FPS aiming but it's still fucked in either case)
shit I might have configured mine backwards because I want FPS aiming too.
>>
>>215050105
>-removed the hair split(makes him look like a nerd)
you roasted me without even knowing
>>
>>215019863
Dude, you're going to make bank, Stardew valley made fucking gangbusters by being harvest moon on pc, and i assume this is a fire emblem adjacent thing.
>>
>>215050295
seems like you ascended gamedev too
>>
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>>215050286

Trying to switch something I had stupidly made in game to the UI layer. Realizing there's no LineRenderer equivalent for UI. Crying.
>>
>>215050286
Gamepad UI, I want to die
>>
>>215050338
if I don't combine the input rotation with getactorrotation it just jiggles and resets to position
but that's the same as you have it in your screen is it not?
>>
>>215050286
Not my game, because I still have three exams tomorrow.
but boy I'm going to work the shit out of my game saturday

>>215050764
I mean use actor rotation as A input for combine rotator.
Also just recalled that I disabled "Use control input for Yaw" under character, it might come from that.
>>
>>215050571
>>215050612
UI truly is the devil of gamedev
>>
Need to decide what to do today.
>add variety
>make the game not boring at core level
>>
>>215050978
>I mean use actor rotation as A input for combine rotator.
well fuck me those are order dependent
and then yeah, inverting Y is actually necessary with that and then it's perfect
it's just perfect
no gimbal locking or anything it just fucking works
what a ride, I really appreciate you being patient with me man
>>
>>215050571
Just put the regular line render in the UI? I don't understand the problem.
>>
So, I know the basics of programming and done a few small, inconsequential projects in console. (Tic Tac Toe, Snake, the like).

Now, how do I into rendered graphics? (I'm too cheap to pay a license for gamemaker&friends)
>>
>>215051891
Try Unity or Godot.
>>
>>215051891
>download free engine
It's that easy
>>
>>215051891
read about transformation matrices
>>
>>215051524
>make the game not boring at core level
Its not even a contest
>>
>>215041631
If you mean the one who streams on twitch, I haven't put up any of the recent ones on YT, just keeping them on twitch as vods for now since that maintains chat history.
>>
>>215051891
Only gamemaker has an upfront cost and it happens to be the worst engine around, don't bother with graphics programming unless you really want to learn graphics programming instead of making a game.
>>
>>215051891
You only need a licence when you earn something like 100k+ or when you want to remove the splash screen in Unity.
>>
>>215050286
Updating a run animation before I finish porting this character over. The old one was bothering me.
>>
>>215052050
ok. thanks
>>
>>215050571
>LineRenderer
is this unity? you can put LineRenderer in a UI canvas just fine. I can't remember the exact things I did to make it work, but I think you have to do some stuff in the canvas's settings to make it work if you can't see it.
>>
>>215049314
https://en.m.wikipedia.org/wiki/Generation_loss
>>
>>215052287
>.m
>>
>>215052365
Objectively better than non-m wikipedia
>>
>>215052365
>
>>
>>215051713
No worries, the mechanic was interesting me so I don't feel like I've wasted time or anything.
>>
Best free engine to make an isometric game in?
>>
>>215050571
>>215052279
Set canvas to "World Space", drop in the Camera used to render UI layer so it doesn't intervene with the other stuff in the game. Set UI to it's own layer called "UI", set camera layer mask to only render UI layer, make the "Depth" in the camera component greater than on your regular in game camera.
>>
>>215052439
Way too much white space, the font is too big, content tables are hidden by default and it lacks the useful sidebar.
>>
>>215052058
I know 3D graphic are a pain to learn coding-wise, but I want to make a 2D game anyway, which I hear is miles easier.
>>
>>215052563
Isometric as in 2d sprites, 3d or fake 2d with 3d models?

