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# /vg/ - Video Game Generals

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Cute Puppers vs. The Garbage Anime Edition

> Demo Day
Play: itch.io/jam/agdg-demo-day-26
Next: itch.io/jam/agdg-demo-day-27

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

Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Steam Games: homph.com/steam
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Logo: pastebin.com/iafqz627

Previous Demo Days: pastebin.com/M8xVhUQu
Previous Jams: pastebin.com/ZNPSfbJ9

> Engines
pastebin.com/VvFKuXf7

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

 >> Anonymous Tue 21 May 07:38:54 2019 No.253910175 Quoted By: >>253910238 >>253910102 >cute puppers >posts a tragically deformed bull terrier
 >> Anonymous Tue 21 May 07:39:25 2019 No.253910201 Quoted By: There were 33 frogposts in the previous thread. This was well above the acceptable limit of zero. Let's try harder to keep the number down.
 >> Anonymous Tue 21 May 07:39:57 2019 No.253910238 File: 94KiB, 595x896, 1447479234852.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253910430 >>253910175 fuck of
 >> Anonymous Tue 21 May 07:40:54 2019 No.253910287 Quoted By: do you actually sit there scrolling through 800 posts counting how many have pepes wtf lmao
 >> Anonymous Tue 21 May 07:43:23 2019 No.253910430 File: 99KiB, 768x768, cute rats.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253910238 ugly nigger dog
 >> Anonymous Tue 21 May 07:45:38 2019 No.253910526 File: 3MiB, 1016x568, Unity 2019-05-21 02-33-48-93_1.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253910680 >>253916313 most meshes are replacing, all placeholders corners replace in 1x1, 2x2, or 3x3 randomly, the stupid looking spikes is just so I can see what size it is at a glance the other bits replace in strips of 1x1 to 1x9 1x1 hill and pond corners are kind of blocky unfortunately, not much to do about that except detect L shapes to replace which is probably more work than it's worth
 >> Anonymous Tue 21 May 07:45:51 2019 No.253910535 Quoted By: >>253910828 >>253912343 Any engine devs here? Which is easier to learn dx12 or jogl? I know java much better than c++ or C#
 >> Anonymous Tue 21 May 07:48:46 2019 No.253910680 Quoted By: >>253910752 >>253910526 that looks good, keep it up!
 >> Anonymous Tue 21 May 07:49:36 2019 No.253910714 Quoted By: >>253909957 How long have you been working on this game? I keep thinking you've long died but no you're always back eventually with more progress. Commendable effort, really.
 >> Anonymous Tue 21 May 07:50:19 2019 No.253910752 Quoted By: >>253910680 thanks!
 >> Anonymous Tue 21 May 07:52:08 2019 No.253910828 Quoted By: >>254006397 >>253910535 >Which is easier to learn dx12 or jogl? Why would you unironically learn dx12? Just use c++ and learn opengl. You can get performance very close to vulkan if you actually know what you are doing. >I know java much better >java >better than anything Don't even joke like that. C# is shit too btw.
 >> Anonymous Tue 21 May 08:16:03 2019 No.253911997 You want music? I got music If anyone here is actually close to completing a project and wants to commission an OST I'm here with some quality shit (BMus)
 >> BokuDev Tue 21 May 08:16:27 2019 No.253912015 File: 1MiB, 800x280, Spooky_3Remake.webm [View Same] [Google] [iqdb] [SauceNAO] Is this a good skybox?
 >> Anonymous Tue 21 May 08:17:35 2019 No.253912074 Quoted By: >>253912189 >>253911997 very interesting...what program do you use to make your music?
 >> Anonymous Tue 21 May 08:19:48 2019 No.253912189 Quoted By: >>253912325 >>253912074 I use Sibelius to do all my scores. I'm not that experienced with any programming related music technologies, though my university has a whole heap of resources and very expensive software that I pretty much have unrestricted access to.
 >> Anonymous Tue 21 May 08:20:25 2019 No.253912218 Quoted By: >>253932429 >>253912015 No. Keep the moon still.
 >> Anonymous Tue 21 May 08:22:20 2019 No.253912325 >>253912189 oh sorry, i'm not interested in using music from that program, but i wish you the best of luck!
 >> Anonymous Tue 21 May 08:22:48 2019 No.253912343 Quoted By: >>254006397 >>253910535 I was about to give you a long response outlining both but then I read >I know java much better than C++ and realized you're retarded, so I won't.
 >> Anonymous Tue 21 May 08:24:15 2019 No.253912409 Quoted By: >>253911997 I don't like. Feel like the music has no direction whatsoever. It's like you took the worst parts of classical music and combined them. And i'm someone who has classical/classical-ish as one of the favorite genres. Sorry.
 >> Anonymous Tue 21 May 08:24:20 2019 No.253912415 Quoted By: >>253913265 >>253912325 not even that composer poster, but still, kys
 >> Anonymous Tue 21 May 08:39:50 2019 No.253913109 Quoted By: >>253913265 >>253912325 based
 >> Anonymous Tue 21 May 08:41:00 2019 No.253913152 Quoted By: >>253913226 >>253913265 >>253912325 So you switched your shitpost from engines to music programs. Big brain indeed.
 >> Anonymous Tue 21 May 08:42:33 2019 No.253913226 Quoted By: >>253913152 >>253912325 also unity is best engine still kys
 >> Anonymous Tue 21 May 08:42:41 2019 No.253913230 Quoted By: >>253913925 >>253911997 Just finished listening. I kept waiting for music to start, but it's like orchestra is tuning the instruments for 30 minutes.
 >> Anonymous Tue 21 May 08:43:18 2019 No.253913265 Quoted By: >>253912415 >>253913109 >>253913152 lmao look at all these triggered libtarded nodevs, thanks for the (You)s
 >> Anonymous Tue 21 May 08:57:16 2019 No.253913925 Quoted By: >>253913230 lmao the last work in particular is actually super amateurish but I must admit I have not ever laughed at a criticism until I read that. I mean it's not even 30 minutes but structurally it is a total mess so do I appreciate that you're not a fan
 >> Anonymous Tue 21 May 09:01:31 2019 No.253914124 Quoted By: Is there an addon for blender that allows objects scattering/placement on other objects with a brush? I know theres random scattering and particle systems that you can weight paint, but wondering if theres something simpler and not roundabout.
 >> Anonymous Tue 21 May 09:06:10 2019 No.253914327 File: 2MiB, 1196x574, cardthing2.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253915896 Working more on card hand thing, did a basic model and some basic logic for handling max hand size and going over it.
 >> Anonymous Tue 21 May 09:30:36 2019 No.253915459 Quoted By: Hey guys. Do you know any tutorials or free assets which show how to implement "big" procedural worlds in Unity? I already have a test project which can generate a voxel world broken down into 16x16x16 chunks, generate the mesh data and colliders... But I'm kinda stuck at the point where I want to dynamically generate new chunks and destroy or disable old chunks depending on player/camera position. I know there are some paid assets and tried decompiling them but didn't learn too much because the source is not properly documented.
 >> Anonymous Tue 21 May 09:31:22 2019 No.253915485 Quoted By: When will Godot get 3D trails?
 >> Anonymous Tue 21 May 09:37:54 2019 No.253915787 Quoted By: Daily reminder that I love you guys and the shitty games you make. Post your games so I can play them already.
 >> Anonymous Tue 21 May 09:40:36 2019 No.253915896 Quoted By: >>253921032 >>253914327 That's pretty cool, you could easily make a vr cardgame thing and I think a lot of people would be into that if you could incorporate a lot of different rulesets that determine the mechanics. Maybe not even just for regular cardgames but being able to do TCG rules as well (yugioh, pokemon, MtG) would make it easier to sell a game based on this. Or you could just make the asset and sell it online for chinese companies to make vr cardgames or something.
 >> Anonymous Tue 21 May 09:42:36 2019 No.253915965 File: 1MiB, 350x262, source.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253935575 >oma >spent the past year working solely on music >just keep jamming and selecting good portions to add on to for final compositions without ever finishing them >some day ill get back to working on my game I say
 >> Anonymous Tue 21 May 09:47:20 2019 No.253916140 Quoted By: >>253910102 Fuck you that was an awesome OP
 >> Anonymous Tue 21 May 09:52:09 2019 No.253916313 Quoted By: >>253932429 >>253910526 Randomly generated map? Awesome. >>253912015 What the other guy said, keeping the moon still would greatly improve the look.
 >> Anonymous Tue 21 May 09:56:42 2019 No.253916534 Quoted By: >>253912015 Did you make this? Or buy it somewhere I'm looking through nighttime skyboxes right now myself
 >> Anonymous Tue 21 May 09:59:32 2019 No.253916657 File: 857KiB, 260x260, puppy jump.gif [View Same] [Google] [iqdb] [SauceNAO] >Only game I want to make is an "Elder Scrolls clone" with ridiculous scale >Can see the mechanics in my head >Can even program the basics and make the models needed >It's just way too big of a project for any 1man to handle in any conceivable universe Save me from this hell.
 >> Anonymous Tue 21 May 10:00:46 2019 No.253916706 Quoted By: >>253916657 I want to make a daggerfall clone.
 >> Anonymous Tue 21 May 10:02:36 2019 No.253916776 Quoted By: >>253917531 >>253916657 why the fuck would you want to clone a game where the only positive traits of the game are the lore/setting (which you're presumably not using) and the fact that they have large modding communities (which your game probably won't)
 >> Anonymous Tue 21 May 10:04:28 2019 No.253916852 Quoted By: >>253916657 just get a decent workflow and shit out assets.
 >> Anonymous Tue 21 May 10:04:52 2019 No.253916870 File: 3MiB, 904x510, visual_shader_wip15.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253931631 >>253954560 Added material creation from templates and assignment.
 >> Anonymous Tue 21 May 10:13:06 2019 No.253917224 Quoted By: anyone happen to know the exact version of unity that added nested prefabs? i need to get rid of this shit.
 >> Anonymous Tue 21 May 10:18:28 2019 No.253917439 Quoted By: >>253917667 >>253924890 What happens when shit like gamemaker and unity gets out of date? Aren't you back at square 1
 >> Anonymous Tue 21 May 10:20:11 2019 No.253917531 Quoted By: >>253916776 >why the fuck would you want to clone a game where the only positive traits of the game are the lore/setting Open world first person "immersive sim" RPGs are a very small niche, only really Bethesda does them. If some Indie Darling came along with even a moderately quality game people would jump on that shit quick, and that's only from a business perspective and not even from a fun perspective. >large modding communities (which your game probably won't) You're probably right, but considering even small games like Hat in Time have modding communities now I wouldn't put it past a moderately successful game.
