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/vg/ - Video Game Generals

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252411758 No.252411758 [Reply] [Original]
Quoted By: >>252422434

Just like, make a game!

> Demo Day
NOW: itch.io/jam/agdg-demo-day-26
Play: itch.io/jam/agdg-demo-day-25

> AGDG jam
Previously: itch.io/jam/agdg-princesses-witches-jam

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

Previous Thread: >>252262442
Previous Demo Days: pastebin.com/M8xVhUQu
Previous Jams: pastebin.com/ZNPSfbJ9

> Engines

> Models/art/textures/sprites

> Free audio

> How to Webm

>> No.252411892
File: 436KiB, 1128x669, gamedevgaiden.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252413028

Please study your fundies.

>> No.252411912
Quoted By: >>252412115

Why not make something different? Like a 2D game where you jump from platform to platform

>> No.252412024
File: 382KiB, 1120x1556, 1544983458828.jpg [View Same] [Google] [iqdb] [SauceNAO]

>> No.252412115
File: 859KiB, 1024x1220, 1537447092246.png [View Same] [Google] [iqdb] [SauceNAO]


> 2d platformer
> twist
> you are the platforms
> character moves by themselves
> the player needs to move the platforms so the MC doesn't kill themselves
> you can buy upgrades every level to upgrade either the character or your platforms
> if upgraded character dies, there go your upgrades
> only upgrading your platforms isn't enough to get the characters (presumably clones) to finish the levels
> interesting choices

>> No.252412145
Quoted By: >>252412460

Yeah because I have time for it.

>> No.252412449

wtf I love interfaces

>> No.252412460

Don't worry then, we don't have time for your ugly game.

>> No.252412836
Quoted By: >>252413040

Will demo day have a stream?

>> No.252413028
Quoted By: >>252414158

Most of that shit is irrelevant. Just sit down and write the features you want to have, if you can figure it out, break it down until you can google it.

>> No.252413040

>Will demo day have a stream?
It's already a never-ending stream of shit

>> No.252413092

Don't use typewriter text
No one over the age of 5 reads one letter at a time
It's a "cute" idea and reminds you of nintendo but just stop, it is bad and nobody really likes it, they either tolerate it or don't notice it.

>> No.252413258

If you're using some form of audio to go along with it, it's extremely jarring to have it appear instantly.

>> No.252413545

>I don't like it therefore it's Nintendo!
What kind of mental illness are you smoking right now?

>> No.252413785
File: 815KiB, 1920x1080, WIP.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252431205

Last update for the day. This is the start of the tutorial, which I will use to initially market the game concept and mechanics.

Set-up basic functional UI and assigned attributes to each element. Going for a minimalist design. Each element opens up contextual menus and windows.

Top left are player resources; protium (scrap), crew (manpower), munitions (missiles/ammo) and supply (fuel). Hovering over gives extra information/stats.

Bottom left is the commodore, which represents the player. Commodore is also a powerful unique fleet wide ability (left click). Right click opens up the fleet management window (inventory). Bar is xp, as player gains levels they get random positive or negative attributes based on their performance.

Bottom middle is currently selected ship (centre). Arrows are fleet position (boons/banes), left are abilities (ship) and right are weapons. Left click to target, right-click to auto-fire. Middle is the ship captain, which is a unique ship ability.

Centre are ships (just one here). There can be up to 7. Circular bars are crew, shield, hull on the left and munitions, energy, morale on the right.

Top is the translation bar. Discharges when translating (jumping), takes time to charge, takes player fleet to next area.

Top right; settings.

Next thing I'm going to work on is a tutorial walkthrough that shows the player what every thing does and let's them learn the controls, very FTL/Homeworld esque.

>> No.252413881
File: 19KiB, 449x322, 2019-05-06_aseprite_10-34-37_.png [View Same] [Google] [iqdb] [SauceNAO]

everyone preferred the beige but I really think a blue/gray could work and is more fitting for the intended vibe of the city, is this a better shade?
reduced the saturation a bit and shifted to a lighter blue
>>252408395 for comparison if you didn't see the previous image

thanks for the suggestion, the added depth makes the ground noticeably more interesting

>> No.252414040
Quoted By: >>252414303

I think the light parts are too high of a contrast. If you make those closer to the rest of the ground palette it'd be a lot easier on the eyes.

>> No.252414158
File: 49KiB, 915x877, advanced.png [View Same] [Google] [iqdb] [SauceNAO]

>Being openly and utterly ignorant.
Just like make a wish.

>> No.252414267
Quoted By: >>252414412

>everyone preferred the beige
Beige looked shit, don't listen to them.
This is so much better artistically, the contrasting hues really make it pop.

>> No.252414303
File: 11KiB, 228x139, tacticsogre-17-e1507137132790.png [View Same] [Google] [iqdb] [SauceNAO]

Also, more contrast between horizontal and vertical grey tiles to better emulate light.

>> No.252414412

Maybe use the grey with beige walls/benchs?

>> No.252415208
File: 180KiB, 500x500, 1478335756442.png [View Same] [Google] [iqdb] [SauceNAO]

>tfw your code is so shit it works in the debug build but not in the release build

>> No.252415565
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Quoted By: >>252415852

reminder that most artbook pdfs are available on the internet for free, go look at them for inspiration

>> No.252415785

I remember reading that there was an old PC game that had to be released in debug mode because it would crash in release mode, and the developers didn't have enough time to fix it before the release date. I don't remember the game though.

>> No.252415852

Look no further >>>/ic/3905384

>> No.252416837
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>> No.252416884

Loomis is only good for memeing people.

>> No.252417681
Quoted By: >>252418106

I've had this happen with Unity a number of times now. I'm not sure what causes it honestly, but the solution for me has always been just to re-write the problem code in a different way, and that usually fixes it. Can't say why.

>> No.252418106
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Quoted By: >>252420790

My problem was related to static typing in Godot, I accidentally typed some functions to accept int variables when I was giving them floats instead.
But for some reason the debug runtime just worked fine regardless and I only realized my mistake when it didn't work after exporting and uploading it for the demo day.

>> No.252418989
File: 33KiB, 587x566, 2019-05-06_11-04-58.png [View Same] [Google] [iqdb] [SauceNAO]

would you?

>> No.252419035
File: 126KiB, 721x391, Godot Posting.png [View Same] [Google] [iqdb] [SauceNAO]

>> No.252419130


>> No.252419219
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how did u get access to my drawing

>> No.252419220

Another /agdg/ porn game

>> No.252419450
Quoted By: >>252419726

what happens if I use gitkraken for my "commercial" game

>> No.252419706
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>> No.252419726
Quoted By: >>252420472

assuming it's some kind of source control, it's not like anything is going to be bundled and shipped with the game itself so who cares

>> No.252420212

those shoulders
those hips
y i k e s

>> No.252420392
File: 605KiB, 1920x1200, videogames-1532783147569-6341.jpg [View Same] [Google] [iqdb] [SauceNAO]

Where would I go about finding an indie dev looking for a composer to make music for them for free?
I'm looking for some experience in something I'm pretty sure I'll never go far in and I like composing

>> No.252420472
Quoted By: >>252420746

I don't know why you thought your answer would be useful if you don't even know what gitkraken is

>> No.252420608

>that ass
come on now

>> No.252420637

I'm musically retarded personally, but I think you'll find most people here are hobbyists and won't have money or deadlines

>> No.252420740

post tracks

>> No.252420746
Quoted By: >>252420841

I googled it and it's literally git and kanban boards - do you have to pay the stickynote company if you organize your thoughts with stickynotes? Do you have to pay Ikea because you put your notebooks in an Ikea shelf? Why would you have to pay this company because they made your git client? idiot

>> No.252420790

I think that's this issue: https://github.com/godotengine/godot/pull/26588
Release builds don't have types, so it can't convert between int and float correctly.

>> No.252420841
Quoted By: >>252421039

Now click the "pricing" link.

>> No.252421039
Quoted By: >>252421094

I paid for my ikea shelf too. Ask yourself "does anything from X actually end up in the thing I'm trying to sell?" if the answer is no, you don't have to pay them anything.

>> No.252421094
Quoted By: >>252421290

I don't think you understood the question at all, stop being retarded for once.

>> No.252421239

I'm not looking for music currently. But if I were I'd probably ask /agdg/ for a music bro first, there's been some good music bros that post here over the years. Also I don't think I'd want it for free, I'd rather get something with quality that costs money.