Either way Unity or Unreal should be fine.
>>
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i have an idea /agdg/
>>
>>215052819
Shove it up your arse
>>
>>215052819
Tell us.
>>
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ok, so I used the 3D render as reference for my idle animation.
>>
>>215053095
The fuck
is she a boxer or something why is she bobbin and weavin
>>
>>215052936
competitive multiplayer dating sim
>>
>>215052537
it's pretty cool, I've got a lot to read up on now on how rotators are made and added
in your opinion, is calculating this on the event event tick the only real way to achieve it?
>>
>>215053165
dunno, is just an idle movement.
gotta now import this on aseprite.
>>
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/r/ing stuff like this. in particular i remember one that was specific to melody or harmony but i can't seem to find it. anyone know what i'm talking about?
>>
>>215053341
I have never played an instrument and know nothing about music and I want to make (good) music for my game possibly until next demo day. How 2 get good making music fast? I tried playing around in LMMS it sounded like ass.
>>
>>215053625
Music is like drawing. You can try to cheat, but good output only comes after you get a good grasp of the fundamentals.
>>
Million dollar idea.
Bullet hell from the perspective of the bullets.
>>
>>215053275
>it's pretty cool, I've got a lot to read up on now on how rotators are made and added
I wish I could too, there's no information about them in the documentation.
>in your opinion, is calculating this on the event event tick the only real way to achieve it?
I guess. Maybe in input axis events if you can separate pitch/yaw/roll.
I'm surprised though that add local rotation gets into gimbal lock.
>>
You're not gonna make it.
>>
>>215054006
Do you spend most the game in a magazine waiting to be fired? Or are you always the bullet shot?
Or do you only shoot one bullet and play as him and what happens after he's fired?
>>
I am gonna make it.
>>
>>215050286
Self portrait.
>>
>>215053341
>>215053625
https://drive.google.com/file/d/1tuLtVV_Mpv2_P9sAEKL3kqZeJlxg7pFN/view?usp=sharing

Read this.

https://www.youtube.com/watch?v=OEIk3bJtTNw
https://www.youtube.com/watch?v=iEKFuSQndhs

watch these.

After that learn about the circle of fifths.

Also, download musescore and start to analize melodies and scores, spend some time learning to read a music sheet.
Try to analize melodies using questions and answers, and analize how many times a question is repeated before an answer.

Also, put attention in your score sheet what notes they use at the first beat and third beat of a score.
Put attention to how they make answers in melody, like they usually use a half tone with a dot or a ligature or a full note as answers, usually in the first beat or last beat.

After you learn to make a melody (try to copy other music melodies to learn) you can learn to use harmony (just look up the gradus et parnasum pdf I linked).

Try to put attention to what kind of shit songs use, like arpeggios or sustained strings as back material, maybe some percussion, another counterpoint melody and some sparkles (usually some glokespiel).

Try to read the most about music theory and don't relly on faggot youtube tutorials, better to use college level books.
>>
>>215054838
>giving music advice when you haven't made a single track
cure your dunning krueger cris
>>
>>215054970
gradus et parnasum was the book beethoven, mozart and hayden learned from.
>>
>>215052279
>>215052617

That did the trick. Thanks for the help, anons!
>>
>>215055082
right. three guys and they've each only read a single book ever.
>>
>>215055168
It was the main book that composers used to learn in the baroque, dumbass.

It's a solid book, and much better than any other how to compose music modern book I've read.
>>
>>215055298
well, where are the tracks if it's such an absolutely fantastic book and you're such a genius ?
>>
>>215055428
I just told you it was the main book that composers like beethoven, mozart and hayden learned from when they were younger.

hayden literally self taugh himself music composition using that book.
>>
>>215055523
why are you trying so hard to change the subjects ? where are the tracks cris ? don't tell me you've been "studying" music and just reading crap and pretending it's working.
>>
>>215053095
I honestly thought you were shitposting and bullying some deviantart artist by asking "is this good enough" every thread. But I guess not.
>>
>>215054838
>don't relly on faggot youtube tutorials
>watch these.
oopsie doopsie, spilled my consistancy
>>
>>215055585
it's almost like they're an idiot who knows nothing about anything but loves to give their opinion on everything.....................................................
>>
>>215053170
I fucking love it.
Who’s gonna fuck the midget chick first?
>>
>>215055585
I've never claimed I'm a top composer faggot.

I'm just giving him the resources I've found usefull along the way.
I don't need to be a top artist to recommend loomis to any guy asking how to draw.

And I've never said I'm an elite master.
I'm still learning.