 >> Anonymous Tue 21 May 10:22:17 2019 No.253917624 Quoted By: >>253919434 >>253916657 There's like 100's of projects like that that are complete shit.
 >> Anonymous Tue 21 May 10:23:09 2019 No.253917667 Quoted By: >>253917825 >>253917439 you just update the engine if you can't do it without your game breaking in half, it means you either took wait too much fucking time making your game or you're using unity
 >> Anonymous Tue 21 May 10:26:37 2019 No.253917825 Quoted By: >>253917852 >>253917880 >>253917912 >>253917667 I mean let's say someone releases a new game making engine making all others obsolete
 >> Anonymous Tue 21 May 10:27:34 2019 No.253917852 Quoted By: >>253917936 >>253917825 then you just learn the new one. do you think game developers just live and die by one engine?
 >> Anonymous Tue 21 May 10:28:07 2019 No.253917880 Quoted By: >>253917825 You use whatever you want. People still make Doom TCs.
 >> Anonymous Tue 21 May 10:28:46 2019 No.253917912 Quoted By: >>253917825 >LET'S SAY THE NEXT GIRL YOU MEET IS THE HOTTEST, MOST PERFECT PIECE OF BOOTY YOU EVER MEET AND YOU CAN TALK TO HER LIKE A HUMAN BEING AS WELL. THIS MEANS YOU SHOULD DITCH YOUR CURRENT PARTNER AND NEVER GET LAID then you just switch after finishing the game
 >> Anonymous Tue 21 May 10:29:29 2019 No.253917936 Quoted By: >>253918023 >>253918170 >>253917852 I mean opposed to learning a programming language and how to code properly
 >> Anonymous Tue 21 May 10:31:37 2019 No.253918023 Quoted By: >>253917936 you will have to constantly learn new things no matter which path you choose
 >> Anonymous Tue 21 May 10:31:44 2019 No.253918030 Quoted By: >>253919342 >>253919402 >>253916657 Maybe start small with a single area and add more over time ? That seems to be the only real way that a single person could do a project like this. I had a concept of an MMORPG sized world but for single players (or friends that could connect to you so you could play together). You could also run your own server ala minecraft and create your own community on it.
 >> Anonymous Tue 21 May 10:35:00 2019 No.253918170 Quoted By: >>253918221 >>253918423 >>253918438 >>253917936 If you can't code you're already ngmi though. Has there been any successful game that was done in some sort of visual/drag and drop system?
 >> Anonymous Tue 21 May 10:36:05 2019 No.253918221 Quoted By: >>253918170 hollow knight
 >> Anonymous Tue 21 May 10:39:24 2019 No.253918354 Quoted By: >>253918439 >>253918856 Daily reminder not to procrastinate and grind the skills you need for your game. I hope you fags have a productive day.
 >> Anonymous Tue 21 May 10:41:05 2019 No.253918423 Quoted By: >>253918170 Dunno about drag n drop, but there have been a bunch successful games done in ridiculous stuff like GameMaker. See RoR. And outdated stuff like XNA is still relevant, although nowadays I'd just use Unity or UE if you're not going to write your own engine.
 >> Anonymous Tue 21 May 10:41:25 2019 No.253918438 Quoted By: >>253921601 >>253918170 Are you seriously saying all successful games have been made with a babies connect the dots and colors toy?
 >> Anonymous Tue 21 May 10:41:25 2019 No.253918439 File: 15KiB, 359x240, d.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253918354 >daily needs to be hourly, if not minutely.
 >> Anonymous Tue 21 May 10:51:52 2019 No.253918856 Quoted By: >>253918354 Already have the skills, lack the motivation. Would give them to you guys if I could
 >> Anonymous Tue 21 May 11:02:00 2019 No.253919289 Quoted By: https://store.steampowered.com/app/1052070/Burning_Daylight/ Imagine all the missed dosh
 >> Anonymous Tue 21 May 11:03:21 2019 No.253919342 Quoted By: >>253919402 >>253922142 >>253918030 >I had a concept of an MMORPG sized world but for single players (or friends that could connect to you so you could play together). >You could also run your own server ala minecraft and create your own community on it. That's a great idea actually. Wonder why nobody has done it yet. You could even eliminate the need for servers since it's just be client based.
 >> Anonymous Tue 21 May 11:04:46 2019 No.253919402 Quoted By: >>253920293 >>253921027 >>253922142 >>253918030 >>253919342 that's what's known as diablo 2, you retarded zoomers.
 >> Anonymous Tue 21 May 11:05:23 2019 No.253919434 File: 188KiB, 1427x806, skyrim spurdo.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253919591 >>253917624 Name one. I need my fix.
 >> Anonymous Tue 21 May 11:09:11 2019 No.253919572 >Blog warning So I'm very new to gamedev, I've been learning for a week or so, but I've been spriting and composing for a lot longer. I decided I'd have a go at making a 2d jrpg since it's my favourite genre and I have a ton of ideas and character concepts. After looking at various options I decided to try coding in java, since it seemed much more legible than C++ and I like the idea of learning a proper coding language, not a game specific one. Plus I found the slick2D framework that does a lot of the basic legwork for you which suits my non-existent coding skill. I managed to get it setup pretty easily and get a sprite moving around a basic screen with background music playing without much effort, but I keep getting stuck and it seems that the community for slick died in about 2013. I can't find anyone to help with basic questions, and all the YouTube tutorial series are incomplete and don't cover more complex stuff. Should I keep at it or swap to unity or game maker or something? I haven't got a whole lot of progress to lose so starting again wouldn't be a massive problem, but I think it would be more long term useful to keep learning java. My aim is really just to have an outlet to work on my coding, spriting and composition skills, but I also want to see some progress so I don't get demoralised and burn out. Any thoughts? Tl;dr should I power through and keep learning java or switch to something easier with a bigger community?
 >> Anonymous Tue 21 May 11:09:25 2019 No.253919591 Quoted By: >>253919434 I don't remember their names but i certainly remember seeing tons of them. It's very common to see youtubers making vids on them due to their shittyness.
 >> Anonymous Tue 21 May 11:13:58 2019 No.253919823 Quoted By: >>253916657 >start something by yourself >keep going till you get to a point where you can build a demo to show off >post about it everywhere Plenty other people out there who wants to do the same as you, or are already doing it.
 >> Anonymous Tue 21 May 11:15:37 2019 No.253919915 Quoted By: >>253922973 >>253919572 Learn comp sci in general, do the algorithms and datastructures course on mit opencourseware. Then jump back to whatever language. You’ll want to get familiar with programming patterns as well but not sure if there’s an easy way to do that without reading a bunch of github project code
 >> Anonymous Tue 21 May 11:16:22 2019 No.253919959 Quoted By: >>253922973 >>253919572 Java and C# are VERY similar, you will have almost no problems switching to C#/Unity with a Java background. Coding games in Java is doable, obviously, and there are some multimedia frameworks which can easily be used to draw sprites and animations, even 3d graphics. As for your general coding skills... there are more real life jobs out there for Java devs I think, but C# comes kinda second. So it doesn't matter much. For gamedev, you'll probably be better off with C# or C++ in the long run.
 >> Anonymous Tue 21 May 11:23:26 2019 No.253920293 File: 442KiB, 533x358, scooby shut the fuck up.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253920708 >>253919402 >that's what's known as diablo 2, you retarded zoomers. >Diablo 2 playing anything like an MMO >Diablo 2 having the same emphasis on group play and Tank/DPS/Heal trinity >Diablo 2 having any of the same world design as an MMO >Thinking you're some special, "oldschool" elite for playing one of the most famous and popular games of the past 20 years
 >> Anonymous Tue 21 May 11:30:30 2019 No.253920643 Quoted By: >>253920697 Rigging sucks assholes.
 >> Anonymous Tue 21 May 11:31:40 2019 No.253920697 Quoted By: >>253920643 guess i'm learning rigging today
 >> Anonymous Tue 21 May 11:32:00 2019 No.253920708 Quoted By: >>253920807 >>253920970 >>253923092 >>253919572 I'd highly recommend you use RPG Maker MV or VXA, even if people are going to make fun of you for doing so. MV uses JavaScript, and VXA uses Ruby (basically THE "prettiest" language out there). Reading through the default scripts will give you a really good grasp on how to think about setting up an RPG environment. The scenes, objects, databases, menus, whatever. >>253920293 >Diablo 2 not playing like an MMO Oh, I was thinking of the wrong game then. What's that game with enchanted equipment, gear sockets, skill trees, stat allocations, leveling, aggro management via taunts, etc? Do you think there's something else to MMOs that make them intrinsically different than what I've described? Quit being a dumbfuck.
 >> Anonymous Tue 21 May 11:32:16 2019 No.253920726 File: 115KiB, 448x256, Km2XMs.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253921003 https://led.itch.io/tilesetter RELEASE WHEN
 >> Anonymous Tue 21 May 11:34:04 2019 No.253920807 Quoted By: >>253920972 >>253921007 >>253925024 >>253920708 this is the first time I've seen someone try to seriously claim Diablo is an MMO
 >> Anonymous Tue 21 May 11:37:36 2019 No.253920970 Quoted By: >>253921994 >>253920708 If you're going to be a reductive faggot about it then sure, Diablo is an MMO. It's a "Massively Multiplayer Online" game. Just like how Call of Duty and Minecraft are MMOs. Faggot.
 >> Anonymous Tue 21 May 11:37:39 2019 No.253920972 Quoted By: >>253924059 >>253925045 >>253920807 He's saying it plays like an MMO, not that it is an MMO. Read the reply chain. Now Dark souls, THAT'S an MMO.
 >> Anonymous Tue 21 May 11:38:13 2019 No.253921003 Quoted By: >>253920726 >export to GMS2 Doesn't GMS2 already feature room editing tools? Unless making a room with a third party program like this and exporting it into GMS2 is somehow more effecient?
 >> Anonymous Tue 21 May 11:38:17 2019 No.253921007 Quoted By: >>253920807 And what do you think make MMOs different from D2? That they have 4,000 player lobbies instead of 4? That they're always online? You know, I see it now. My mistake. Those games are definitely incomparable.
 >> Anonymous Tue 21 May 11:38:40 2019 No.253921027 Quoted By: >>253919402 they probably mean a single player game that simulates world like a server so world simulation, like oblivion's radiant ai system
 >> Anonymous Tue 21 May 11:38:47 2019 No.253921032 Quoted By: >>253922316 >>253915896 thank you! I wouldn't mind making it VR compatible but I'm not sure how to properly test it without VR stuff. Selling it is definatly a nice idea, I'd need to clean it up a fair bit though.