>> No.252421290

>stop being retarded for once
If you start being nice

>> No.252421545


>> No.252421659
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> Faster Than Light clone but with MECHS

>> No.252421815

typewriter is cute as heck I love it, so its in my game :)

>> No.252421912
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The typewriter thing was settled a long time ago. Googum said it was shit in one of his vids.

>> No.252421932

im already unzipping my pants, man

>> No.252422051

>Into the Breach clone but with spaceships

>> No.252422065

>where does your experience of reverse-engineering come from? do you make hack for games?
I didn't have much experience in reverse engineering at the time, I just downloaded a hex editor and started fucking around with the bytecode, and noting down what each part seemed to control. About 70% of the way through that, I learned that the project was open source, so that was cool.
>Are you making an actual game?
Right this very moment, I'm working on scripts with which to make games with, and plan to start making games as soon as they are done (goal is to have them done by saturday).

>> No.252422071
Quoted By: >>252422456

I don't care about this one way or another, but why do you think I know who that is or give a shit what he thinks about literally anything? Some literally who making an opinion doesn't "settle" anything.

>> No.252422076
Quoted By: >>252422598

people listen to him?

>> No.252422213

in what sense mechs? mechs over units or mode of transport?

>> No.252422434
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Quoted By: >>252422720

>There are people in this thread right now who are not capable of implementing a typewriter mechanic from scratch
Why are you not learning instead of wasting time?

>> No.252422456
Quoted By: >>252422782

how new?

>> No.252422598

his YESDEV videos are excellent and his opinions are almost always spot on

>> No.252422720
Quoted By: >>252423053

there are tons of tutorial videos on how to do it though

>> No.252422782

2006, I just don't give a shit about e-celebs or their opinions.

>> No.252423053
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>16 mins
>This is the power of script assembly

>> No.252423172
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googs isn't an eceleb he's a yesdev, making his opinions significantly more valid than most

>> No.252423846

the "U" in UE4 stands for ideagUy
everything just werks, i love it

>> No.252424020

Post your contact (like twitter or mail) and some tune, so people would contact you, if they are interested.

>> No.252424072

Is object pooling something I should bother with for small projects
very newdev

>> No.252424209


>> No.252424373
Quoted By: >>252425879

If you are using Unity I wouldn't bother, it usually makes performance worse.

>> No.252424640

Is not something you should expect getting right without actually knowing what's going on. Learn how memory and garbage collector works. Otherwise pretend object pooling doesn't exist.

>> No.252425331

Should I try to unwrap/optimize for UV as soon as i'm done modeling something in Blender, or should I do all the UVs at a later time when my materials are ready?

>> No.252425424
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is unreal for 2d a good idea? how much bloat in your binaries will you have?

I started out with the idea of making a 3d game for my first major release but it's just not working for me, I wanna do 2d

is swapping to unity the play to make?

>> No.252425618
Quoted By: >>252425739

>is unreal for 2d a good idea?

>how much bloat in your binaries will you have?
you can cut it down, but that's not the reason why UE4 sucks at 2D

>is swapping to unity the play to make?

>> No.252425739
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well I actually tried GMS and it feels so clunky compared to ue4

>> No.252425845
Quoted By: >>252426208


>> No.252425879
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>it usually makes performance worse.

>> No.252425989
File: 18KiB, 291x343, 1436578352173.jpg [View Same] [Google] [iqdb] [SauceNAO]

Crumbledev here, my associate gave up on the project, now i'm solo deving it...

>> No.252426028

If it works, it works. Unreal can certainly do 2D, but it's usually not recommended. That said, if you're comfortable with Unreal and can make it work, just weigh out whether its lack of focus on 2D is worth having to learn a new engine.

>> No.252426093
Quoted By: >>252427972

I'm crumbledev, please stop impersonating me now that I've made it

>> No.252426108
Quoted By: >>252426208

for 2D games it's not too bad to roll out your own engine
not that it's that difficult for indie-tier 3D either

>> No.252426142

why would someone give up when the game is basically done

>> No.252426208
File: 165KiB, 483x470, 1554981769380.png [View Same] [Google] [iqdb] [SauceNAO]

bros, pls

>> No.252426242

pls what? you got serious answers

>> No.252426312

Just use unity, but unironically

>> No.252426412
Quoted By: >>252426568

he said he didn't want to be associated with nazis wtf...

>> No.252426427

We're half done, we need all the level design, and we still havn't made the multiplayer mode... If nintendo approves the witch version I will need to make a port for it too.

>> No.252426452

just an option. better think them all through before making a choice.

>> No.252426568
Quoted By: >>252426684

Unironically why I don't post my game here anymore. But I still enjoy the threads.

>> No.252426589
File: 120KiB, 215x297, 2017-12-03 19_50_58-(0) _vg_ - _haniho_ - Alicesoft_Rance General - Video Game Generals - 4chan.png [View Same] [Google] [iqdb] [SauceNAO]

Is it hopeless for me to make a game without doing polish?

What I'm calling polish: stuff like making the game levels look nice, fitting the UI to the music and the game theme, balancing the combat mechanics. I find no joy in this. I'd rather write the combat code or the AI.

Is my game destined to be shit without it? Is it hopeless for me to continue gamedev if I don't enjoy this part of it? Seems like it makes up a big part of it.

>> No.252426670

>Is it hopeless for me to make a game without doing polish?
Yes, I don't even need to read the rest of the post
Polish is the most important part if you want other people to actually buy your game.

>> No.252426682

>is it okay to do half-assed work
You know the answer, anon.

>> No.252426684
Quoted By: >>252426828

so you are a nazi at heart?

>> No.252426714
Quoted By: >>252427790

Polish is literally the only thing that sells a game, what you think are "unpolished but fun" games are actually extremely well polished in the gameplay front.

>> No.252426797

Is it hopeless to make a game without doing the things you need to make a game?
Yes anon.
Literally no one enjoys every aspect of making a game. You just have to deal with the parts you dislike.

>> No.252426828

Don't pretend that 4chan doesn't have a terrible reputation pretty much everywhere.

>> No.252426957
Quoted By: >>252429753

my game is targeted to autistic weebs and not normies so I don't really give a fuck

>> No.252427035
Quoted By: >>252427135

guys please i need your emotional support for me, and your wishlists...

>> No.252427096

It doesn't, really. It's just a forum where people post as anon. But, there are some people who very much don't like it and they are quite loud. As with most thing, typically people don't care.

But to be fair, crumbledev should have noticed long ago that his partner was not okay with him posting on 4chan. Be more sensitive and less autistic you shill.

>> No.252427135
Quoted By: >>252427342

not your audience bucko, haven't bought a game in 2 years, let alone some fellow retard's amateur slop

>> No.252427268

it would do you better to learn about heap vs stack, reference vs value types, boxing/unboxing and what produces garbage in a language with garbage collection than to blindly implement object pooling

>> No.252427342
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>> No.252427493

Name 5 people whose gamedev career ended because people found out they browsed 4chan

>> No.252427618

well, crumbledev is one

he was already not likely to finish his game but now it's hopeless

>> No.252427628

I mean fair point and I'm probably just being neurotic, but I still don't want to associate it here.

>> No.252427731

unreal paper2d is garbo, but if you're willing to shell out $$ for marketstore plugins (or capable and willing to code your own) it's perfectly fine

>> No.252427758

nigger what
https://youtu.be/O4nz-zachOc he just got his game played by the biggest virtual youtuber in the world

>> No.252427759

wait wtf happened to crumbledev, not enough wishlists on steam?

>> No.252427790

oh shit oh fuck please don't be true

>> No.252427807

Crumbledev here

I found a new associate
His name is Fredrick Concept or something

>> No.252427972

When did I automated my post on 4chan ?

>> No.252428006

that's really cute

I wonder how much it cost him

>> No.252428015

I was really looking forward to Crumble but knowing the developer has a long history of anti-antisemitism has really put me off of buying the game.

>> No.252428060
Quoted By: >>252428420

nothing, he's bullshitting
this is probably the same shitposter >>252427807

that said crumbledev can fuck off, he came here with a 90% done and already successful game

>> No.252428090

Crumble will launch, maybe get a 1 or 2 months delay. Whatever you do don't remove your wishlist

>> No.252428173
Quoted By: >>252430004


what does this page says?

can i use kizuna ai model?

>> No.252428174
File: 15KiB, 150x90, SDL_logo20_sm.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252428347

Do yourself a favour and learn sdl https://wiki.libsdl.org/Tutorials
>Good for 2D
>Thousands of tutorials/open source projects
>You don't need to learn a rigid way of doing things, you are free.
>Faster than anything you will do in Unity.
>Use any language.
>Makes crabs mad.