>>215055757
youtube tutorials are dog shit, literally wiggers telling you to not learn music theory and just doing random crap on screen until it sounds good.
a waste of time.
>>
Music isn't gamedev
>>
Enginedev isn't gamedev.
>>
>>215056001
Isnt music part of the asset making of gamedev?
>>
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i cant seem to find a job in game-dev anywhere even tho i went to college to learn programming and spent 2 years developing my own games

everywhere i go its: we need someone with specialized experience - well how do you get this specialized experience with a narrow set of tools that only a big company has proprietary access to? Oh well you would have to work here first...

is it all nepotism? do i have to know someone who knows someone? Like what does it take to get a job in the industry? Should i just make my own game even though 9/10 devs fail to make it?
>>
>>215055892
you would know a lot about dog shit, seeing as how you live surrounded by it and are it yourself
>>
>>215056350
Either that or you lie
>>
>>215056350
remember
just like make game
>>
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>>215056413
imagine getting this mad over someone giving honest advice.
>>
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>>215056350
>went to college
>devved for 2 years
>can't use or learn common programs used in any company
>>
>>215056565
imagine thinking your deviantart tier opinion and advice mattered while also living in a third world country
>>
>>215056629

I don't think your really up to date on modern game development studio tools, technology and practices
>>
>>215056350
The only thing that matters for a job in gamedev is your portfolio, so post your finished games / vertical slices that you send around so we can critique that.
>>
>>215056742
why not give OP a better way to learn music composition then?

maybe I can learn as well.
>>
>>215056863
you have a fucking learning deficiency that's about as large as the chip on your shoulder, so that's unlikely you shitmonger
>>
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>new engine
>uses a snowflake scripting language
everytime
>>
>>215056176
What makes you say that?
>>
>>215056964
that still doesn't stop you from helping OP, dumbass.
>>
>>215057458
Because a game is not an engine
>>
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how shouldd i go about fixing my sprite ghosting

im making a 2d platformer where you move pretty fast, camera follows the player, and the sprites blur ahead of you, found out it wasnt anything to do with the scripting as if you print screen or pause its normal and apparently its to do with my monitors refresh rate (60hz) not being able to keep up, had to photo it on my phone just so i could show you guys

any way to eliviate or remove this effect, i.e motion blur on the sprites? has anyone come up with a clever way to aleviate this, see pic below

for reference, vsync is enabled, runs 60fps stable, monitor 1920 x 1080, tried messing with all unitys default quality settings but hasnt changed anything, im all ears
>>
>>215057117
What the fuck are you on about?
>>
>>215057785
>ghosting
>vsynch is enabled

doubt.jpg
>>
>>215057892
>lack of support
>poor documentation
>cognitive overhead
>learning curve
>bad performance
instead of using an existing language with lots of support, tools, large community, optimized runtimes, that a developer may already be familiar with such as lua, python, js etc.
>>
>>215057696
An incomplete game isn't a game either but working on it is definitely gamedev.
>>
>>215058317
No it's not.
>>
How do you guys keep track of non-linear stories? Playing through New Vegas makes me want to try to make a branching story with several endings and multiple ways to do quests, as well as actions in one quest affecting another. My problem is that I can see keeping track of all of the possible storylines will become difficult.
>>
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>>215057907
no it is, it also does it when it isnt enabled also

heres a picture of the settings
>>
>>215057785
>what is rise time
get a CRT

>has anyone come up with a clever way to aleviate this
yes but you need driver support, AMD drivers has or used to have overdrive settings to reduce ghosting
>>
>>215058523
true but im more thinking about a creative idea that will work for people on all kinds of computers, good ones and shit ones since the game technically runs at 60 on a toaster, also im on nvidia

what did you mean by rise time exactly
>>
>>215058463
Explain
>>
>>215058520
Don't bother. Games shouldn't have stories and if AAA studios hiring actual college graduates can't have good stories, yours is going to be an even bigger piece of shit.
>>
>Need to continue on the tutorial and training highway
>Head feels like someone clobbered me with a baseball bat
>>
>>215058685
No
>>
>>215058801
Games don't need tutorials. The gameplay and level design itself should teach the player.
>>
>>215058520
So you're asking how you keep track of a story? You draw a story outline. You keep track of your paths.
>>
>>215058682
rise time is the time it takes for a pixel to respond to voltage changes in the image signal. the slower it is the more ghosting you get. overdrive helps by sending a stronger signal for the first bit and then reverting to the actual signal after a short moment. the pixel responds more quickly to a stronger signal but also goes toward a strange colour, it then bounces back to the real colour when the real signal is sent. tune it properly and the discolouration is almost unnoticable. you can't do this in software the gpu driver must do it since it has to happen faster than a frame is. it works on all LCD's, but you need the driver to do it, or the circuitry on the monitor, I have a mode on mine called "RTA" which does it.
>>
>>215059070
Games don't need level design, the gameplay should design itself.
>>
>>215059036
Well, then you failed to convince me enginedev isn't gamedev.
>>
>>215059253
right well cant do anything with that then, any ideas yourself on how i should fix this? something i could program into the game
>>
>>215057907
see >>215058521