 >> Anonymous Tue 21 May 11:49:59 2019 No.253921601 Quoted By: >>253918438 I'm saying the exact opposite, lrn 2 reed
 >> Anonymous Tue 21 May 11:57:30 2019 No.253921994 File: 210KiB, 1280x719, hmm.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253922409 >>253924152 >>253920970 Actually, you're right. When I look at a screenshot of random MMO #4032, I can see how it'd be silly to compare it to D2. It's just as comparable to CoD. Sorry if I called you a bad names.
 >> Anonymous Tue 21 May 12:00:17 2019 No.253922142 Quoted By: >>253919402 I never really liked the static classes of diablo. I prefer it much more if I can just pick whatever skill tree I would want and improve on that and make my character truly mine. >>253919342 I guess the formula works better when playing with a lot of people or something ? I imagined it with open skilltrees (so instead of picking a static class you could just train in bows and take bow based skills if you wanted to be more of an archer for example) so you could truly make your own character. Alas I'm more of a writer than a proper gamedev so it won't ever become a reality.
 >> Anonymous Tue 21 May 12:02:09 2019 No.253922237 File: 3MiB, 904x510, visual_shader_wip16.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253922658 Optimized the SVT GPU-CPU bottleneck, but now I'm having trouble with flipbooks again...
 >> Anonymous Tue 21 May 12:03:46 2019 No.253922316 Quoted By: >>253921032 Just having the framework for devs to add their own cardgame rules would help a lot. Imagine all those chinese tcg mobile games that are frothing at the mouth to release something like it on steam. You could retire from that kind of money if you make it so the license for the pack needs to be renewed yearly or so.
 >> Anonymous Tue 21 May 12:04:20 2019 No.253922341 File: 1MiB, 1920x1080, o.png [View Same] [Google] [iqdb] [SauceNAO] okay, enough being rude. how about we just brainstorm about this "singleplayer mmo" concept? i just thought of something genius. sometimes it's hard finding people to party with, and even if you do, it's some randos on the internet, right? what if you could recruit computer-controlled party members? that way, you can always find more "players" to party with! just a rough idea atm; gonna sleep on it.
 >> Anonymous Tue 21 May 12:06:02 2019 No.253922409 File: 191KiB, 1280x720, Secret world screen.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253923164 >>253923364 >>253921994 Keep being gay all you want. When people say MMO, they think and mean the WoW style behind the back, tag targetting, team based dungeon and raiding experience. Not d2. No need to reply to this post, as I have already filtered your troll ass.
 >> Anonymous Tue 21 May 12:07:34 2019 No.253922489 Quoted By: >>253922341 Dragons Dogma.
 >> Anonymous Tue 21 May 12:08:11 2019 No.253922523 Quoted By: >>253922341 the whole point of MMOs is either partying up with friends and accomplishing goals or joining guilds and making friends
 >> Anonymous Tue 21 May 12:10:50 2019 No.253922658 Quoted By: >>253922758 >>253922237 Does it sort itself out if you let it run a while?
 >> Anonymous Tue 21 May 12:13:00 2019 No.253922758 Quoted By: >>253923157 >>253922658 Yeah, it's not acceptable though. I think I need to make the SVT update every frame, it will still be one frame behind, so I need to compensate for that in the tile query pass.
 >> Anonymous Tue 21 May 12:15:36 2019 No.253922882 Quoted By: >>253922341 Anon that posted the idea of the singleplayer MMO concept here, if you want I can post some of the idea's I had when I thought it up originally. Essentially it's like any other MMO that you play online, the big difference being that it's mostly a singleplayer experience (you should be able to hire some NPC's so you have a healer or a mage if needed and give them an attack pattern to use so it doesn't feel too barren). You could also have friends directly connect to you (or run an instance of the game as a headless server and have it open for other people to enjoy your server much like minecraft does) so you could do quests and play the game with friends. I wanted the skill system to be as open as possible, I always hate how in MMO's you get pushed into a certain skillset (half of which you wouldn't even use because they just don't fit your particular playstyle) and would much rather have it that you could mix and match your skills as much as you want to fit your playstyle (this also makes replayability with different character styles much more likely). As far as setting goes I never really got too much into that, I imagined a world that had already gone through a lot of the different tropes that you see in mmo's (fantasy, scifi, modern setting) and had a little bit of them mixed together but the stories of what happened in this world being so long ago that nobody really knows what exactly happened. You could find yourself in a large dungeon that was a crashed spacestation in the desert covered by sand, or explore a run down city where the skyscrapers have been toppled and are leaning on one another, the buildings covered in plants and moss as nature reclaims the landscape. I wanted to keep this as open as possible to give more options as to explore the story in various ways. If you have any clues on how to improve it I would love to hear about it, this was an idea I started like 10+ years ago so maybe there's a game that does this now.
 >> Anonymous Tue 21 May 12:17:05 2019 No.253922964 File: 36KiB, 500x500, pete-the-lionman.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253923243 >>253923364 >>253922341 Online MMO where 80% of the player population is compose of a complex AI, the AI characters will never respawn after being killed.
 >> Anonymous Tue 21 May 12:17:19 2019 No.253922973 Quoted By: >>253923826 >>253919915 Cheers for tip, I will get on that later. I'm not a compete complete beginner, I studied maths so I imagine I'll be able to pick it up pretty quickly. >>253919959 I'll download unity and have a look, good to know my java practise won't go to waste either way.
 >> Anonymous Tue 21 May 12:20:11 2019 No.253923092 Quoted By: >>253923821 >>253920708 I did look at RPG maker first, but one of the main things I wanted to achieve in my game is a vastly switched up battle system which rpg maker couldn't do without writing my own plugins. Looking at the default scripts though sounds very useful, I'll try that thanks.
 >> Anonymous Tue 21 May 12:21:35 2019 No.253923157 Quoted By: >>253923312 >>253923872 >>253922758 How many pages per frame are you updating?
 >> Anonymous Tue 21 May 12:21:45 2019 No.253923164 Quoted By: >>253922409 the D2 clone kind is far more common, and really the main thing that differs in something like WoW is the perspective, not the gameplay
 >> Anonymous Tue 21 May 12:23:17 2019 No.253923243 Quoted By: >>253922964 >the AI characters will never respawn after being killed. That's some convincing Peter desu.
 >> Anonymous Tue 21 May 12:24:32 2019 No.253923312 Quoted By: >>253923157 I'm clamping it at 64 each update, which means the cap is never reached, but I'm running the update once every 4 frames. Because it has to be transferred to the CPU through a PBO, it's some frames behind as well.
 >> Anonymous Tue 21 May 12:25:48 2019 No.253923364 File: 652KiB, 2388x768, a mmo.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253924152 >>253924324 >>253922409 Okay, if I'm being serious. I get what you mean now. Third-person cameras (... that can be rotated around! not the locked top-down ones) make all the difference. Also, those top-down (not) MMOs just don't have the same emphasis on team based dungeons and raids. You know, this just reminded me of this huge controversy. This one dev created a sequel to a game.. but it was a fucking MMO instead of the previous genre. Yikes. >>253922964 Ooh, that's really interesting.. Brilliant, even. How's about calling it the Brilliant AI?
 >> Anonymous Tue 21 May 12:34:01 2019 No.253923821 Quoted By: >>253924474 >>253923092 Yeah, you have to write your own scripts to create your own custom battle system.. but what exactly do you think you'll be doing when using other game engines? You'll ALWAYS have to write your own scripts if you want your own battle system. This isn't exclusively a con to RPG Maker. You still benefit from everything else laid out for you, that are also still heavily customizeable. The only real downsides to RPG Maker are that it costs money (assuming you aren't pirating it), and the stigma of cheap RPG Maker trash games.
 >> Anonymous Tue 21 May 12:34:02 2019 No.253923826 Quoted By: >>253922973 >I’ll get on it later Bad idea
 >> Anonymous Tue 21 May 12:34:09 2019 No.253923832 Quoted By: >>253924059 >>253924291 >got back from a JS lecture >Diablo 2 is a MMO what the actual fuck happened to AGDG in last months where is all this autism came from
 >> Anonymous Tue 21 May 12:34:46 2019 No.253923872 Quoted By: >>253925291 >>253923157 Not sure if I explained it correctly, the tiles are loaded as they are seen by the camera, on normal textures you can't notice anything, on animated textures, you're always behind.
 >> Anonymous Tue 21 May 12:38:02 2019 No.253924059 Quoted By:
 >> Anonymous Tue 21 May 12:38:28 2019 No.253924080 File: 195KiB, 1920x1080, l2.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253924152 >>253924291 >got back from a JK "lecture" >Call of Duty and Minecraft are just as similar to MMOs as D2 what the literal fuck happened to /agdg/ in this past year? where is all this autism coming from?
 >> Anonymous Tue 21 May 12:39:42 2019 No.253924152 Quoted By: >>253924610 >>253921994 >>253923364 >>253924080 you havin fun over there, champ?
 >> Anonymous Tue 21 May 12:42:04 2019 No.253924291 Quoted By: >>253923832 99% of MMOs being WoW clones made people think its a genre instead of just gameplay mode like single/multiplayer, and they're too stupid to expand the acronym >make online chess >nice multiplayer game! >>253924080 What makes diablo an MMO? >add a global chat >WOW, its an MMO now!
 >> Anonymous Tue 21 May 12:42:33 2019 No.253924324 Quoted By: >>253924467 >>253923364 >ragnarok online >not mmo retard gonna retard
 >> Anonymous Tue 21 May 12:44:55 2019 No.253924467 Quoted By: >>253924324 that's clearly sarcasm, he's mocking the people saying that d2 doesn't play like a singleplayer mmo by providing an example of an mmo (ragnarok) that has similar gameplay and perspective
 >> Anonymous Tue 21 May 12:45:01 2019 No.253924474 Quoted By: >>253925975 >>253923821 Obviously yeah, my thinking was that if I'm going to have to do a sizable portion myself, I may as well learn to do the whole thing myself? It'll probably be less effort in the long run that way, and I'll develop broader skills. But I do see your point, I may be taking on too much.
 >> Anonymous Tue 21 May 12:47:12 2019 No.253924610 Quoted By: >>253924152 honestly, yeah. i got it out of my system now. back to fixing prefab errors.
 >> Anonymous Tue 21 May 12:49:34 2019 No.253924743 Quoted By: >>253924808 I just looked at my hamster from above. Guys, is... is my hamster an MMO?