>> No.252428274
Quoted By: >>252428376

dunning krabs in a bucket

>> No.252428347
File: 1MiB, 500x298, 1556080125668.gif [View Same] [Google] [iqdb] [SauceNAO]

Redpill me on SDL.

Is it the final redpill?

>> No.252428376

my favorite meal before a coding all-nighter!

>> No.252428420

>that said crumbledev can fuck off, he came here with a 90% done and already successful game
yea, but then he stayed and posted real progress and made a ludum dare game and rated my ludum dare game

>> No.252428439

How do you bridge the gap between tutorials and somewhat playable games
I tried to just like make game with a flappy bird clone but I still feel the same

>> No.252428456

You already tried using SDL a hundred times and always gave up in like a week, it's incompatible with your IQ level.

>> No.252428509

Go back to twitter

>> No.252428565

>you're game will never be played by cute fake waifu
it's not fair!

>> No.252428569

he rated mine too

great guy

>> No.252428602
File: 44KiB, 530x298, dims.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252432861


The final redpill is to think for yourself, because nobody will buy the game based on what 4chan tells you.
Try it for yourself. Can't you spare a week on something you will work on for months or even years?

>> No.252428609

wouldn't talk about IQ levels if I were you, pal
but SDL is quite okay, pretty much your number 1 choice for windowing and input handling etc for cross-platform without an engine.

>> No.252428626
File: 28KiB, 419x420, 1553475692096.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252428751

creativelets have ruined /agdg/

>> No.252428686

True, but he could be less of a diva here, I can't even know if every posts is his, without an original content image with the posts.

>> No.252428751
File: 44KiB, 800x450, patrickgeorgetweet.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252429767

Nudevs can only seethe.

>> No.252428804

requiring polish to gain success just means you're working in red ocean territory.

>> No.252428921
Quoted By: >>252432102

the lead godot dev is getting couped out of the project wtf!!!!!!

>> No.252429130

making a 2d game is easy as fuck if you just make it in 3d then use a forced perspective camera (and plane locking)

don't fall for the 'overkill' meme, your 2d game doesn't need to be 40mb

>> No.252429227

the final redpill is that flash as1/2 was the perfect form of game development.

>> No.252429753

my game is for scum of the earth by scum of the earth

>> No.252429767

literally * seething *

>> No.252430004

Yes, just don't fap to it

>> No.252430259

Is there a way to call the basic gravity function that exists in Unity? It seems that most of the time you have to ignore it and create your own gravity value because you cannot even call it(most commonly when you're doing Jump, as you use some sort of Vertical Movement value you need to decrease).
Or maybe I'm missing something.

>> No.252430384
Quoted By: >>252431830

do you mean AddForce?

>> No.252430663
File: 2MiB, 1248x872, cap.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252430806

Just make roblox games, it's not like anyone gives a shit.

>> No.252430806
File: 168KiB, 220x258, 1529032860347.gif [View Same] [Google] [iqdb] [SauceNAO]


>> No.252431205

wait a minute, those portraits...
FTC are you back after blowing your "$200,000 investment"?

>> No.252431325

literally where is the progress lol ded thread

>> No.252431418

>basic gravity function
what the fuck are you talking about lol

>> No.252431520
Quoted By: >>252456389

oh shit you're right, it's him
ahahahah I can't believe this

>> No.252431830
Quoted By: >>252432068

AddForce, yeah.
That means does the Player Character have to possess Rigidbody, am I right? Seems easy to implement, but is it better than just transforming the position?
the tutorial I followed was using Vector3 with transform, which kinda got me off track about gravity.

>> No.252432003
File: 29KiB, 741x568, 1556676254412.png [View Same] [Google] [iqdb] [SauceNAO]

I want to write a blog post over what CS classes are necesary to be able to write your own videogame, any videogame without an engine or framework.

So far these are the ones I think are mandatory for game programmers.
Algebra, trigonometry, Linear algebra, maybe take remedial math.
Algorithms, Data structures.
Maybe optimization is also good for not making bloated trash.
Signal processing, maybe for kind of audio stuff.
Computer graphics.

I don't think we need a lot more for game progamming, most of the other topics are too low level for game developers or useless for games, like datacenters, discrete math, compilers, etc.

Feel free to disagree but explain why I am wrong.

>> No.252432068
Quoted By: >>252432220

To add a bit.
So if I'm not mistaken - if I AddForce to go up, then the built-in Gravity should take me down without having to write a calculation do decrease Vertical Velocity.
Thing is, how do I change a value of gravity? At the start it's 9.81, obviously (it's in the settings), but what if I want to revert it?

>> No.252432095
File: 350KiB, 1600x902, Axiom-Verge-PAX-East-2016-photo.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252433580

I'm enjoying making my 2D game in Unity right now with my meager skills in C# that are masked by this easy to use engine but I have to ask what's the purpose of something like Monogame? Is it just for the challenge or does creating your own engine offer a lot more freedom? I'd like to move on to it one day after becoming more experienced in C#. Would that be the next logical step?

>> No.252432102

This has nothing to do with video game development.

>> No.252432220
Quoted By: >>252432680

when you add a rigidbody component to a game object it has a "gravity" field in the inspector that you can change

>> No.252432250

The majority of those are tackled in the Handmade Hero streams. Only networking is exempted.

>> No.252432335
Quoted By: >>252432663

OK agdg, here's the deal, today I'm gonna try to create a type of ECS system. I discovered one day that a really good way of representing a game world is through a type of phylogenetic tree of entities, where you start with something with really generic components, and you branch from entity-to-entity, slowly increasing (or at least modifying) the complexity of the components as you branch from prior entities. I also want to add operation assignments into my language (e.g. a += 1).

>> No.252432386

- Where is your blog?
- For some reason you didn't include AI/Serialization
- Just tell them to go here teachyourselfcs.com

>> No.252432663
Quoted By: >>252432926

>literally turning ECS into OOP
never going to make it

>> No.252432680

Well, it would work for single objects.
For global setting it seem you need to use Physics,gravity
The example is a bit confusing to me, tho. Seems like it isn't value of gravity, but a multiplier.

>> No.252432764
File: 118KiB, 1024x768, BirdEat.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252433580

what are some gamedev/ gamedev related podcasts?
i want to feel productive while playing factorio

>> No.252432824

how do people with no programming experience learn to make games in Unity? Do you just read all the documentation? and a couple tutorials on how if statements and booleans work?

>> No.252432861
Quoted By: >>252433580

What do you mean?

>> No.252432926

yeah, it is sort of a fusion of classes and ECS, except classes are structures of components, and are modifyable at run time

>> No.252433047

Unreal is better for nodevs. Blueprints are much easier than an actual language, and you still have the option of learning/using an actual language. But yes, generally people read documentation, wikis, and watch tutorial videos.

>> No.252433136

how do you know which documentation to read though? There's so much of it.

>> No.252433226
Quoted By: >>252433568

You use it as a reference, like you would a dictionary, rather than as a textbook for a course.

Just start with this:
and google any term you don't know

>> No.252433243
Quoted By: >>252433568

Their videos are a pretty good intro to C#, not just unity.

>> No.252433476
Quoted By: >>252433568

lmao they don't, they purchase stuff off the Unity Asset Store™ until they have some slop that resembles a game

>> No.252433568

Asset store is legit useful. You should know how to code AND steal stuff from the store. You'd be retarded not to.

>> No.252433580
File: 336KiB, 1200x1200, 1200px-Comparison_computational_complexity.svg.png [View Same] [Google] [iqdb] [SauceNAO]

Mostly you trade off freedom and performance at the expense of learning more concepts. So, instead of expending a weekend learning how to use someone else's addon, you spend that time learning how to program it for yourself.

I think there is an initial investment of knowledge that, if you really need that additional performance, it will prove valuable. The most memorable games are those who innovated the landscape, and for that you need to learn how computers work and not be limited by ignorance.

Maybe you want to heard some postmortems https://www.youtube.com/watch?v=VscdPA6sUkc

Mostly yeah, thousands of nudevs ask that question, so eventually there was enough blogs entries/videos that reduced the difficulty to actually program games. Go for it if you want to start into the field. It might sounds stupid but I think it would be better to know how to program a web. Easier to do, and a good introduction to common programming concepts https://www.w3schools.com/html/.

Pic related. Terraria lacked of polish on beta and it spread fast. Yes, the developer added a lot of concept over the years, but even in the beta days, the lack of polish didn't stop the game from being a success.