so any bright ideas on how to fix the ghosting
>>
>>215059519
you can't. the only way you can fix it is by getting a faster monitor or enabling overdrive if you have it.
>>
>>215059254
This is true if it's procgen. Otherwise no.
>>
>>215059461
Nope.
>>
You're about to make a game dev team who only use open source programs, what do you use?
>>
>>215059673
okay so no way of fixing it

is this why games have motion blur? to prevent all the gosting when you turn too fast? maybe doing that with the sprites would work
>>
>>215060418
Unity + Photoshop + Substance Painter + Maya
>>
>>215060253
Reply to my post if you're a moron and you know it
>>
>>215060494
make your game run at 30fps
>>
>>215060418
Godot, Blender, Krita. I don't know what people use for sound effects and music though.
>>
>>215060626
Reply to this post or your mother will die in her sleep.
>>
>>215060418
I'd only use blender because it's lightweight and has everything. Every open source software has shitty and disorganized uis and hotkeys. This includes blender.
>>
>>215060876
I doubt any are worthwhile when they're up against Ableton and FL.
>>
>>215061009
kys retard
>>
>>215060494
>is this why games have motion blur?
no they have motion blur for two reasons
A > smoother motion
B > cinematic look
>>
>>215061104
It's the harsh reality loser
>>
>>215061379
the only harsh reality is your iq
>>
game dev music?

want to focus
>>
>>215053095
The animation is horrid but so cute at the same time.
>>
>>215061491
https://www.youtube.com/watch?v=JTEFKFiXSx4
>>
I need to make an experience-yielding system spanning 80 levels with 44 distinct lines of experience.
Is this as impossible as it sounds?
Is there some mathematical rule that RPGs follow to get that feeling of gradually lengthening progression?
>>
>>215061974
playtesting until you get it how you want

you have to know what you actually want to begin with
>>
https://www.youtube.com/watch?v=ooyjaVdt-jA
>>
>>215062245
Haven't watched it yet

But let me guess: Battle Royale mode
>>
>>215061974
xp_required = 1000 * level ^ 1.25
>>
>>215061473
Just accept that open source software is messy and generally worse than their commercial counterparts. You don't have to be angry about that :/
>>
>>215062245
Dude epic! I love generic military shooter #153
>>
Just out of curiosity does anyone know of any good game design books?
>>
>>215060626
Dude you better reply to my other post or else your mother's gonna die in her sleep
>>
>>215060684
but it looks much worse at 30fps
>>
>>215062245
Why was black ops 2 the best call of duty game?
>>
>>215062469
I do because it's not true. You're just a retard who can't learn.
>>
Even top indie games get basically no comments on IndieDB. Should I be focusing elsewhere?
>>
>>215062750
what about the ghosting?
>>
>browsing steamworks developer forums
>devs complaining about flood of low effort games taking up upcoming and new releases
>check out what the devs are making out of curiosity
>their games are what 99% of people would call trash/low effort

Every day i doubt the "indiepocalypse" more
>>
>>215062791
funny way to spell infinite warfare
>>
>>215062413
Yeah this is solid. But I have a wide variety of skills. I think they will need to be individually calibrated so that some difficult actions award 100 exp per attempt, while easy actions award 1 exp per attempt, or in the case of a skill like Swimming: 1 point every 10 seconds while moving in water.

What a hurdle this is gona be. Who could possibly put up with this. Game devs are such geeks.
>>
>>215062791
mw2 had objectively the best multiplayer
black ops 2 and 3 were mistakes. black ops 4 will be another mistake
>>
>>215062836
No one goes to IndieDB anymore.
Twitter and Tumblr will get more view and shares.
>>
>>215063138
>no dedicated server
>can only choose groups of settings
>even more cancerous perks to help shitters
>even more cancerous killstreaks
No. CoD4 has the best multiplayer.
>>
>>215063207
OK, that's what I was guessing based on my lack of traction on my last few articles. I'll duplicate them there just because there's no harm but definitely focus elsewhere.