 >> Anonymous Tue 21 May 12:50:11 2019 No.253924790 Quoted By: >>253927958 About a year ago I started trying to make a game in Unity, very simple stuff, everything was fine and dandy, except I tried to update Unity recently and found out that apparently it no longer comes with MonoDevelop, which I was happy using. I hate how cluttered Visual Studio and all these other ones are, but I've never used any IDE before this one or anything of the sort, and don't know how to manually setup MonoDevelop so it works with Unity. All I want is for it to autocomplete like it always has so I don't have to get stuck with old versions of Unity forever or force myself to use something else. Can anyone help a brainlet out? I have no problem dealing with anything -inside- Unity but the second an outside problem pops up I have no fucking clue. Or, if no one knows, at the very least can anyone recommend a VERY lightweight alternative to MonoDevelop that I can set up so it works the same way?
 >> Anonymous Tue 21 May 12:50:33 2019 No.253924808 Quoted By: >>253925108 >>253924743 is he grinding randomised loot in a dungeon?
 >> Anonymous Tue 21 May 12:52:06 2019 No.253924890 Quoted By: >>253917439 The skills are transferrable. If you're an ace at Unity you can pick up UE4 in a month or two at most. Language isn't an issue, if you can learn one language but not another then you're some sort of special retard. Workflow and asset management is the biggest difficulty.
 >> Anonymous Tue 21 May 12:52:58 2019 No.253924947 File: 1MiB, 4096x2709, 1548549450148.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253925045 >he thinks MMO describes a type of gameplay
 >> Anonymous Tue 21 May 12:54:18 2019 No.253925024 Quoted By: >>253920807 Really? I've seen a lot of people claim as such. Though I don't agree with them.
 >> Anonymous Tue 21 May 12:54:53 2019 No.253925045 Quoted By: >>253924947 see >>253920972 I swear I'm the smartest person in this thread but you're not bad
 >> Anonymous Tue 21 May 12:55:53 2019 No.253925108 Quoted By: >>253925248 >>253925287 >>253924808 He spinning on a wheel so I give him food in his cage. Oh God
 >> Anonymous Tue 21 May 12:58:24 2019 No.253925248 Quoted By: >>253925108 Is he selling the food?
 >> Anonymous Tue 21 May 12:59:13 2019 No.253925287 Quoted By: >>253925108 Okay yeah he's an MMO
 >> Anonymous Tue 21 May 12:59:21 2019 No.253925291 Quoted By: >>253925479 >>253923872 So are you thinking buffering the frames in advance?
 >> Anonymous Tue 21 May 13:02:32 2019 No.253925479 Quoted By: >>253925291 Yeah, but not sure how, the tile query pass is derived from the visual shader graph, maybe just setting the timer on the query pass 3 frames ahead will fix it.
 >> Anonymous Tue 21 May 13:06:20 2019 No.253925702 Quoted By: I'm running out of beer.
 >> Anonymous Tue 21 May 13:11:03 2019 No.253925975 Quoted By: >>253926237 >>253926382 >>253939085 >>253924474 People make too big of a deal out of learning new languages/engines. Like in their minds, >learn java in 1 year >need to learn C#? learn C# in 0.9 year >need to learn C++? learn C++ in 0.8 year When in actuality, it's more like >learn java in 1 year >need to learn C#? learn C# in 0.1 year >need to learn C++? learn C++ in 0.05 year So it's not like you'll end up wasting your time learning how to script in RM. The biggest hurdle to programming/gamedev is just getting in the right logic-based mindset. Once you're at that point, you can learn anything else easily. With the upside that you'll be familiar with how typical RPGs setup their underlying systems, rather than coming up with it yourself.
 >> Anonymous Tue 21 May 13:15:28 2019 No.253926237 Quoted By: >>253925975 Pretty much this. Learning a new coding language isn't really like learning a new language. It's more like learning a variation of a language you already know. Like if you spoke english, and tried to learn to speak like a chav.
 >> Anonymous Tue 21 May 13:17:58 2019 No.253926382 Quoted By: >>253925975 bullshit it's been 3 years since I was trying to learn c#/JS
 >> Anonymous Tue 21 May 13:28:42 2019 No.253927438 Quoted By: >>253927679 >>253940012 I guess I'm going to shower, then play MGS1 while finishing my last six-pack of cheap beer. Milwaukee's Best. If this is the best Milwaukee has to offer then we're in trouble.
 >> Anonymous Tue 21 May 13:32:37 2019 No.253927679 Quoted By: >>253928549 >>253927438 What does this have to do with video game development?
 >> Anonymous Tue 21 May 13:37:04 2019 No.253927958 Quoted By: >>253952513 >>253924790 The name may put you off, but Visual Studio Code is actually a pretty great alternative. It's essentially a light-weight version of Visual Studio
 >> BokuDev Tue 21 May 13:42:11 2019 No.253928228 File: 682KiB, 1441x635, Spooky_3WIP.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253928768 >>253937227 >>253937386 >>253912015
 >> Anonymous Tue 21 May 13:47:11 2019 No.253928549 Quoted By: >>253940012 >>253927679 Well, I'm interested in revisiting all the best narratives in gaming to get ideas for a game story. I should be getting a computer soon ,so I'm just biding my time and hanging out in a comfy thread. I'll go now
 >> Anonymous Tue 21 May 13:50:47 2019 No.253928768 Quoted By: >>253928951 >>253929170 >>253928228 >appropriating Japanese culture that is problematic
 >> BokuDev Tue 21 May 13:54:07 2019 No.253928951 Quoted By: >>253929043 >>253928768 Im a mutt so its okay
 >> Anonymous Tue 21 May 13:55:39 2019 No.253929043 Quoted By: >>253928951 oh okay worried you were white carry on
 >> Anonymous Tue 21 May 13:57:34 2019 No.253929170 Quoted By: >>253928768 >implying anyone cares I'm making my game about racial stereotypes and there's nothing you can do about it.
 >> Anonymous Tue 21 May 14:40:03 2019 No.253931631 Quoted By: >>253942031 >>253916870 looks neat
 >> Anonymous Tue 21 May 14:42:53 2019 No.253931826 File: 41KiB, 249x249, 1543761771072.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253931995 >>253932220 Minecraft: Enginedev Terraria: Enginedev
 >> Anonymous Tue 21 May 14:45:52 2019 No.253931995 Quoted By: >>253931826 my game: nodev
 >> Anonymous Tue 21 May 14:47:19 2019 No.253932085 File: 1MiB, 578x434, combat.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: Reposting Doing capitol killing logic and animations, then AI
 >> Anonymous Tue 21 May 14:47:43 2019 No.253932107 Quoted By: terraria + zork
 >> Anonymous Tue 21 May 14:50:04 2019 No.253932220 Quoted By: >>253931826 Both: good ideas XNA is a framework aka engine-light, I'd give you lwjgl cause it's a lib It's not like minecraft has good optimization anyway and terraria devs had problems with XNA
 >> Anonymous Tue 21 May 14:50:58 2019 No.253932268 Quoted By: >>253910102 >girls discord tranny edition?
 >> Anonymous Tue 21 May 14:53:36 2019 No.253932429 Quoted By: >>253912015 >>253912218 >>253916313 if the moon is moving then so are the mountains. only clouds should be moving.
 >> Anonymous Tue 21 May 14:58:03 2019 No.253932665 File: 2MiB, 640x360, templeCrumble.webm [View Same] [Google] [iqdb] [SauceNAO] some new environment
 >> Anonymous Tue 21 May 15:05:24 2019 No.253933112 What's a good formula for working out total damage when taking attacker strength, weapon damage, and enemy toughness into account?
 >> Anonymous Tue 21 May 15:08:59 2019 No.253933368 So, the game starts off telling the Irish Green Beret (who resembles Sean Bean) that his task is to assassinate Adolf Hitler by any means possible and gets dropped in on the outskirts of Berlin in a forest, where he is kept in contact with a local resistance movement by walkie-talkie for assistance in the lay of the land as well as general tutorial and tips. He's told to meet with a contracted member of the resistance movement in the form of a French spy resembling Sean Connery. As the Green Beret approaches the tavern on the outskirts of Berlin a cutscene is shown of the well-dressed spy playing cards with a group and drinking liquor quietly - you don't see his face yet - until another German soldier cheats. The spy is then shown staring down the cheater until he finally goes through a Sherlock-style rundown with a cutscene of the past showing the German hiding a card up his sleeve. The German acts as if he's been caught red-handed but the spy proceeds to shoot every German soldier at the table. He then takes the money and hurriedly makes for the door and walks to a clearing on the edge of the forest where he meets the Green Beret at the meeting spot. The two of them feel each other out and confirm their mission, which is to, through espionage, execute Hitler. The spy informs the Green Beret that they should leave the area as quickly as possible as a civilian from the tavern most likely told a nearby Gestapo unit of his shooting the soldiers. The player then makes use of the spy's limited ammunition Welrod and disguising ability and the Green Beret's knife to open up passages that the Green Beret couldn't get past on his own. You may pick up weapons and use them, such as the MP40, but allguards in the vicinity will swarm on the position it was fired from, and as ammo will be scarce, mostly stealth will be the best approach.
 >> Anonymous Tue 21 May 15:10:37 2019 No.253933471 Quoted By: >>253934456 >>253933112 Your average enemy should die in one hit. Your average weapon should kill your average enemy in one hit. Go from there
 >> Anonymous Tue 21 May 15:12:08 2019 No.253933578 Quoted By: >>253933368 The Saboteur's already been made, anon
 >> Anonymous Tue 21 May 15:13:24 2019 No.253933661 Quoted By: >>253935586 >>253933368 this shitpost has blossomed into a beautiful meme
 >> Anonymous Tue 21 May 15:16:45 2019 No.253933909 Quoted By: >>253933112 your average enemy should die in 5 strong hits, or 20 weak hits.
 >> Anonymous Tue 21 May 15:21:38 2019 No.253934247 Quoted By: >>253935026 >>253933112 Really depends on the type of game. Real time or turn based? Fighting a bunch of garbage enemies or a few stronger enemies? Do you want attacker strength to be more important than weapon damage, vice versa, or equally important? How do you want the target defense to work? Some games have defense reduce damage by a percentage, meaning it works the same on any type of attack. Some games make defense reduce damage by a fixed amount, meaning it's better at defending against weak attacks and less effective against strong attacks. Some games make defense just increase your chance to dodge an attack instead of actually reducing damage.
 >> Anonymous Tue 21 May 15:22:04 2019 No.253934281 Quoted By: >>253934636 Anyone have any ideas for what forces to apply to a ragdoll getting hit by a sword to make it look good when it dies? I've tried setting an angular velocity on the torso to make it spin like it was hit but it looks like ass. Also tried adding force impulses around the body but I can't seem to make it look good.