>> No.252433775

It's good to have a general understanding of the engine because it can prevent issues down the road. You know, "do it right the first time and you won't have to do it a second time." But let's be honest, no one has time for that shit. So while I do try to read and learn things that might not apply to me, I usually just search for how to solve the specific issue I'm tackling if simply playing around isn't working. I use Unreal, but for example I didn't really understand the best way to use its DoF systems, so at that point I looked up both official DoF documentation and YouTube stuff about it. So then with having a base, I was able to come up with my own neat dynamic DoF system.

>> No.252433950

>Unreal is better for nodevs.
How true is this statement?
I'm a nodev and I would try out UE4 long ago if not the paranoia about the Chinese.

>> No.252433978
Quoted By: >>252434505

Not only that but use cgpeers or use Google's AROUND function to find pirated versions if the asset costs money :)

>> No.252434024
Quoted By: >>252434505

This. When first starting my game, I was obsessed with not using borrowed assets. And then I had to make an outdoor level and I can't into vegetation. So I found a free vegetation pack and my game is much better because of it. I still try to make as much as I can by myself, but I'm more open to using other peoples' stuff.

Also I think it's easy to tell when a nodev is straight up asset flipping.

>> No.252434392
Quoted By: >>252434925

>if not the paranoia about the Chinese
First off, this is stupid.
But it is true. I have some programming and development background(a tiny amount of C++, and web stuff like PHP and Javascript), but not enough to make a competent game on my own. As a former hobbyist level designer, Blueprints have allowed me to make a full game. I'm capable of learning a language, but with real life I just don't have the time or even desire at this point. Granted, I've worked with previous versions of Unreal while mapping so maybe that helps and I'm also biased, but I still think it's probably the most accessible engine.

>> No.252434505
Quoted By: >>252434871

all of this nodev COPE. im LMAOing @ your guys' lfie

>> No.252434596

Blueprints are programming, the difference is the presentation. Some people are more visual-orientated so blueprints make more sense and are less intimidating to learn, but ultimately the concepts become the same.

>> No.252434607
File: 193KiB, 800x685, 1526718092054.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252434876

Virgin nodev: Unity, C#
Chad yesdev: HGamer3D, Haskell

>> No.252434871

Have fun with your custom made engine, shitty gameplay, and shitty art, shitty music, and generic concept that no one is going to play. But at least you made that engine.

>> No.252434876

wizard yesdev that makes it: SDL, C++

>> No.252434925

>First off, this is stupid.
I know. I don't even live in USA, Russia is a larger problem here.
If UE4's Blueprints are so good, then why Unity is so popular? The pricing system?

Maybe I'm more of visual guy, indeed. Guess I will give it a shot.

>> No.252435025
Quoted By: >>252436673

Unity was first and has a lot of community/tutorials, they're both popular regardless.

>> No.252435026

can someone give me a rundown on c++
is it worth learning? im interested in making simple games without an engine for a start at least.

>> No.252435115

learn C# then, it's easier.

>> No.252435225

>voluntarily enslaving yourself to Microsoft

>> No.252435279

any notable third person 1MA action games?

I don't want to do anything else, I've tried for weeks to reduce my scope but I just wanna do a zelda-like

>> No.252435471
File: 119KiB, 1600x900, tfueFortNite.jpg [View Same] [Google] [iqdb] [SauceNAO]

Just think bros. We're slaving away learning programming, complex theories, art, music, storytelling

Meanwhile Chads are just playing the current FOTM dudebro shooter made by some other nerds and making millions every year more than the actual game creators.

>> No.252435553
File: 986KiB, 256x224, 1557032107758.webm [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252435974

>generic concept that no one is going to play
This is independent of your engine. But if you cannot put effort into creating new assets, guess which game will look like every other.

>simple games
Might be worth to start with lua/python if simplicity is what you want.

>> No.252435578

When will Godot get proper color grading?

>> No.252435614
Quoted By: >>252435691

yea, a bunch

>> No.252435691

names pls!

>> No.252435758

You should go to the amateur streaming general then.

>> No.252435762

as quite the visual person, I still can't be assed to drag and drop what I can write way faster
probably largely a matter of habit tho

>> No.252435798

He is at the top of his profession, equivalent top-tier developers earn just as much.

>> No.252435885

different people have different talents
their are being charismatic, ours are being a codemonkey

>> No.252435918
Quoted By: >>252436559

imagine being this buttblasted at having to purchase assets to make stuff, think im gonna need a YIKES over here

>> No.252435935

>earning more than the game itself
lol definitely not

>> No.252435953

based, 3d action rpg is a superior race

>> No.252435974

You missed the part where I said I'm making nearly everything. But it's important to know your limitations. Mine was trees. Got a vegetation pack and now my game is better. Assuming that webm is your game, I'd start worrying a little less about what other people doing and focus on improving your work.

>> No.252436108
Quoted By: >>252436812

>why Unity is so popular
Other than 2D, I honestly have no idea.

>> No.252436231

yes. just don't learn everything there is to it -- for gamedev you'll do fine with a small subset of the language. don't bother with templates, complex inheritance or even making your classes with all the proper construction nothrow constexpr library tier shit.

what people still don't get is that you don't have to program a generic multipurpose engine to create games. you'll surely lack some nice-to-have features but some people enjoy the full control and simplicity of just coding the game straight up.

>> No.252436247
File: 50KiB, 380x380, 1555690037322.jpg [View Same] [Google] [iqdb] [SauceNAO]

>tfw you're stuck to using godot because making an engine by yourself is wasting years of your life learning enough CS and coding just to make a shitty engine with the same functionality as godot 2.1

>> No.252436253

i also want to learn something i can still use to make more complex games when i get good
i feel like python might be limiting in the long run and c++ has boatloads of different libraries that i have anyway so why not learn those?

>> No.252436372
Quoted By: >>252436492

>game engine
more like a couple of weeks if you're not a brainlet

>> No.252436492
Quoted By: >>252436546

yeah, a shitty engine with almost no functionality.

>> No.252436546
Quoted By: >>252436616

t. brainlet

>> No.252436559

The only money I've spent on my game is for the website. Which I made, but you know, hosting and domain registration. Stop acting like I'm just plainly using bought assets. I found a free vegetation pack and that's it. In the first post I clearly implied I'm against asset flips, but understand that sometimes it's beneficial to use another person's work if they offer it. You know. Almost like how a dev team works? Crying about using assets is like crying about a studio director putting the work of his team together. I don't prefer to do that, I like making my own stuff, but it's a stupid thing to whine about on an anonymous Pakistani basketball freethrowing image board because you're insecure about your shitty pixel art and garbage homemade engines.

>> No.252436616

yeah, is not like godot has been in development for over a decade for hundreds of people.

>> No.252436673
Quoted By: >>252437108

>Unity was first
UE is older, though. I suspect UE wasn't so available like Unity back then, am I right?

>> No.252436686

very simple its the community around and allot of succesfull indi's used unity while it appears unreal appeals more to bigger studios.

>> No.252436718

you don't need a whole development pipeline for your own engine, only include the things you need for your game

>> No.252436737

Imagine being stuck, Playing the same video game for years because your fans demand it. Imagine sitting at home working for hours playing a game you're sick of, Pretending you love it and having to censor yourself because one slip up can end your "career" and imagine streaming every day and being unable to talk or play with friends because you're constantly working on your stream/videos. Streaming 1 game for years just to earn a couple million dollars isn't worth killing your hobby. You're selling your joy and happiness when you become a streamer.

>> No.252436765

>you're stuck to using godot
gee, I only there was some solution for this problem, or 10+ solutions which do not involve godot

>> No.252436812
File: 175KiB, 1200x800, lady.0.jpg [View Same] [Google] [iqdb] [SauceNAO]

2D is no small thing.

>> No.252436863
Quoted By: >>252437106

you're the only one crying here friend, i'm having a great time bullying nodevs and working on my projects

>> No.252436901

yeah, is not like you need all those backend code like file managers, editors, all those nice features godot has like PBR and shaders and the audio buffer.

clearly all those nice features aren't mandatory, so fuck them.

name a better linux friendly engine.

>> No.252436965

I think this is the infamous criss. In my opinion he has some mental illness, if it is true he has been complaining about doing nothing for years now. Just ignore him, it is like talking to a wall.

>> No.252437042
Quoted By: >>252437282

>this just in: godot is shit and the third world developers that make it are retarded
I am truly shocked and surprised by this

>> No.252437106
File: 20KiB, 504x415, 1538820313973.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252437369

You seem very insecure and if you're here, you aren't currently working on shit. Your project is likely dogshit, is going nowhere, and that's why you're here trolling people that don't do things exactly the way you do.