Thanks anon.
>>
>>215063076
Oh you mean a skill based XP system where as you master a skill the growth rate falls off? That's just a simple logarithmic formula: https://en.wikipedia.org/wiki/Logarithm
>>
>>215063308
>complaining about players using perks and killstreaks that are available to all players
what's stopping you from using those perks and killstreaks if they're so cheap. if you were any gud then you'd have been running through the maps with riot shield and throwing knife and pwning all the noobtube kiddies. git gud, scrub
>>
>>215063138
>noob tubing
>quickscopeing
>death streaks
>nukes
It was fun but also broken
>>215063308
Black ops 2 was better
>>
>>215062791
>>215062952
huh.....funny ways to spell World at War
>>
>>215063791
how was quickscoping 'broken'. quickscoping wasn't something that noobies were able to exploit
>>
>>215062575
No kidding man. I much prefer generic pixelshit platformer #153
>>
>onyl feel motivated to dev an hour before bed
why
>>
>>215064026
>using motivation instead of discipline to make your game
>>
>>215063915
its wasn't broken just annoying
>1v1 360 quickscopes only
>>
>>215064026
adrenal burnout
>>
>>215064104
>forcing yourself to do something you don't want to do for a hobby
>>
>>215062824
But it's not about learning. It's about usability? There are standard UX designs that a lot of open source software ignore. It's actually the biggest complaint of blender and gimp?
>>
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>>215063528
>tfw youve spent almost a year on project and brain cant do math

I put all the things I cant math into a ms paint document for my imaginary partner hero Descartes to work on some day
>>
Is trap music gay?
>>
>>215064296
it is about learning. blender is totally consistent, all you gotta do is get a basic understanding of the layout, just like with any software. gimp's interface is a verbatim copy of photoshop 4. it just hasn't been updated since. the only reason you would have trouble with it is if you have made yourself used to CS and refuse to learn.

you are an idiot.
>>
>>215064475
if you can't brain shit like DOT or damage type multipliers you need to reconsider your life
>>
>>215060626
Dude it's on you when your mom dies
>>
>>215064475
Do you have a medical condition, like dyscalculia, or are you just a moron?
>>
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>simple game I whipped up in a few hours is more fun than anything I've made in 3 years since I started gamedev
I don't think I understand what makes a game fun.
>>
>>215064718
>ignore the part about design
> all you gotta do is get a basic understanding of the layout, just like with any software.
So you're just being dishonest :(
>>
>dyscalculia
>real medical condition
>>
>>215065990

Stop autistically overthinking your game's systems and just like make game
>>
>>215065990
You've made a fun game in a few hours because of the years worth of experience
>>
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Been spending the last few days working on the camera, now it handles camera occlusion and obstruction correctly - it can also handle smaller obstacles being ignored outright, if that is the case then a spittled shadow model is displayed in the players place.

Excited to be able to get back into movement and control stuff after this.
>>
>>215064718
>blender is totally consistent
except deleting animations which is a complete fucking nightmare
>>
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Animation is everything
>>
>>215062893
no the ghosting is still present and its considerably worse

you have any other ideas or things i can try out? it seems to ghose more the faster the player/camera moves so it is hardware related being the refresh rate, though if theres a way of minimilising it that would help
>>
>use anything, literally anything in unreal
>doesn't work as expected
>google it
>Thank you for reporting this issue. Unfortunately we are not aware of any workaround at this time.
all engines i try fucking suck and i'm never, ever going to make it
>>
>>215067449
not with that attitude that's for sure
>>
>>215067449
>everything I try sucks, surely I am not the problem
>>
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Good bye~
>>
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>>215064850
>>215065768
Math is just not something I like. I dont recall any of the advanced math from high school or college. Id rather work on countless other areas of development, but its all garbage if its not built on a good math foundation.
I can do a lot of the math, but the exp goals and exp yields are one of the many calculations ive gotten in over my head
>>
>>215067449
Are you the same guy that was blaming Godot for every mistake you made?
>>
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Last model was 1990 triangles.
this model is 720.

pls rate.
Is better?
>>
>>215042463
>>215043559
Huh. Time to look up videos on root motion now.