 >> Anonymous Tue 21 May 15:24:32 2019 No.253934456 Quoted By: >>253934887 >>253935026 >>253937546 >>253933112 what's a bad one? for attacker strength and weapon damage I your choice is addition or multiplication. let's say strength 3, weapon 4. if you add them you get effective damage 7. if you multiply you get effective damage 12. addition results in a more linear progression as you level up. multiplication means that as a starting player you can't do SHIT to advanced enemies, they are completely out of your reach, taking comical amounts of hits without a scratch. I would choose addition for this reason but I don't know your gameplay plans. then for the defensive component you have a similar choice. subtraction or multiplication/division (same behavior, just different numbers). subtraction can result in 0 damage hits which I think are silly so I would go with division. why division and not multiplication? because it allows you to use the displayed values. you don't want to display "defensive multiplier 0.5" or something like that, confusing the players. you want higher numbers to be better in a progression system. to put the whole thing together: (attacker strength + attacker weapon damage) / victim toughness this simple formula always returns a positive value and scales nicely. I'm more of a shooter guy but we have similar problems with systems like "armor" or "shields". >>253933471 that's not what he's asking, I think. any formula can be filled with variables that result in this design but 1) it's subjective / situational whether this is how things should work and 2) since it can be done with any formula it doesn't help him pick a formula.
 >> Anonymous Tue 21 May 15:27:13 2019 No.253934636 Quoted By: >>253934281 you have to apply several forces around the body to replicate the thousand cuts inflicted upon the victim within a split second.
 >> Anonymous Tue 21 May 15:30:12 2019 No.253934839 Quoted By: >>253940012 >>253933368 As they approach Hitler's Berlin headquarters Hitler is seen saluting his SS bodyguard unit from his Mercedes-Benz when another cutscene is shown of a rifle scope. The sniper is shown briefly behind the scope and he talks to the other resistance members informing them he has a shot from the top of a building. He attempts to take a shot after informing the Green Beret and the spy that they should clean up the mess. The sniper will be a young naive Russian who bungles the shot after a change in wind direction. Hitler then perks up and sees the sniper glint on the roof and screams "schnappt sie!" with a contorted face. The guards then swarm searching for enemies. Justice's Helix or like music kicks in as you have to escape from Berlin, avoiding guards and shooting larger groups of four or five. Hitler then appears at the edge of Berlin in his Mercedes-Benz where he screams that they won't survive in the forest for long. You then make it back to the resistance movement HQ where the commander informs you you'll have to start from square one as Hitler has increased his security by injecting more troops to Berlin. The next tasks are to kill Goering, Himmler and Goebbels. The Green Beret, spy and sniper meet up with the Chinese explosives expert, Midwestern tank driver and Canadian diver/marine. I need to think more. Once I get my computer it'll be easier to make ideas. I'm using a damn PS4 controller.
 >> Anonymous Tue 21 May 15:30:57 2019 No.253934887 Quoted By: >>253934456 >>253933112 really you need a more descriptive requirement than "nice". What sort of experience are you trying to evoke out of the play with combat? >since it can be done with any formula it doesn't help him pick a formula Trivially you can have an infinite number of formulae give the same result. The factors which will help you pick one over another are 1) do you intend to expose the formula to the player? If so you want one that is simple and flavourful. and 2) do you want to have a hard time implementing it or not? You want an easy formula no matter what. Elegance in game design translates to an elegant game
 >> Anonymous Tue 21 May 15:32:10 2019 No.253934971 Quoted By: >>253935148 >>253933112 hey, followup question: what's a good music genre for my game, considering i need a short song, a long song, and a really long song?
 >> Anonymous Tue 21 May 15:33:09 2019 No.253935026 Quoted By: >>253935790 >>253938756 >>253934247 >>253934456 Thanks for the detailed answers, I suppose I really need to think more deeply about what I want the combat to be like. As it is right now, I'm using a basic top-down, real time combat system with lock on, a simple attack and a simple block. I do sort of like the idea of using multiplication as I'd like to have some larger enemies which are extremely difficult to defeat and shouldn't be possible at all for a low level character. For now I will use your suggestion of (attacker strength + attacker weapon damage) / victim toughness, as it's simple and seems functional.
 >> Anonymous Tue 21 May 15:34:41 2019 No.253935148 Quoted By: >>253935275 >>253937546 >>253934971 This is nowhere near the same level of vagueness desu
 >> Anonymous Tue 21 May 15:36:30 2019 No.253935275 Quoted By: >>253935341 >>253935418 >>253935753 >>253935148 wtf i didnt type desu?
 >> Anonymous Tue 21 May 15:37:42 2019 No.253935341 Quoted By: >>253935275 actually I did, so joke's on you
 >> Anonymous Tue 21 May 15:38:50 2019 No.253935418 Quoted By: >>253935275 welcome to 4chan
 >> Anonymous Tue 21 May 15:40:53 2019 No.253935575 Quoted By: >>253915965 you will I was in your position a few months ago and the music just "came" to me and I had great progress with music and now I don't .. don't let it pass you by
 >> Anonymous Tue 21 May 15:40:59 2019 No.253935586 Quoted By: >>253940012 >>253933661 I WANT it to be a meme game. Absolutely ridiculous. The boss battles with Goering, Himmler and Goebbels will be fun. Haven't thought how I'll execute them yet. It will go off the rails somehow during Hitler's first appearance. I need to inject camp
 >> Anonymous Tue 21 May 15:43:15 2019 No.253935753 Quoted By: >>253935275 You clearly did anon
 >> Anonymous Tue 21 May 15:43:45 2019 No.253935790 Quoted By: >>253935947 >>253936073 >>253935026 cool. the one thing to keep in mind with super tough late enemies is that if they're so far away from the other enemies stats-wise then once the player can beat them it guarantees that the rest of the enemies have become a complete joke that you basically stroll through. do you want this? if the player can defeat a god he has to be a god. do you want the player to become an untouchable god in the late game?
 >> Anonymous Tue 21 May 15:45:45 2019 No.253935947 Quoted By: >>253936415 >>253935790 >it guarantees that the rest of the enemies have become a complete joke that you basically stroll through so basically every game ever?
 >> Anonymous Tue 21 May 15:47:25 2019 No.253936073 Quoted By: >>253936532 >>253935790 I was hoping for the odd demon/dragon type guy that only the people who play for a long time (and do especially well, I intend to have permadeath) will face. The earlier enemies will probably not be faced at that stage as I intend to heavily dissuade people from backtracking. Saying that, that gives the player the option of staying in one area and becoming extremely strong by grinding. A lot to think about.
 >> Anonymous Tue 21 May 15:47:49 2019 No.253936096 File: 4KiB, 169x259, corelHat3.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By:
 >> Anonymous Tue 21 May 15:52:25 2019 No.253936415 Quoted By: >>253935947 depends on the genre. over the last decade or so stats-progression has seeped from RPGs over into every other kind of game. but in my genre, FPS, most games don't make you a god except sometimes by giving you overpowered weapons in the late game. in that scenario you still have to worry about getting hit though, you're only a god if you shoot first. only classic RPGs universally have the high HP + high damage progression where early enemies become a complete joke. I would also differentiate between games where this happens eventually and games where it happens almost immediately. what's the average hour in the game like? if you become a god after 5 hours then the experience of the game overall is that of a god that strolls through hordes of cannon fodder. if you only unlock the nuclear sword of split atoms in the last chapter then maybe up until that part the early enemies were still relevant.
 >> Anonymous Tue 21 May 15:54:18 2019 No.253936532 Quoted By: >>253936965 >>253936073 >The earlier enemies will probably not be faced at that stage as I intend to heavily dissuade people from backtracking. are you sure this is a realistic plan, assuming you develop this game alone? visiting the same areas multiple times is typically how RPGs manage their long play-time. how are you going to build a linear world large enough to cover a typical RPG play-time (say, at least 20 hours)?
 >> Anonymous Tue 21 May 15:59:46 2019 No.253936916 Quoted By: >>253936621 dumb reddit spacing.
 >> Anonymous Tue 21 May 16:00:34 2019 No.253936965 Quoted By: >>253936532 Most of my game will be procedurally generated. The RPG features will be fairly light, too.
 >> Anonymous Tue 21 May 16:00:44 2019 No.253936983 Quoted By: >>253937068
 >> Anonymous Tue 21 May 16:01:52 2019 No.253937068 Quoted By: >>253937272 >Throw up a demo on the demo day you know people keep avoiding demo day but this is a giant misstep if you can hit d-day you can make it >>253936983 the more expensive one silly
 >> Anonymous Tue 21 May 16:03:58 2019 No.253937225 Quoted By: >>253936621 This is good advice.
 >> Anonymous Tue 21 May 16:04:03 2019 No.253937227 File: 33KiB, 764x645, O7UnQM0.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253928228 >>253912015 i love this IM GONNA MAKE A GOOD SKYBOX LIKE MY HERO BOKU!!
 >> Anonymous Tue 21 May 16:04:31 2019 No.253937272 Quoted By: >>253937409 >>253937068 I'll reach more people by tweeting out my demo than I ever would with memeo day
 >> Anonymous Tue 21 May 16:06:08 2019 No.253937386 Quoted By: >>253928228 the moon looks pretty shitty to me, honestly.
 >> Anonymous Tue 21 May 16:06:25 2019 No.253937409 Quoted By: >>253937272 i think it's not about how much people you reach but actually sticking to a firm release date
 >> Anonymous Tue 21 May 16:20:17 2019 No.253938402 File: 33KiB, 953x905, skyboxxx.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253938660 hows the skybox coming along vros
 >> Anonymous Tue 21 May 16:23:31 2019 No.253938660 Quoted By: >>253938976 >>253939401 >>253938402 Your moon looks like shit! You should make it move around.
 >> Anonymous Tue 21 May 16:25:05 2019 No.253938756 Quoted By: >>253935026 I like using the formula 80 / (80 + defense) for how much the damage is reduced. You can replace both 80's with different numbers but they must be the same number. What this means is that at 0 defense damage taken is 100%, at 80 defense damage taken is 50%, and at infinite defense damage taken is 0%. As you gain more defense each point of defense contributes less and less to overall protection. It's basically the same as your formula but much less extreme. In your formula a toughness of 2 reduces damage by 50% immediately, there's no finer control unless you want to use floats for the toughness value.