>> No.252437108
Quoted By: >>252437394

Yeah obviously 'Unreal Engine' is older, that isn't UE4.

UE3 was more complex and considerably more expensive than Unity. If I remember correctly it was free and you had a $50,000 revenue allowance, then you paid a ludicrious royality percentage. God help you if you didn't want to make a shiny FPS also.

>> No.252437134
Quoted By: >>252437282

gee, I only there was some solution for this problem, or 2 much better solutions which do not involve using an OS for servers

>> No.252437259
File: 2MiB, 834x446, rain.webm [View Same] [Google] [iqdb] [SauceNAO]

Just sit back and listen to the soothing rain.

>> No.252437282

even then it has more features than agdg nigger retards making their own engine.

windows doesn't even properly recognize my drivers, is a total garbage OS.

>> No.252437340
File: 22KiB, 400x400, 1536866805966.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252437693

Seriously. Also, the amount of nodevs crying that "its not ur game" because you haven't created every single asset from scratch or composed every single tune yourself is astounding. Amateur game development = personal game development. You're in control of all the choices, if you can partner/hire - then do that, just get a decent game out at the end of the process.

Now, where is your game nodevs?

>> No.252437351
Quoted By: >>252437582

>file managers
you can import literally anything with some C lib
>PBR and shaders
graphics programming is the absolute best part of life tho, why'd you want to skip it
>audio buffer
not that bad either and separate libraries exist
this is the real argument here. can't really get around unless you like writing editors.

>> No.252437365
Quoted By: >>252437582

shut the FUCK up cris holy shit
just stop coming here already

>> No.252437369
Quoted By: >>252437628

lmao i'm the insecure one, and yet here you are writing paragraphs at me justifying your nodevitude while (attempting) to shit on me. reconsider your decisions, pardner

>> No.252437375
Quoted By: >>252437582

>windows doesn't even properly recognize my drivers
have you tried using hardware made by Intel, AMD or Nvidia?

>> No.252437394
Quoted By: >>252437546

I wonder what made them change the direction so much. They seemed to do well with big devs only.

>> No.252437491
Quoted By: >>252437739

b-but anon, obra dinn has already been made once

>> No.252437504

there were a couple of fuckers in the threads
but didn't cared enough to remember their names

>> No.252437546
Quoted By: >>252437823

They saw the big market leader making megabucks while being lazy and complacent, just like they're doing with Steam now.

>> No.252437582

Your shitty engine would still be worse than the first version of godot.

fuck off.

then why linux recognize all my drivers for free?

>> No.252437628
Quoted By: >>252438723

>lmao i'm the insecure one
Yes, that's correct. I know my shit's good, whether I used a vegetation pack or not.

>> No.252437657

Nice 3D World of Horror clone

>> No.252437693
Quoted By: >>252438146

Is good that your are making a game for free. I want to make money, and in a world where 100.000~ game makers are using your assets too, I'd rather try to find a way to make my game different.

>> No.252437701

>worse than the first version of godot
nah, it's just a lot more specific.

>> No.252437729

no you fuck off cris
jesus christ go cure your brain problems

>> No.252437739
Quoted By: >>252437915

what the fuck did you just say to me?
you think lucas pope owns the 1bit style and boats?
fuck that! my game is going to be 100 times better!

>> No.252437823
Quoted By: >>252438069

You mean Unity?
Well, considering Unity apparently got some diversity hire...

>> No.252437915

that's the spirit, show them! nobody does as comfy a rain as you!

>> No.252438069
Quoted By: >>252438460

Yeah, Unity did fuck all for 10 years with a business model that promoted asset use and associating their name with trash games, but the real problem was when they hired those women with blue hair.

>> No.252438146
Quoted By: >>252438347

>using a few shared assets means your game is automatically 100% derivative
Wrong. Most gamers will never notice, and also everything ever is a rip off of something else. Your game is not unique, I absolutely guarantee it.

>> No.252438202

When will Godot get chamfer counterscrabbling?

>> No.252438347

My game invents an entirely new genre and has mechanics never before dreamt of, let alone implemented. I'm sorry that you're a creatively bankrupt product of a single mother but some of us are visionaries.

>> No.252438460

>but the real problem was when they hired those women with blue hair.
When it happened?

Well, then it;s quite a surprise some good games still are made in Unity.

>> No.252438487
File: 396KiB, 528x1653, Screenshot_2019-03-02-00-18-06.jpg [View Same] [Google] [iqdb] [SauceNAO]

Don't people ITT get tired of pretending?

>> No.252438548
Quoted By: >>252438748

Uh huh.

>> No.252438568

>Don't people get tired of pretending?

>> No.252438584

Who's ready for a disaster?

>> No.252438675
Quoted By: >>252438748

>the quality of posters on /agdg in year 2019
Wait I forgot - its summer

>> No.252438723

well i'm glad you've anonymously displayed your security for every anonymous poster here to see, friend, i'd feel extra secure right now if i were you

>> No.252438748

t. butthurt brainlets with no creativity
stay jealous :)

>> No.252439079

he's going to bump into something that he can't solve and come up with lame excuse why not implementing it is better.
when you think about it he would be really well suited for agdg.

>> No.252439083
File: 1MiB, 1024x768, Water.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252439402

Designing some rooms.

The water kills if you're submerged for 3 consecutive seconds

>> No.252439103

i'll be first to copy your ideas and do them better

>> No.252439363
Quoted By: >>252439946

The worst part about game dev is wanting to work, but not know what you want to do

>> No.252439402
Quoted By: >>252439521

Is this streemerz 3?

>> No.252439465

>he would be really well suited for agdg.
He is actually worse than that.
Here at least people do not believe the bullshit nodevs write.

>> No.252439515
File: 425KiB, 760x443, thanos unity assets.png [View Same] [Google] [iqdb] [SauceNAO]

After this sale, I have become an unstoppable yesdev.

>> No.252439521
Quoted By: >>252440235

Streemerz is actually the game that inspired me to start this project so yeah, kinda

>> No.252439560

I bet it'll be command buffers.

>> No.252439715

Why would you get both Bolt and Playmaker?

>> No.252439717

Is it possible to make a game in monogame with minimal coding experience?

>> No.252439907

make A game? sure

>> No.252439946
Quoted By: >>252440052

Sounds like you didn't event start.

Monogame was created for those with minimal coding experience. It is true that with newer engines the bar is even lower, but it has always being targeted towards newcomers.

>> No.252440001

Isn't Monogame just a framework?
It isn't a engine, you will need more coding.

>> No.252440035
File: 56KiB, 512x787, Enemies and bosses.png [View Same] [Google] [iqdb] [SauceNAO]

This are the enemies and bosses of each stage, still need to be refined, but, the overall design will be these ones, still need to complete the playable characters.
I would like some feedback on them, if anyone has any.

>> No.252440042
File: 113KiB, 1600x900, 1530737624808.png [View Same] [Google] [iqdb] [SauceNAO]

Fuck you lads for making me do this now.
Just drew my own font using the base I already had.
Because of this i missed demoday
I hope you are all happy

>> No.252440052
Quoted By: >>252440646

>Sounds like you didn't event start.
i have started many times
but i wonder if the thing i have started is good, i cant think of anything super good.
and whatever i start i dont know how to continue, i cant think of levels or character designs of stories

>> No.252440182
Quoted By: >>252440582

a couple weird looking characters, but overall it's SO much better

>> No.252440223
Quoted By: >>252440582

You could have fixed it sooner.

>> No.252440235
Quoted By: >>252440423

Did you play streemerz 2 before it went missing?

>> No.252440248
Quoted By: >>252445608


>> No.252440340
Quoted By: >>252445608

Top right is the best one

>> No.252440423
Quoted By: >>252440801

Nope, I've only seen that one NES romhack. Didn't know there was ever a second one

>> No.252440474
File: 38KiB, 640x640, 1556139511926.jpg [View Same] [Google] [iqdb] [SauceNAO]

>tfw downloading some renaissance and middle ages MIDI so I can rip off their melodies and sounds for muh gaymus for free

>> No.252440582
Quoted By: >>252440794

only really cleaned up the lowercase letters after putting it in game
so this is actually the first time i'm seeing the capital letters
which characters don't you like?