>>215043284
1, they don't hard-code animations. 2, Soulsborne is pretty notorious for recycling animations. 3, the idea present with how it was described makes this root motion thing sound like more work than conventional animation and rigging.
>>
http://www.mother4game.com/
H O B B Y
O
B
B
Y
>>
>>215067449
literally give up
>>
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post progress
NAO
>>
>>215068315
>Last update: September 2016
Deader than dead. Since September 2016, many projects have started and died and many others have started and finished.
>>
>>215068315
That's not what the hobby meme is for but I'm still facepalming.
>>
>>215068225
Less triangles != better, tt's the same model with less detail.
Head is too long, needs to be rounder.
It looks she has a snout on her face, the nose/mouth area is way too pronounced.
Hair looks bad, look up some tutorials or just copy from a model you like.
Those forearms are way too jacked.
>>
>>215068225
triangle count isn't the problem crissy. for one thing PLS fix the 5head
>>
>>215068225
no

>>215068241
Root motion is simple in theory. It's just extracting the path the root bone of a rig is following, and applying that motion to the character object as the animation plays.
As far as rigging and animating goes, you don't have to do anything more than just animate the root bone. Usually that takes seconds and actually helps you make a better motion anyway.
>>
Let's see those NAMING CONVENTIONS
>>
>>215068241
>makes this root motion thing sound like more work than conventional animation and rigging.
From the animator's perspective it doesn't change much, you just have an extra 'bone' which controls the characters spacial offset rather than applying those motions to the top bone (the hips for example)
>>
>>215067449
>multiple billion dollar franchises with every engine except Godot
>hurrdurr every game engine is shit

it's you mate
>>
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>>215068617
>>215068680
I dunno how to fix that because that's part of the character design.

>but the head is too big
people literally tell me that since I've started to draw but not sure how to fix it.

and I've scaled down the head from the blueprint to a point where I'm happy with a loli teen head.
>>
>>215069103
Can you tell us why you are so against learning anatomy? Why are you so against learning the fundamentals of art?
>>
>>215068225
Looks better than the previous one.
>>
What's the best way to transfer from blender to unity if my object has texture, animation, and all that jazz
>>
>>215069361
I export as FBX but technically you can also use regular blend files.
>>
>>215069323
because games aren't 100% on art and I've realized is better if I finish games with not so great art as long as they're finished.

games like undertale, minecraft and touhou has worse art than me and they made much more than what I could dream.

Besides I'm trying to learn music right now.
There's a shit ton to learn, and maybe later I'll focus on art.

But I am happy with my skill and normies on normies website tell me I'm very skilled.
The truth between on one hand having normies telling me I'm good and anons telling me I'm shit is that I'm good enough.
>>
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>>215069103
How do you use a grid and not see this?
>>
>>215069532
Thanks for the quick response. I thought i was gonna have to get a plugin for a specific file type or some shit.
>>
>>215069636
But all you do is ask about art advice here, you don't post a game, only art.
>>
Anyone done any game design that's not vidya that they'd like to share? Card/board games etc.
>>
>>215069636
you could just say "because I'm a fucking retard" you know
because you are and you give such long-winded opinionated nothing-sandwich speeches every time somebody asks you about how fucking retarded everything that you are doing or have ever done is

god what is it with south american shithole countries and the people who live in them valuing praise above all else and only listening to their fellow dumbfuck ignorant friends who day "LOL THATS SO COOL BETTER THAN I COULD DO LOL"
>>
>>215069636
>games like undertale, minecraft and touhou has worse art than me
I don't know about that
>>
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>>215069636
>games like undertale, minecraft and touhou has worse art than me
>>
>>215069636
>games like undertale, minecraft and touhou has worse art than me
holy shit cris
>>
>>215070050
is mostly a meme, I like when people tell me is shit for some reason, make me realize I'm not amazing so I need to improve.

>>215070184
>>215070301
>>215070421
>>215070525
ZUN is famous for not knowing how to draw.
>>
>>215067639
>>215068839
>Hello yes we have opened ticket UE-1293829038 for this ridiculous game-fucking bug that has been reported over and over but there's no fix on the horizon sorry.
>encounter at least one such bug with literally every simple experiment you make
>"it's you mate"
>>
>>215070620
You do realize that there's more to that game than character portraits?
>>
>>215070629
It is you though
>>
>>215070620
ZUN BTFO by based cristian
>>
>>215070629
There's always a work around. I've been using Unreal since it went public and I've never had an issue I couldn't solve.
>>
>>215070629
post what you are trying to do in UE4 and I guarantee no less than 6 people here will be able to help you right this second
>>
>>215070730
>>215070779
What I am trying to say is that there's worse artists than me making money and being famous simply because they don't give a fuck about opinions.