 >> Anonymous Tue 21 May 16:28:01 2019 No.253938976 File: 22KiB, 307x292, 1558024892259.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253939508 >>253938660 thats too complex for me
 >> Anonymous Tue 21 May 16:28:59 2019 No.253939060 Quoted By: >>253939208 >>253939441 There are MIT-licensed, working, fast, tested libraries for ECS https://github.com/SanderMertens/flecs There are MIT-licensed, working, SUPER fast libraries for general use made by fucking FACEBOOK https://github.com/facebook/folly There is a MIT-licensed, working, fast (optimization is a priority because Android is one of the targets) PBR renderer made by GOOGLE https://github.com/google/filament Stop relying on Juan's incompetence. You need minimal C++ knowledge and you can create your own, stupid fast engine. Godot is ETERNALLY btfo'd
 >> Anonymous Tue 21 May 16:29:31 2019 No.253939085 Quoted By: >>253925975 This is good advice thanks anon I've decided I'm gonna stick with java and get the most out of it that I can, when I feel I have a solid grasp I'll reevaluate and go from there.
 >> Anonymous Tue 21 May 16:31:10 2019 No.253939208 Quoted By: >>253939060 Neat, but I want to make a video game, not an engine.
 >> Anonymous Tue 21 May 16:32:37 2019 No.253939305 Quoted By: Is there no way to detect when shape traces hit other shape traces in UE4? I'm using traces for attack hitboxes but I need them to detect each other for weapon clashing like smash bros has. I guess I have to switch to primitive overlaps.
 >> Anonymous Tue 21 May 16:34:06 2019 No.253939401 File: 34KiB, 853x696, dithering kino filter.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253938660 ditherING kINooOOO FILTER APPLIED!!!
 >> Anonymous Tue 21 May 16:34:46 2019 No.253939441 Quoted By: >>253939060 Why anyone would use Godot is beyond me. Its like all the work of enginedev but none of the payoff.
 >> Anonymous Tue 21 May 16:35:43 2019 No.253939508 File: 168KiB, 953x905, skyboxxxx for anon.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253939706 >>253938976 here i helped
 >> Anonymous Tue 21 May 16:37:13 2019 No.253939627 Quoted By: >>253939706 >>253939897 >start making a turn based fantasy RPG >Feel like it's a dime-a-dozen How do you make something stand out when it feels like it's in a saturated market?
 >> Anonymous Tue 21 May 16:38:21 2019 No.253939706 File: 127KiB, 1920x1541, 1465659587630.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253939795 >>253939508 how do you get gifs to work in fbx? >>253939627 SOUL
 >> Anonymous Tue 21 May 16:39:31 2019 No.253939795 Quoted By: >>253939706 i dont know sorry
 >> Anonymous Tue 21 May 16:40:53 2019 No.253939897 Quoted By: >>253940049 >>253939627 What type of turn based fantasy RPG would you like to play ?
 >> Anonymous Tue 21 May 16:42:32 2019 No.253940012 Quoted By: >>253940421 >>253947631 >>253927438 >>253928549 >>253933368 >>253935586 >>253934839 here is my contact info in case you missed it, >>253889745 I can do 3d models, 3d animation and 2d concept art hit me up at 33ddartgrfx@protonmail.com you can send some more of your ideas and info there.
 >> Anonymous Tue 21 May 16:43:04 2019 No.253940049 Quoted By: >>253940453 >>253940495 >>253941893 >>253939897 Outside of a fun battle system where things like status effects matter I want one where the characters feel like a group of believable people where they actually interact with each other outside of "main guy bad" or very obvious love interests.
 >> Anonymous Tue 21 May 16:47:40 2019 No.253940421 >>253940012 i talked to you before, your portfolio is absolute trash the worst thing you can do for yourself is call you a 3d anything, you're anything but, you're an actual meme
 >> Anonymous Tue 21 May 16:48:01 2019 No.253940453 File: 37KiB, 215x235, 1534174955860.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253940049 Perfect, all you have to do is to follow those points.
 >> Anonymous Tue 21 May 16:48:33 2019 No.253940495 File: 233KiB, 597x627, Aku2.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253941202 >>253940049 >Turn based rpg where it's entirely status effects Now that's a hook!
 >> Anonymous Tue 21 May 16:51:30 2019 No.253940762 Quoted By: >>253940421 anon, I never posted my contact info till last thread and no one has contacted me yet, you have me confused with some one else.
 >> Anonymous Tue 21 May 16:53:33 2019 No.253940915 Quoted By: >>253941795 >>253940421 anyone that doesn't post their work upfront is a meme, to be fair
 >> Anonymous Tue 21 May 16:54:38 2019 No.253940996 Quoted By: >>253941795 >>253940421 i contacted him and he wanted to pay before he showed work, literal scam
 >> Anonymous Tue 21 May 16:57:09 2019 No.253941202 Quoted By: >>253941893 >>253940495 I might pocket that idea. But I meant where buffing attack shouldn't be the only viable option. Or the boss is immune to stuff all the time.
 >> Anonymous Tue 21 May 17:05:34 2019 No.253941795 Quoted By: >>253941992 >>253942239 >>253940915 I didn't post work because I want to keep any potential work for this client confidential, since he was arrested for a hate speech or whatever. >>253940996 that was not me, I haven't been contacted by anyone yet, and your story don't even line up, he >>253940421 said the guy had a shit portfolio, and you are saying he won't show his portfolio until you pay him, which is obviously a scam. so unles other poster was retarded enough to pay him to see his shitty work, then you are also mistaken me with two other people.
 >> Anonymous Tue 21 May 17:06:51 2019 No.253941893 File: 78KiB, 953x531, moooooN.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253942087 da skybox is done bros >>253940049 >>253941202 not if i pocket it first mwhahaha
 >> Anonymous Tue 21 May 17:08:21 2019 No.253941992 Quoted By: >>253942102 >>253941795 >since he was arrested for a hate speech or whatever. Oh yeah forgot about that. lol the whole story is a little outlandish honestly.
 >> Anonymous Tue 21 May 17:08:52 2019 No.253942031 Quoted By: >>253931631 thanks for the u
 >> Anonymous Tue 21 May 17:09:01 2019 No.253942041 Quoted By: >dude what if an RPG about the most boring aspect of RPG combat possible galaxy brain ideaguying here
 >> Anonymous Tue 21 May 17:09:35 2019 No.253942087 Quoted By: >>253942516 >>253941893 too late, already implemented it into my game
 >> Anonymous Tue 21 May 17:09:49 2019 No.253942102 File: 376KiB, 500x400, 1548303773279.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253941992 the most progress he made was making pc build posts let that sink in and some how anons want to work with him
 >> Anonymous Tue 21 May 17:10:24 2019 No.253942148 >>253932665 >progress post, no (you)'s >followed by two ideashitposters >thousands of (you)'s
 >> Anonymous Tue 21 May 17:11:39 2019 No.253942239 Quoted By: >>253942837 >>253947631 >>253941795 Thank you for the offer, but there's too much negative clout surrounding you now, I will have to seek another modeler.
 >> Anonymous Tue 21 May 17:11:47 2019 No.253942249 Quoted By: >>253942354 >>253942362 >>253942148 you are probably the most obnoxious dev other than boku, and even he isn't so bad anymore
 >> Anonymous Tue 21 May 17:13:17 2019 No.253942354 Quoted By: >>253942249 I'm not the progress poster, I was just scrolling by and noticed that. I'm a nodev.
 >> Anonymous Tue 21 May 17:13:24 2019 No.253942362 Quoted By: >>253942249 >obnoxious there's that word again, sad to see you still haven't learned to use it properly
 >> Anonymous Tue 21 May 17:13:55 2019 No.253942395 Quoted By: >>253942538 >>253942148 >see a progress post >see a shitpost >decide to shitpost about shitposting instead of replying to the progress post You're a part of the problem.
 >> Anonymous Tue 21 May 17:15:18 2019 No.253942502 Quoted By: >>253932665 >>253942148 did you want feedback? okay, why does the player keep moving left and right and jumping? the bridge goes forward only so are these extra movements pointless? is there a threat of falling off? the scene obviously looks cool but what do you DO in this game other than move forward?
 >> Anonymous Tue 21 May 17:15:28 2019 No.253942516 Quoted By: >>253942087 My game is already shipping with that as it's main mechanic 2slow4me
 >> Anonymous Tue 21 May 17:15:43 2019 No.253942538 Quoted By: >>253942395 shiiiiet, you got me. >>253932665 Great work mang. Keep it up.
 >> Anonymous Tue 21 May 17:18:45 2019 No.253942765 File: 129KiB, 800x597, 1554710940713.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253942148
 >> Anonymous Tue 21 May 17:19:43 2019 No.253942837 Quoted By: >>253942968 >>253943028 >>253942148 if you have a good, fun looking game like crumbledev then there isn't much for others too respond about. >>253942239 I don't think you are really him, and if you are then you were probably just shitposting this whole time, and not really looking to hire anyone.
 >> Anonymous Tue 21 May 17:20:05 2019 No.253942867 Quoted By: >>253943458 >>253943743 >Supposed to make game >Masturbate, eat junk food and watch videos instead Anyone else know this feel?
 >> Anonymous Tue 21 May 17:21:31 2019 No.253942968 Quoted By: >>253943101 >>253943994 >>253942837 Damn. I think this guy is further along with schizophrenia than I am. LOL.
 >> Anonymous Tue 21 May 17:22:15 2019 No.253943028 Quoted By: >>253943994 >>253942837 >hold forward to win >fun looking game You must think modern sonic games are masterpieces.
 >> Anonymous Tue 21 May 17:23:05 2019 No.253943101 File: 62KiB, 1280x720, norm.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253943821 >>253943854 >>253943994 >>253942968 theres like 7 schizo posters on agdg and only like two of them has a game
 >> Anonymous Tue 21 May 17:28:08 2019 No.253943458 Quoted By: >>253942867 I want to take my Ableton music prowess into game design. I was put off on learning a programming language from the bottom up but now I feel comfortable learning Unreal. You need to have a vision and know what you like about games. My social deficits cement me as a game designer. Besides politics, I have no other ambition.
 >> Anonymous Tue 21 May 17:31:54 2019 No.253943743 Quoted By: >>253942867 I wish my life was that great
 >> Anonymous Tue 21 May 17:32:14 2019 No.253943776 Quoted By: >>253911997 dont know if you are already doing this but have a feeling or story you want to convey with your music Have it all seem like one piece with reacuring themes ups and downs
 >> Anonymous Tue 21 May 17:32:53 2019 No.253943821 Quoted By: >>253943101 Norm MacDonald's brother is schizo. That's why Norm's so genius. It's in the genes
 >> Anonymous Tue 21 May 17:33:17 2019 No.253943854 Quoted By: >>253943908 >>253943101 > and only like two of them has a game who?