>You could have fixed it and not used placeholder art sooner

>> No.252440589

that is a cringe as fuck list of assets lol

>> No.252440640
Quoted By: >>252440815

just learn chord progression you stupid beaner

>> No.252440646
File: 54KiB, 256x224, 362screenshot2.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252441242

Have you ever played a snes game? Might be a good source of inspiration for your game, specially for handling parts like graphics.

Why did you decide to make a game? Personally, if I were not confident about my ideas, I don't think I'd be able to endure the pain and stress it takes to make games. I never said "I want to make games, now what" but rather "I know this is really good, I have to do it". I wonder why someone with some insecurities would try to do a game, which takes a lot of effort, time, and knowledge. That puzzles me.

>> No.252440672
File: 49KiB, 720x713, 5169512514.jpg [View Same] [Google] [iqdb] [SauceNAO]

pls respond

>> No.252440794

the ones that look weird to me:
h k y T U PY
basically anything with too weird a slant looking inconsistent next to entirely vertical characters

>> No.252440801


>> No.252440815
Quoted By: >>252440941

I want to make a middle age song.

>> No.252440941
Quoted By: >>252441021

you realize you can just google medieval sheet music and use it in your game

>> No.252441021
Quoted By: >>252441228

do u realize that's basically MIDI?

>> No.252441203

>not just remixing touhou music for your game

>> No.252441228
Quoted By: >>252441417

Do you even know what MIDI is?

>> No.252441242
File: 30KiB, 1600x900, 1544833448965.png [View Same] [Google] [iqdb] [SauceNAO]

LttP was my biggest inspiration for graphics
but nobody wants to play a gothic "bright" game so i tried using more handpainted textures (i don't like "noisy" grass and the handpainted give me detailed grass without the harsh noise)
ill see what i can do

>> No.252441343
File: 1KiB, 137x158, sleepy dude.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252441530

You feel it too don't you

It's time for another shmup

>> No.252441376
Quoted By: >>252441534

>renaissance and middle ages
>rip off their melodies and sounds
sorry to say..... MIDI won't have the "sounds" because it's MIDI not a recording and it most likely will not even have the right notes given they didn't have a standardization of note frequencies back then.
a renaissance fair bard larper would probably be more authentic.

>> No.252441417

MIDI are just signals, but you can simply import a MIDI file on LMMS rather than by reading a pdf, in the end both are the same for practical purposes.

>> No.252441502

>wasting your time putting music in your game when zoomers are going to listen to mumble rap and ruin the entire artistic vision of your game anyways

>> No.252441530
File: 58KiB, 448x342, 1347748905800.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252441658

Was devil engine even successful? Hell was ZeroRanger even successful after it got praised by ecelebs like dunkey even?

>> No.252441534
Quoted By: >>252441961

>implying gamers know or give a fuck about such petty issues
gamers are too illiterate to even know what is medieval vs renaissance vs baroque music.

>> No.252441631
File: 524KiB, 854x480, 1551031705345.png [View Same] [Google] [iqdb] [SauceNAO]

I'm making my game for boomers only.

>> No.252441658
File: 411KiB, 720x920, Kagerou excited.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252442115

For arcadedevs it's not about money, it's about being cool, and there was no cooler /agdg/ release than devil engine yet

>> No.252441669
Quoted By: >>252442012

>what is undertale and touhou

>> No.252441929

who does that except for multiplayer shit like fucknite?

>> No.252441961
Quoted By: >>252442226

well sure.... and by that logic the notes dont matter at all, just dump whatever random shit you want in and give it instrumentation that sounds a little similar to the era.

>> No.252442012
Quoted By: >>252442226

I legitimately have no idea, from context I'm guessing zoomer games that already have mumble rap as their soundtrack

>> No.252442070

only music i have is boss/menus, cus i want the game to be ambient

>> No.252442115
Quoted By: >>252442219

Make touhou but with ships

>> No.252442125
Quoted By: >>252443181

Why the fuck does Unity keep freezing? My computer runs fine but whenever I load up a lot of shit it just takes forever to play something.

>> No.252442219
File: 50KiB, 530x413, int.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.252442226

castlevania SOTN did it and gaymers praise it while /mu/ told me is shitty camera music.

gotta mix some bach fugue with irish celtic music with some caribean percussion, maybe some vallenato accordion and some medieval flute, will be a caribean medieval RPG town song.


most modern music in games is shitty film hollywood garbage.

>> No.252442378
File: 71KiB, 930x916, 1554474851752.jpg [View Same] [Google] [iqdb] [SauceNAO]

i make loops for fun!



need more game progress tho

>> No.252442380
File: 3MiB, 579x495, dung.gif [View Same] [Google] [iqdb] [SauceNAO]

Stumped on how to progress with enemies.

In Sekiro if you side step the enemy, chances are they will track your movement and correct their attack to still hit you, meaning deflecting the attack is the only way to go.

In 2D, you can just walk back or through the enemy to avoid an attack, the first issue I can just make the enemy track you and move close to you on attack.

The second issue is fixed by contact damage, but I'm not sure how I feel about that.

A dodge is something I might have to add.

>> No.252442391
File: 113KiB, 1600x900, 1554032055119.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252442686

How's this?

>> No.252442462
Quoted By: >>252442740

This is like the third time you've posted this today. How many more times are you going to post it?

>> No.252442606
Quoted By: >>252443195

contact damage feels cheap for enemies that have an actual attack as well

>> No.252442686

looks great other than that weird asymmetrical serif on the Y, but if you like it, it's fine - everything is legible

>> No.252442693
File: 19KiB, 360x360, 1463858733163.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252443195

I would start out with enemies that only hit in one direction, and later have tougher enemies that have attacks that can also hit behind them and around them.

>> No.252442709

I don't even really understand this question. Shouldn't you completely model, UV, and texture a model to use it? Why would you wait til later? What does "when my materials are ready" even mean? Are you only using a few materials in your whole game?

>> No.252442740
Quoted By: >>252443143

The tranny illness seems to eating your brain since it's the first time it's been posted in these threads.

>> No.252442881
Quoted By: >>252443049

>for free
The person who arrainged the MIDI probably has some form of copyright on it

>> No.252442952
Quoted By: >>252443195

have a timer for how long it takes for your character to turn around, so holding back will make you walk backwards for a brief period until you fully start running in that direction,

give your enemies OP moves

even if you enemy is visually unpredictable, players will figure out the AI eventually,

if its visually predictable and the AI isnt complex. eventually that little guy will be pretty irrelevant and players might just jump right over him and move forward.

also having your enemies persistantly chase your player and increase their speed exponentially while they are off-screen would help from players skipping parts of your game at huge risk to themselves.

also i dont think being able to walk through enemies is a good idea . they should at LEAST slow your player by a large amount while passing through

>> No.252443049

just change some notes, duh.

just take the midi and make it unique so it's yours.
wow, you just now did what 99% of musicians do when they compose their songs.

>> No.252443143
Quoted By: >>252443337

It was absolutely posted last thread at least 1 time. And it has nothing to do with video game development. You have a fucking obsession with Godot and keep spamming this thread with every tweet that mentions it, sometimes even github issues or commits.
>But it's a gamedev engine!
So is Unity, Unreal, GameMaker, Love2D, etc, etc. You don't see people spamming the thread with every tweet relating to those engines.

>> No.252443181

>why do things need to load

>> No.252443195

Thanks for ideas anons.

>> No.252443337
Quoted By: >>252443478

You get mad as fuck when people call out how bad Godot is. Your obsession with defending it isn't healthy.

>> No.252443346
Quoted By: >>252443463

Unity™: The Yesdev's choice

>> No.252443384

- Make enemies occupy all the tunnel.
- Secondary ranged attacks that they will use if you avoid them
- Sections where a open won't budge unless you kill every enemy.

Anyway, I don't think is always an issue. Make the game more fun about killing enemies faster, becuase you won't be able to make a combat as compelling as from soft. It might happen that if you force the player to always fight and the fights start to become boring or repetitive, you will be doing more harm than good.

>> No.252443387
Quoted By: >>252459067

And they say all ue4 games look the same

>> No.252443463
Quoted By: >>252443959

Post prog

>> No.252443478
Quoted By: >>252443692

How am I defending it? You're the one spamming the thread with every new thing Godot is doing. It is shit, yet you continue to post about it.

>> No.252443553

*open -> door

>> No.252443692

Cry more bitch tranny. Godot is game dev. If you don't like it then go stitch your dick your dick back on.

>> No.252443783
Quoted By: >>252444179

Would that even be an issue if you pile up multiple enemies?