People care more about the mediocre artist who put one million drawings than the god tier artist who simply is too lazy and put one drawing.

That's the problem with /ic/ they care too much about fundies but forget most people don't even give a fuck about them.
That was my problem for years, I gave too much care about the opinions of others so I couldn't even start to finish games because I quit at the first try because I wasn't good enough.
>>
>>215070620
goddamn you're a fucking retarded cringefest
guess what
zun is famous for things that aren't his art
you are fucking nothing and a nobody and a detriment to every board you go to
>>
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>>215069636
>because games aren't 100% on art
>games like undertale, minecraft and touhou has worse art than me and they made much more than what I could dream
Let me hit you with some hard-hitting truth, boy. Others can listen in as well.

That's just pure survivorship bias. You're picking the outliers which have achieved success no one could have imagined. For every successful "shit art" game I could name 100 "good art" mediocre games that were just as or more successful.

And don't mistake for "worse" and "simpler", your art is worse, that art is simpler.
>>
>>215070629
I guess all of those billion dollar game franchises aren't using such cutting edge engine features like you are :^)
>>
>>215070629
Name these bugs
>>
>>215071035
ouch dude
>>
>>215071025
Damn, I love your insights man! Mind making a trip so I can find you easier in the archive?
>>
>>215069636
please stop posting, I beg you. You must have some sort of mental disability if you truly believe what you're saying. Go get help.
>>
It feels like most games start in some kind of "average" level with perfect weather and vanilla looks to ease the player in, but wouldn't it be wiser to start off more dramatically?
>>
>>215071328
I don't think it matters how or where the game starts. It definitely matters if something interesting happens within the first 10 minutes of the game to full the player in for the rest of the game.
>>
the most inspiring /agdg/ devs IMO:
boku
googem
cris
>>
>>215071705
Can't argue with that. Don't want to be anything like them so I try harder.
>>
>>215071705
gogem is the best dev agdg has ever had and they should be lucky that he sticks around this shithole
>>
>>215021048
Shield FX looks way too static. You to add something in world space. Like sparkles that fall off the shield.
>>
>>215071328
I can't think of a single game that doesn't start you off in a clusterfuck.
>>
>>215070748
i know, bugs in unreal engine are actually me projecting them there. i flip the bits on UE's bug tracker by sheer power of cosmic incompetence. i write others' forum posts and bug reports with my mind.

>>215070929
let's take the latest bug i've encountered. it's the simplest fucking thing and it's easy to reproduce, if you just suspend your complete fanboyism for a moment.

step 0: ue 4.19.2
step 1: take the rolling ball example, either language
step 2: take any completely flat-and-square-on-top mesh, such as a starter content cube, and tile it out to make a large plane
step 3: roll the ball around the flat meshes and observe that, on crossing over the seam between two completely flat meshes, the ball skips up in the air or sometimes stops as though it has hit a wall
step 4: google the problem and find numerous reports of same, and tickets still open since 2014
step 5: change min/max contact settings in project settings and notice the jumping has gone but the motion is now stuttering over the problem seams, so making it a shitty workaround
>>
>>215072164
I feel like a lot of RPG games start you off just living in a normal town doing normal things. But like the other anon said within the first 10 minutes something major usually happens.
>>
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>>215049916
You're doing this completely moronically. Read literally any basic tutorial. Here's what you want.
>>
>hear about this Mixamo thing
>look it up
>"Animated 3D characters. No 3D knowledge required."
https://www.youtube.com/watch?v=ZqaCEPwWGtc
>>
RECAP WHERE IT'S WEDNESDAY FUCKER
>>
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>>215068501
>reminder Yamazaki put in everything to make that game
>using his own money to pay for apartment and school
>game failed
>girl that likes him breaks up with him
>has to move back with his parents
>Sato walks with him to the train station
>yells "Yamazaki, tell me you're not gonna let the world beat you"
>Yamazaki didn't say anything back
>not even looking Sato's way
>implied suicide
Who else wanna gamedev?
>>
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>>215073458
Anon, recaps are on mondays
>>
>>215073564
Wait didn't recap guy used to post on Wednesdays?
>>
>>215073038
whatever gets the game done dude
>>
>>215073674
He was late then, usually he posts on mondays
>>
>>215073458
It's Thursday my man.
>>
I see very little gamedev wtf get your shit together
>>
>>215074376
you first
>>
can someone tell me how do I learn to make sound effects?
>>
>>215074768
yes
>>
>>215074376
I am still learning, Anon. Initially I went in ready to brute force things. Since then I've learned it would've been very stupid and self-defeating to do that. So now I'm learning all the cheats. I've learned like 3 ways to make a human figure in Blender in 5 minutes. I've learned how to bullshit things and cheat and cheat and cheat. And there are still more cheats to be learned. And they're all valuable to know.
You either spend the time studying or you spent ten times that struggling and end up with nothing to show for it.
>>
>>215074513
IM PICKLE RICK
>>
>>215072271
Anon... I hate to be the bearer of bad news... but I think you may be retarded.
>>
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having this wierd ass isue with a unity game im making