 >> Anonymous Tue 21 May 17:33:55 2019 No.253943908 Quoted By: >>253944289 >>253943854 ca3 and vetta-vetka
 >> Anonymous Tue 21 May 17:35:06 2019 No.253943994 Quoted By: >>253944235 >>253942968 >>253943101 what is schizophrenic, about thinking that some one is pretending to be him, or do you think the guy who was arrested for hate speech is turned off from a modeler by some "negative clout", that I proved they were confusing me with two other anons, by there on story's not matching up. >>253943028 it still in a more polished state then most games here, and there for less to discus about it.
 >> Anonymous Tue 21 May 17:38:05 2019 No.253944235 Quoted By: >>253944910 >>253943994 ya idk/c dude you just seem like someone trying to fuck with him proclaiming to be a 3dguy
 >> Anonymous Tue 21 May 17:38:51 2019 No.253944289 File: 2MiB, 498x286, mark.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253943908 >tfw i didn't make the schizolist
 >> Anonymous Tue 21 May 17:46:02 2019 No.253944910 Quoted By: >>253946345 >>253944235 fair enough I could see why some one would think that, but I'm just a artist trying to earn some extra money, and no one else was talking about hiring.
 >> Anonymous Tue 21 May 17:47:57 2019 No.253945061 Quoted By: Here's another old concept. I'm not sure on the music now. I know I want analog warmth and disco beats. Hmm... https://www.youtube.com/watch?v=v4IHmfOg0t0&bpctr=1558462551
 >> Anonymous Tue 21 May 18:02:33 2019 No.253946345 Quoted By: >>253947631 >>253944910 You're exactly the type of person I'm looking for here. Soon, once I get a new computer I'll need an artist for character models who hopefully has the same grand vision as me. I've played just about every game I'm interested in and want to make my own now. I can work 8-16 hour days and I plan to, asking for assistance at every turn. I will make it.
 >> Anonymous Tue 21 May 18:04:27 2019 No.253946523 File: 30KiB, 1002x564, 1557151881469.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253946705 >>253946769 >>253949179 Cosmo is making a game with Godot. Has anyone seen this screencaps on agdg before? https://imgur.com/a/6iWSaLI (NSFW)
 >> Anonymous Tue 21 May 18:06:29 2019 No.253946705 Quoted By: >>253946523 I remember Cosmo did ask some questions on the Godot discord a couple months ago. Never seen the game though.
 >> Anonymous Tue 21 May 18:07:11 2019 No.253946769 Quoted By: >>253947136 >>253946523 how come trans gamedevs always make sexualized females?
 >> Anonymous Tue 21 May 18:07:27 2019 No.253946787 Quoted By: >>253946989 >>253947631 I'm gonna go ahead and order my parts. I'm looking for a $750 build off PCPartpicker to reduce to$500 on ebay through used parts.
 >> Anonymous Tue 21 May 18:09:58 2019 No.253946989 Quoted By: >>253947631 >>253947968 >>253946787 >not buying an apple computer, the machine of true artist windows is unhealthy and like fast food linux is like eating raw unprocessed grass
 >> Anonymous Tue 21 May 18:11:19 2019 No.253947118 File: 2MiB, 410x390, Hitbox.gif [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253947410 Retard here. How do you detect collision between two moving objects like pic related? I completely lost all my knowledge of high school geometry, so the best I could think of is tracking the position of every corner, then create 4 lines connecting all of them along the edges, then say that if the center of the circle is closer to two or more of the lines than the length of it's radius, then they're colliding and the circle bounces off. But that seems like WAY too many "if" checks for something this basic. Especially if I'd want to add another obstacle. I'm clearly missing something.
 >> Anonymous Tue 21 May 18:11:30 2019 No.253947136 File: 784KiB, 1920x1080, cosmo.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253947283 >>253946769
 >> Anonymous Tue 21 May 18:13:21 2019 No.253947283 Quoted By: >>253947136 this is some high IQ shit right here
 >> Anonymous Tue 21 May 18:14:43 2019 No.253947410 Quoted By: >>253947780 >>253947118 Bing OBB vs Circle and you'll get some stack overflow hyper autistic person's optimized equation solution
 >> Anonymous Tue 21 May 18:17:12 2019 No.253947631 Quoted By: >>253946345 >>253946787 I take it this >>253942239 poster wasn't you like I thought. Well my info is here>>253940012 just get in touch with me there. >>253946989 this what macfags actually believe
 >> Anonymous Tue 21 May 18:19:01 2019 No.253947780 File: 12KiB, 764x169, screenshot.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253947929 >>253947410 huh. never would've thought of that. thanks, man
 >> Anonymous Tue 21 May 18:20:31 2019 No.253947880 Quoted By: >>253948054 >>253948121 >>253948218 youtuber played my prototype and shit on it hard, asked him for a do-over, he said no why are influencers so fucking toxic
 >> Anonymous Tue 21 May 18:20:55 2019 No.253947929 Quoted By: >>253947780 gl custom collision is a nightmare
 >> Anonymous Tue 21 May 18:21:19 2019 No.253947968 Quoted By: >>253948787 >>253946989 if anything, mac is the processed food in your analogy
 >> Anonymous Tue 21 May 18:22:29 2019 No.253948054 Quoted By: >>253947880 cool LARP enjoy your 15 minutes of dopamine
 >> Anonymous Tue 21 May 18:23:10 2019 No.253948121 Quoted By: >>253947880 link?
 >> Anonymous Tue 21 May 18:24:10 2019 No.253948218 Quoted By: >>253947880 >tuber won't play my shitty game, again after he played it once, and found out it was shit, why are they so toxic guuys.
 >> Anonymous Tue 21 May 18:27:16 2019 No.253948467 Quoted By: One thing, isn't microATX unoverclockable?
 >> Anonymous Tue 21 May 18:28:32 2019 No.253948568 File: 50KiB, 512x397, 1464100223755.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >boss walks around and jumps randomly >there's instant contact damage What a fucking frustrating combination.
 >> Anonymous Tue 21 May 18:30:59 2019 No.253948778 Quoted By: >>253919572 >another anon using slick2d i thought I was the only one, your gonna make it
 >> Anonymous Tue 21 May 18:31:04 2019 No.253948787 Quoted By: >>253948874 >>253947968 Windows and apple are mystery meats that probably have a couple of parts missing from that guy that pissed off the wrong people Linux is a set of nicely cut animal pieces, but some of them are missing and some of them were stored improperly. You also get a dvd with the recording of the animal being gored into what was delivered to you
 >> Anonymous Tue 21 May 18:32:10 2019 No.253948874 File: 87KiB, 576x764, 1558015751988.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253949045 >>253949194 >>253948787
 >> Anonymous Tue 21 May 18:32:26 2019 No.253948892 Quoted By: >>253948995 >>253949217 What engine is good for an audio based game with really basic visuals ?
 >> Anonymous Tue 21 May 18:33:42 2019 No.253948995 Quoted By: >>253949217 >>253948892 anything that supports FMOD
 >> Anonymous Tue 21 May 18:34:24 2019 No.253949045 Quoted By: >>253949195 >>253948874 >top Janky car made by a man fueled by his passion >bottom soulless generic high quality car made by a faceless corporation
 >> Anonymous Tue 21 May 18:36:10 2019 No.253949179 Quoted By: >>253946523 >Cosmo is making a game with Godot. if that's not proof godot is a meme I can't help you fags, holy shit.
 >> Anonymous Tue 21 May 18:36:17 2019 No.253949194 File: 455KiB, 680x681, fc8.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253948874
 >> Anonymous Tue 21 May 18:36:17 2019 No.253949195 Quoted By: >>253949359 >>253949045 >janky >high quality indeed
 >> Anonymous Tue 21 May 18:36:37 2019 No.253949217 Quoted By: >>253948892 >>253948995 am i the only one who thinks its just flat out easier to hard code audio stuff in your game then dealing with Fmod? this shit looks like another DAW and don't you need to license it? is it leaked?
 >> Anonymous Tue 21 May 18:38:16 2019 No.253949359 Quoted By: >>253949640 >>253949195 rather have something janky and soulful rather than something polished and soulless
 >> Anonymous Tue 21 May 18:39:38 2019 No.253949491 File: 357KiB, 475x792, 4ff.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253991391 What time do you wake up in the morning I either wake up way too late or too early and that always makes me unproductive
 >> Anonymous Tue 21 May 18:40:31 2019 No.253949561 File: 17KiB, 314x500, kmepls.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253949715 >>253949904 I keep playing these games off patreon. So many of them are just models and animations dropped into a an environment. No game play otherwise. It's so shameful. I'm literally going to cry.
 >> Anonymous Tue 21 May 18:41:31 2019 No.253949640 Quoted By: >>253949359 true for art, but I like to rely on my tools. something that fails often or requires absurd amounts of tweaking is not acceptable.
 >> Anonymous Tue 21 May 18:42:13 2019 No.253949715 Quoted By: >>253949561 Throw some money at Adam Sawkins (Fortresscraft Evolved dev) if that's your thing. At least FCE is a great game, and he needs your support to buy cocaine and hookers.
 >> Anonymous Tue 21 May 18:44:25 2019 No.253949904 Quoted By: >>253949561 >3D porn game with ass/breast physics, and liquids >Not bestiality fetish game makes more money than my game If you want to make money, make a porn game.