>> No.252443959
Quoted By: >>252444142


>> No.252444142
File: 273KiB, 565x768, 1555536965919.jpg [View Same] [Google] [iqdb] [SauceNAO]

>Toned down the chaos and enemy size for the sake of 3D
You had one job Hoopoo.

>> No.252444179

The issue I'm thinking of isn't that you can avoid enemies, that's fine.

The problem is once you're fighting, I want to make "just walk away loool" not a valid strategy to dodge attacks.

The above anons idea of making turning cost time is something I like.

If you're getting attacked from multiple directions then it wouldn't be an issue.

>> No.252444367
Quoted By: >>252444762

Remember in RoR1 the players players are like 16x12 pixel sprites.
It's not the enemies being smaller, it's the players being bigger.

>> No.252444402

Anyone looking for an artist?

>> No.252444449
Quoted By: >>252444678

At least it doesn't crash

>> No.252444563

Sorry I'm not looking for an artist, but I wish you the best of luck with your project.

>> No.252444565

I'm looking for the artist within me

>> No.252444569
Quoted By: >>252444724


>> No.252444570

me, what tools do you use?

>> No.252444678

Instead it just softlocks all the time.

>> No.252444684

I am an artist

>> No.252444724
Quoted By: >>252444871

What engine do you use?

>> No.252444726

>never participated in any demo Jam
>want to upload demo
>demo is actually the full game but unpolished
>afraid you fags will steal the idea

man life is suffering

>> No.252444743
File: 3MiB, 1920x1080, ledge.webm [View Same] [Google] [iqdb] [SauceNAO]

Finished my ledge grabbing mechanic and it's feeling pretty smooth.
Time for ladders, platforms, and then randomly generating an environment

>> No.252444762
File: 229KiB, 742x670, 1542414056181.png [View Same] [Google] [iqdb] [SauceNAO]

Still, the sense of scale changed, and from what I saw, they streamlined a bunch of aspect from 1 to make it work on Unity, like boss size and projectiles on screen.
I don't think default Unity was a good idea for them, but, this is coming from someone who wanted RoR1 in 3D, rather than streamlined RoR.

>> No.252444785

Can you draw cute furry girls?

>> No.252444818

Do you post your game on Twitter or other sites?

>> No.252444871

I can't tell you until you sign an NDA

>> No.252444927
Quoted By: >>252448443

Photoshop and blender

>> No.252444987
Quoted By: >>252445279

Taking inspiration from Spelunky?

>> No.252445017

I will never let you meme on me ever again

>> No.252445279

If you mean the way I draw the blocks, then yeah. I love how effective it is.
Gameplay wise it's hard to steer away from another indie platformer, but my goal is to make it one big randomly generated world rather than several levels.

>> No.252445491
File: 3MiB, 800x450, TouhouJuice.webm [View Same] [Google] [iqdb] [SauceNAO]

How do I make my game feel real good?

>> No.252445561

So this is the power of anime...

heh, not bad

>> No.252445608

I'm not that good, yet.

I think I putted more though on him compared to the others, still going to improve on them.

>> No.252445609
Quoted By: >>252445725

Add bloom and screen shake.

>> No.252445725
Quoted By: >>252445950

But Godot has awful bloom.

>> No.252445762


>> No.252445892

yes but no gameplay

>> No.252445950
Quoted By: >>252446149

Obscure the awful bloom by adding more bloom on top of it.

>> No.252445965

5 hours of hitstop for everything

>> No.252446012
File: 2KiB, 320x320, waifu.png [View Same] [Google] [iqdb] [SauceNAO]

would you play a game with this art?

>> No.252446149

I can't. The more you add the worse it gets. It even gets distorted at highest settings.

>> No.252446152

too skinny

>> No.252446319
File: 170KiB, 487x856, untitled2__r1227390541.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252446428


Don't worry anon you will improve with time http://pixeljoint.com/forum/forum_posts.asp?TID=11299

>> No.252446428

Is this Dofus

>> No.252446635


>> No.252447574

Mate no one will steal your idea, ideas are not worth anything on their own

>> No.252447837

Clones are an actual thing, but most likely nobody here has a good enough idea to warrant one.

>> No.252447883


>> No.252447975

How do I learn Japanese with the least amount of effort?

>> No.252447984
File: 71KiB, 399x418, 1532886505869.png [View Same] [Google] [iqdb] [SauceNAO]

>>afraid you fags will steal the idea
Realistic TPP medieval monster hunter game, where you need to coordinate teams and war machines in real time.

Ideas are useless if you can't execute them.

>> No.252448019

Put in the least amount of effort.

>> No.252448232

There's actually one game I want to make, but I realized it's superficially close enough to an existing /agdg/ game that I worry it'd be called stealing. Or at least unoriginal.

>> No.252448295

Does your game have a "basement reveal" moment that turns the story on its head?

>> No.252448323

clones happen because a type of game is popular, not necessarily because it's that interesting of an idea.

>> No.252448330

download an OCR dictionary and start reading light novels or eroges or japanese jrpgs.

>> No.252448406

i was at a rave for 18 hours and i cant think anymore

>> No.252448423


>> No.252448443
Quoted By: >>252454451

im sorry i would never have my code be adorned with anything made with Photoshop and Blender
but i wish you the best of luck with your project.

>> No.252448465

Are there any Megaman clones but with melee combat?

>> No.252448486

Translate hentai manga. That's how I started.

>> No.252448867
Quoted By: >>252448964

Did you do the kumquats thing?

>> No.252448964

I don't know what that is, so no. One of the doujinshi I worked on is in the top <70 of English translated hmanga though.

>> No.252449207

What size should I generally try to make sprites at?

>> No.252449327

I'm wondering the same thing. But most sprite tiles seem to be 16x16 and the player character around 16x32. Correct me if I'm wrong, somebody with pixel game experience.

>> No.252449353

1/4 to 1/5th your vertical resolution.

>> No.252449375
File: 25KiB, 650x638, 1521469512317.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252449514

Is there any money on online multiplayer 2D rpg maker porn team ryona dickgirl eroges?

>> No.252449398

8x8 is the patrician resolution. Anything else is just overcompensation.

>> No.252449461

Somewhere between 8x8 pixels and 1024x1024 pixels.

>> No.252449496
Quoted By: >>252449638

What's the tools you used?

>> No.252449514


>> No.252449638

Kanjitomo to get the meaning of kanji I don't know. Then Photoshop or Gimp 2.

>> No.252449928

I made this for a procedural generated background for two similar tiles and whenever I hit play in Unity it fucking crashes. Why?

public class BackGroundTiles : MonoBehaviour
// array of prefabs for the tiles
public GameObject[] tile;

//start position of the tiles
public Vector3 tileStartPos;

// tile spacing
Vector2 tileSpacing;

// width of the grid
public int gridWidth;
//height of the grid
public int gridHeight;

void Start()
tileSpacing = tile[0].GetComponent < Renderer>().bounds.size;

// loop the # of rows height
for(int i = 0; i < gridHeight; i++)
//loop the number of columns wide
for(int j = 0; i < gridWidth; j++)
//grab a random number between 0 and however many tiles there are
int randomTile = Random.Range(0, tile.Length);

GameObject go = Instantiate(tile[randomTile], new Vector3(tileStartPos.x + (j * tileSpacing.x), tileStartPos.y + (i * tileSpacing.y)), Quaternion.identity) as GameObject;

//add all the game objects as a child of BGTiles
go.transform.parent = GameObject.Find("BGTiles").transform;

>> No.252450036

Game idea that is way out of my league for now:

A co-op game where one player is secretly chosen as "the cheater" and his goal is to get everyone to die. He can fuck with the game by increasing difficulty, enabling friendly fire, causing glitches. Other players can vote to kick anyone they wish.

So like Mafia but with some action

>> No.252450141

KINDA reminds me of the game Deceit.

>> No.252450260

I play this on the L4D server I own.

They never expect the mudders

>> No.252450492
Quoted By: >>252450990

1) hastebin.com so we can actually read your code.
2) Post the error.

>> No.252450803

cuz you're a little bitch

>> No.252450990
File: 105KiB, 1185x788, fuckingUnity.png [View Same] [Google] [iqdb] [SauceNAO]


there's no error. Unity stops operating when I hit play.

>> No.252451089
File: 137KiB, 803x688, 1425220979755.jpg [View Same] [Google] [iqdb] [SauceNAO]

>it's another segfault episode

>> No.252451182
Quoted By: >>252451207


why/how is everything red

>> No.252451207
Quoted By: >>252451302

I just set it to red whenever I enter play mode.