so on my desktop pc, good specs, runs solid 60fps

tested on this ancient toaster, took 6 minutes to recognise a memory pen, a literal piece of shit computer from the drak ages, runs solid 60 fps

tested on my 2 month old microsoft surface pro, runs 45fp, inconsistent

the fuck is this? will run on atiteral toaster but not on a state of the art machine thats only 2 months old?

also secondary, its a 2d platformer and is pretty fast pace, so im getting some ghosting/blur on the tiles as the camera moves, there is noway to fix it because its hardware but it looks kind of off, does anyone have any ideas i can try to aleviate the problem or some kind of workaround that i could try, pic related
>>
>>215075342
different hardware has different strengths and weaknesses

number 1 cause of performance issues on mobile is too many draw calls
>>
>>215075152
let it go fast in a straight line.
>>
I'm looking to scout an artist for my current project, but I'm having a bit of trouble finding even one artist to begin with.

What's a good place to search for people to commission?
>>
>>215075985
>>215075985
>>
>>215075958
TIGSource
>>
>>215075609
probably was that but was also having issue with raycasting that the toaster could handle

to be fair the real issuue im trying to fix is the sprite bluring/ghosting, you have any advice? wierd thing is theyn ghose forwards or slightly ahead of where they are rather than behind like i thought they would
>>
>>215057785
>>215075342
Please stop posting.
>>
>>215076134
why? its good to get advice from people
>>
>>215075819
Anon, sweetie...
>>
>>215077110
hundreds of cubes instead of one bsp geomeetry
>>
>>215077110
right, i'm doing exactly the same as you, yet my ball exhibits the same buggy behavior as this:

https://www.youtube.com/watch?time_continue=53&v=CZhYRBs9qN8

and this

https://forums.unrealengine.com/development-discussion/content-creation/50364-rolling-ball-jumps-on-flat-surface

perhaps it's hardware-specific. maybe floating point arithmetic on amd processors has a subtle difference around small values that causes this. vehicles flip over when their wheels cross a completely flat seam at speed. this shit is intractable.

>>215077495
tiling a mesh is unavoidable when you're making a racetrack along a spline. i said to use cube meshes just to quickly demonstrate the collision seam bug.
>>
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>>215077495
I made it so obvious that it's thousands of cubes and not a single large mesh by
>Scrolling through the outliner
>Clicking on individual cubes
>Highlighting all the cubes
You are literally mentally disabled to have missed this
>>
>>215077873
>amd processors
My test was with an intel and nvidia. Maybe nvidia's Physx is secretly screwing with amd
>>
What's a "proper" way to implement classes and skills in an RPG?
>>
>>215077884
>call other mentally disabled because of shitty system.
You are not gonna make it.
>>
10 frame Walk cycles are hard, HARD
>>
>>215078485
you seem to be having trouble reading the premise of the map
>>
>>215077873
Are you using BSP? It's known to be broken as heck.
>>
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>>215079060
no bsp, i've tested this with cube meshes and landscape splines that have meshes deformed along them. vehicles should not flip over if they roll over a completely flush boundary. ue4 is suffering.
>>
I wish understood BSP
>>
>>215080287
The British Space program is a program that inendsts to swend>>215080287 To booloongdong psace, ity uses the power of mahmudh almajinejadh to creat muslin power and burn it as rocket fuel and send brits to scaep
>>
>>215078598
Post it faggit




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