>> No.252451302
Quoted By: >>252451769

I had no idea this was an option

>> No.252451769

This is why unity gets a bad rap.
How about learning your tools, dink

>> No.252451829
Quoted By: >>252451952

>there's no error. Unity stops operating when I hit play
So that's the power of Unity, huh

>> No.252451898

Not him, but, isn't that a paid option ?
I'm still using 5.6 and I'm not planning on updating.

>> No.252451919
Quoted By: >>252453078

i want to build a comfy, small cabin in a remote forest, and dev in that comfy small cabin. is this too much to ask for?

>> No.252451952
Quoted By: >>252454258

I wonder if it puts too much strain on my PC and that's why it won't play.

>> No.252451965
Quoted By: >>252452116

#2 that doesn't know his tools.
Not only is it in 5.6, but it has literally always been free.

You people make me want to switch to unreal

>> No.252452048
Quoted By: >>252452251


Two things:

1: this is a pretty much worthless feature
2: my game is a lot further along and more technically interesting than yours

>> No.252452116


Hey you just gave me an idea. Is there a tool on the asset store for procedural generated tiles?

>> No.252452251

Sure, have fun accidentally losing changes you make in play mode

>I have a game
prove it

>> No.252452314

has anyone charted out the cris cycle yet?

>> No.252452402
Quoted By: >>252452646

Yeah I don't do this because I don't have a two second memory.

>> No.252452503
File: 45KiB, 240x240, 1556313913929.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252452646

>Sure, have fun accidentally losing changes you make in play mode
Are you stupid or brain damage ?

>> No.252452646
Quoted By: >>252452738

You're telling me you've NEVER messed up once? Because you're perfect? Do you program in notepad because you need no assistance?

Fucking joke, people around here think they're so tough but they wouldn't be able to program pascal's triangle if they had 40 years.

>> No.252452738


Why are you so mad anon?

Also, are you this guy?

>> No.252452979
Quoted By: >>252453224

I'm the guy who posted the red unity and not the other one you quoted. I'm just waiting for an answer to my problem.

>> No.252453078

enjoy dying of an infection because your thousands of hours in minecraft didn't translate to actual survival skills
enjoy dealing with your sewage tank
enjoy figuring out what to do when your electricity dies, if you have any
enjoy your 3 hour drive to buy groceries because you have no ability to grow, hunt, or cook

>> No.252453192

How to I get exposure for my game that's in development? Besides twitter?

>> No.252453224


Cool, just didn't want to associate a manchild and a dev as the same person without reason.

>> No.252453314

and predatory internet rates from bullshit monopolizing ISPs that take advantage of the mentally ill inebriates that live in the country

>> No.252453503
File: 62KiB, 793x786, 155580232439.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252453987

the only thing I want is to make a lolis vs lolicons rape online team game that has a /vg/ general.

I'm not asking more.

>> No.252453987

it's really very sad that this is all you are passionate about.

>> No.252454165

this might be the most millenial post i've ever seen in these threads

>> No.252454258

check if its smoking when Unity runs
Memory tab in task manager

>> No.252454286

so how was dd26

>> No.252454451
Quoted By: >>252454480

What is this post? What else would you use?

>> No.252454480
Quoted By: >>252454848

GIMP and Maya

>> No.252454484
Quoted By: >>252454965

// loop the # of rows height
for(int i = 0; i < gridHeight; i++)
//loop the number of columns wide
for(int j = 0; i < gridWidth; j++)

should be for(int j = 0; j< gridWidth; j++) try that

>> No.252454808
Quoted By: >>252456169

I'm not a manbaby just becuase I know how to develope

>> No.252454848

I get Maya because Blender is a legitimate nightmare, but choosing GIMP over Photoshop is straight brain failure. I don't even use Photoshop, I use Paint Shop Pro, but thinking GIMP is better...? Dude.

>> No.252454965
File: 241KiB, 879x788, 1557156861194.png [View Same] [Google] [iqdb] [SauceNAO]

HAH that fixed it holy shit I don't know how I missed that. Thanks anon

>> No.252456082
File: 2MiB, 1091x646, performancecroc.webm [View Same] [Google] [iqdb] [SauceNAO]

game doesn't work :(

>> No.252456169
Quoted By: >>252456531


the only thing you demonstrated any knowledge of is some near-useless feature to help brainlets. Then you have the incredible nerve to act superior about it.


>> No.252456235

looks like the game physics such as gravity is tied to framerate

>> No.252456239

time to use godot newfriend.


>> No.252456298
File: 616KiB, 744x556, GNS7.webm [View Same] [Google] [iqdb] [SauceNAO]

got a new guy. I called him frogman, but he doesn't really look like a frog so I'm not sure what he's going to end up being labeled as

>> No.252456362
Quoted By: >>252456604

whats wrong with it? If you're using unity I'd say the problem could be using FixedUpdate instead of just Update.

>> No.252456389
File: 347KiB, 1920x1080, 90701.jpg [View Same] [Google] [iqdb] [SauceNAO]


It wasn't anywhere near 200k, more like a quarter of that in AUSbucks, which is like a 1/5 in AMERIbucks.

Had a string of bad luck, car fire, termites, programmers skipping out on me and useless artists. I dropped FTC in 2017 and started a new project in 2018, which was also dropped.

Decided I had enough of other people and was going to do the new game myself. I've gone back to university to study computer science and I am doing this new game in my spare time.

>> No.252456531
Quoted By: >>252457065

the only thing you've demonstrated is you think YOURE superior and make no mistakes.


>> No.252456604
Quoted By: >>252456851

>lower refresh rate to 60hz
>triple speed is fixed but I still get blocked by an invisible wall at the start
oh well at least the game is cute to look at
and going back to 60hz on a 165hz monitor is disgusting holy shit it feels so laggy
not my game, I wanted to try the cute game on the demo day but I can't get past the first jump!

>> No.252456851

dev here, sorry about that. I thought requestAnimationFrame would never go past 60fps.

I tied it to framerate because it looks nicer when synchronized to the monitor, but I'll add an option for separate rendering and game logic loops.

This is the first time I hear about that invisible wall and for now I have no idea what caused that lol. Have you tried refreshing the game?

>> No.252456964
File: 1001KiB, 4544x3824, 1548516303699.jpg [View Same] [Google] [iqdb] [SauceNAO]

>I tied it to framerate because it looks nicer when synchronized to the monitor

>> No.252457065


Allow me to direct you to this post, where you literally did what you are bitching about

this will be my last response to you

>> No.252457161
Quoted By: >>252458942

Refreshing doesn't fix it, however it seems it's only an issue on Firefox. If I open the game on Chrome it works fine.

>> No.252458385

I really like your game

>> No.252458942

I think I know what it might be. The level tiles are stored in a image and sometimes a browser compress images, which would fuck up the level. Thankfully I know a way to fix that on my code.

>> No.252459067
Quoted By: >>252459256

how many times you going to post this?

>> No.252459114
File: 214KiB, 800x815, 1415408342467.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252459576

next week I will have time again to work on my game!

>> No.252459256

not him, but until people stop saying all UE4 games look the same

>> No.252459576
Quoted By: >>252459818

Why not now instead of shitposting you dumb animu bitch

>> No.252459814
Quoted By: >>252460239

why is side profile so hard to draw in
humans are abstract aliens if you turn them 90 degrees

>> No.252459818
File: 2MiB, 1289x1211, 1550436692582.png [View Same] [Google] [iqdb] [SauceNAO]

I have to do a bunch of important shit that needs to be finished this week
Also its 2am even though I need to wake up at 6

>> No.252460239
File: 127KiB, 536x414, file.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>252460935

There's very specific lines with very specific shapes you need to hit or the entire piece fails.

>> No.252460406
File: 47KiB, 650x773, 1520380041734.png [View Same] [Google] [iqdb] [SauceNAO]

I need 40 bucks to buy a new wacom tablet.

will make your shitty jam game for 40 bucks.

>> No.252460603

my jam game requires a tablet to play

>> No.252460635

How come nobody's talking about Demo Day?

>> No.252460731

Why would we talk about that?

>> No.252460935
File: 746KiB, 703x711, PEST-0001.png [View Same] [Google] [iqdb] [SauceNAO]

Why eye height is the center when anime told me otherwise?

>> No.252460943
File: 23KiB, 400x300, Oilpaint49.png [View Same] [Google] [iqdb] [SauceNAO]

just use a mouse like i do :^)

>> No.252460981

Godot is good, it’s just a meme

>> No.252461074

animes have head proportions of a small child

>> No.252461167