 >> Anonymous Tue 21 May 18:46:53 2019 No.253950140 File: 105KiB, 593x936, 1558457731243.jpg [View Same] [Google] [iqdb] [SauceNAO] >1500$in debt because i had to buy another synthesizer >porn degenerates make 56k a month is there any hope for us wholesome devs? i don't want to sell out and make a porno game  >> Anonymous Tue 21 May 18:47:47 2019 No.253950196 Quoted By: >>253950359 >>253950440 >>253950140 Use a fucking VST you retard.  >> Anonymous Tue 21 May 18:49:22 2019 No.253950335 Quoted By: >>253950657 >>253950140 Why would a dev need a synthesizer? You're just an artfag, fag.  >> Anonymous Tue 21 May 18:49:38 2019 No.253950359 File: 26KiB, 499x497, 1555602446137.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253951483 >>253950196 no vst can do what a mc 808 can do  >> Anonymous Tue 21 May 18:50:29 2019 No.253950440 Quoted By: >>253950196 >just fuck your soul up with a VST VST are hallow shells of those who were never there, it's like knowingly inviting a ghost into your pc  >> Anonymous Tue 21 May 18:51:12 2019 No.253950501 File: 112KiB, 390x390, 1558165043572.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253950657 >>253950960 >>253950140 >tfw making a porn game  >> Anonymous Tue 21 May 18:53:04 2019 No.253950657 File: 123KiB, 1000x1000, flat,1000x1000,075,f.u2.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253951574 >>253950335 but i have a soundtrack on spotify that got 20 views i-i..im gonna MAKE it >>253950501 tux u cant wear your tux in bed stop it!  >> Anonymous Tue 21 May 18:54:13 2019 No.253950767 Quoted By: >>253950140 There are a few successful wholesome devs. They're usually using patreon as a paywall for their tutorials and assets though, Or they're making a game that appeals to a certain crowd of autists.  >> Anonymous Tue 21 May 18:55:50 2019 No.253950915 Quoted By: >>253951183 >>253954791  >> Anonymous Tue 21 May 18:56:33 2019 No.253950960 File: 151KiB, 1000x1000, 1557941480442.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253950501 same, all these moral fags getting btfo.  >> Anonymous Tue 21 May 18:59:21 2019 No.253951183 Quoted By: >>253950915 Any ambitious porn game gets shitloads of money  >> Anonymous Tue 21 May 18:59:40 2019 No.253951205 Quoted By: >>253951702 Is that furry action rpg dev making bank yet?  >> Anonymous Tue 21 May 19:03:13 2019 No.253951483 Quoted By: >>253951938 >>253950359 It's a sampler and bog standard sound generator. I guarantee there's nothing only it is capable of. Besides robbing your dumb ass of$1500.
 >> Anonymous Tue 21 May 19:04:08 2019 No.253951574 Quoted By: >>253950657 My weed dealer has more views on his spotify than you, with random hardcore tekkno mixes he makes when he's really fucked up. But good luck fren, I'm not laughing at you.
 >> Anonymous Tue 21 May 19:05:40 2019 No.253951702 Quoted By: >>253951205 He's loaded by now. with semen
 >> Anonymous Tue 21 May 19:08:15 2019 No.253951938 File: 669KiB, 1152x646, 1551582196890.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253952916 >>253951483 it has motorized faders!! damn it i fucked up again didn't i??
 >> Anonymous Tue 21 May 19:10:20 2019 No.253952123 Quoted By: >>253956187 reminder that branching paths and procedural generation don't add replayability, they remove it. In procgen game it's impossible to replay it unless you can manually set the random seed. In games with branching paths replaying is discourged since you won't see all the content if you do the same thing each playthrough.
 >> Anonymous Tue 21 May 19:11:27 2019 No.253952197 Quoted By: >>253952605 So I'm trying to make a top down spaceship shooter game [spoilers] in unity [/spoilers] and I'm using the mouse and raycasts for the player's ship to rotate. I've gotten the ship to rotate and follow the direction of the mouse, but i want to slow down how quickly the ship rotates, so that it takes time to catch up to the mouse cursor's direction. How would i go about this?
 >> Anonymous Tue 21 May 19:13:37 2019 No.253952384 Another thread with barely any progress that gets buried under shitposts. And the frogposter just woke up so this thread is finished.
 >> Anonymous Tue 21 May 19:15:09 2019 No.253952513 Quoted By: >>253967219 >>253927958 Sorry it took me so long to respond. I'm testing it now and it looks nice enough, but there's one difference. Namely, when MonoDevelop used to autocomplete things or when I hovered over them, if they had a description it would show it to me. How can I make VS Code do the same? Sorry if I word it too weird, but as I said, while I can handle myself with the actual code, I have no clue how to make programs interact with each other.
 >> Anonymous Tue 21 May 19:15:09 2019 No.253952514 File: 43KiB, 705x602, tapestry,940x-bg,f8f8f8-c,110,110,705,602.2u10.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253952384 but i posted progress already
 >> Anonymous Tue 21 May 19:16:15 2019 No.253952605 Quoted By: >>253953229 >>253952197 PID controller if you want realistic forces just cap your rotation speed with rotatetowards if you want instant rotation but capped speed
 >> Anonymous Tue 21 May 19:17:29 2019 No.253952716 File: 25KiB, 800x600, uv coordinates.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253952384 Here's my progress for today and last weekend. Happy now? There's a reason why I kept it secret until you started nagging, gamedev is fucking hard, son. We don't want ppl have laughing at us all the time. Now fuck off.
 >> Anonymous Tue 21 May 19:19:25 2019 No.253952860 Quoted By: >>253952384 can't post images due to some range ip ban but my engine is coming along nicely
 >> Anonymous Tue 21 May 19:20:06 2019 No.253952916 Quoted By: >>253953480 >>253956705 >>253951938 Buying a synthesizer in this day and age is only an act of excess. Even the most expensive synthesizers cannot stand up to a DAW in functionality, and the sound quality difference is basically non existent. I have a few synthesizers myself, but don't buy the bullshit. They're a ripoff.
 >> Anonymous Tue 21 May 19:21:32 2019 No.253953028 Quoted By: >>253953205 >>253953309 Anyone know a good way to implement flat cartoon eyes on characters in unity? Specifically I want to texture them on but as a seperate texture that's just the white of the eyes and pupils and have the face texture somehow mask that. This way I can move eyes around / change color / etc. without having to make a billion face textures. I got this working I blender but can't figure out where to even start in replicating this in unity.
 >> Anonymous Tue 21 May 19:21:34 2019 No.253953031 Quoted By: >>253952384 I made some progress yesterday and today, but I don't post here because is not that interesting to look at.
 >> Anonymous Tue 21 May 19:23:19 2019 No.253953181 Quoted By: >>253953345 You guys shit on the discord but there's more progress there than here by far.
 >> Anonymous Tue 21 May 19:23:32 2019 No.253953205 Quoted By: >>253953028 Not exactly what you're looking for but maybe: http://www.benjones.us/twilight-princess-eyes-breakdown/
 >> Anonymous Tue 21 May 19:23:51 2019 No.253953229 Quoted By: >>253952605 From this video i found from googling for about 10 seconds https://www.youtube.com/watch?v=ErPgBHwWffE seems to be what i was thinking of thanks. I'll have to try and implement this.
 >> Anonymous Tue 21 May 19:23:55 2019 No.253953235 Quoted By: >>253953486 >Try to code a feature using functions I've never used before, relying entirely on documentation >Get it right first time Well shit, I set like two hours aside for this and it took me less than fifteen minutes. I haven't planned out what I was supposed to do next.
 >> Anonymous Tue 21 May 19:24:59 2019 No.253953309 Quoted By: >>253953028 Sounds like you want active gameobjects, if you want to move and change those eyes dynamically. Got a short clip of what you're doing in Blender and want to move to your Unity project?
 >> Anonymous Tue 21 May 19:25:27 2019 No.253953345 Quoted By: >>253953181 There's a discord?
 >> Anonymous Tue 21 May 19:26:36 2019 No.253953450 Quoted By: >>253953630 Daily reminder do keep a code journal so you don't have to remember every bit of code you do.
 >> Anonymous Tue 21 May 19:26:54 2019 No.253953480 File: 638KiB, 1024x732, 1475794470262.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253953612 >>253954651 >>253952916 i have almost every single vst (even some unreleased rare ones made by me) and i still buy synths
 >> Anonymous Tue 21 May 19:27:02 2019 No.253953486 File: 92KiB, 500x520, time-to-fap-10863714.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253953235 >I haven't planned out what I was supposed to do next.
 >> Anonymous Tue 21 May 19:28:25 2019 No.253953612 Quoted By: >>253954405 >>253953480 it's not a bad hobby if you like them. but it doesn't give you any real edge in producing music
 >> Anonymous Tue 21 May 19:28:33 2019 No.253953630 Quoted By: >>253954190 >>253953450 Ok. But... what if I'd rather forget about all bits of code I ever wrote because I feel embarrassed by my stupidity? Can you help there?
 >> Anonymous Tue 21 May 19:31:14 2019 No.253953840 File: 625KiB, 640x360, LavaDeath0626-0703.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253954981 Lava game over screen, I don't want to make something to complicate or useless..
 >> Anonymous Tue 21 May 19:32:26 2019 No.253953942 Quoted By: >>253954272 >UI only looks good if all the elements align >have to make up extra bullshit that's not even relevant to the game just to make it work
 >> Anonymous Tue 21 May 19:35:19 2019 No.253954190 Quoted By: >>253953630 you must not. the shame makes you a better coder
 >> Anonymous Tue 21 May 19:36:20 2019 No.253954272 Quoted By: >>253954404 >>253953942 What are you talking about? All decent engines support an orthographic GUI layer which can render pixel perfect sprites while the game in the background looks like shit.
 >> Anonymous Tue 21 May 19:37:06 2019 No.253954342 Quoted By: >>253955563 >>253955867 Has anyone tried using Daz 3D models in game? I thought about downloading the software and combining it with Mixamo so I can have nicer looking placeholders than the models Mixamo provides.
 >> Anonymous Tue 21 May 19:37:50 2019 No.253954404 Quoted By: >>253954639 >>253954272 he means from a graphic design point of view, it looks like shit if there are holes or stuff doesn't line up nicely
 >> Anonymous Tue 21 May 19:37:50 2019 No.253954405 Quoted By: >>253953612 are you sure? i start talking about dB with normies and i watch their heads spin i do the same with talking about F stops and aperture with people who take photos (exclusive phone camera plebs) and their brain also implodes
 >> Anonymous Tue 21 May 19:39:26 2019 No.253954560 Quoted By: >>253955557 >>253916870 I like this a lot. Do you know any people who are using your engine already?
 >> Anonymous Tue 21 May 19:40:26 2019 No.253954639 Quoted By: >>253954404 If that's the only thing he has to worry about, can the universe please swap our existences?
 >> Anonymous Tue 21 May 19:40:37 2019 No.253954651 Quoted By: >>253953480 >I have almost every single vst fucking disgusting
 >> Anonymous Tue 21 May 19:42:12 2019 No.253954791 Quoted By: >>253950915 The devs look exactly the way I imagined them to look
 >> Anonymous Tue 21 May 19:44:06 2019 No.253954981 Quoted By: >>253955159 >>253953840 Make him fry on the surface like a fried sunny side up egg.
 >> Anonymous Tue 21 May 19:46:05 2019 No.253955159 Quoted By: >>253955248 >>253954981 I can't make it too gorry
 >> Anonymous Tue 21 May 19:47:07 2019 No.253955248 Quoted By: >>253955159 The smily face is obviously on the sunny side up side. And then a little semi transparent soul ball flies up. sorry for adding scope
 >> Anonymous Tue 21 May 19:50:50 2019 No.253955557 Quoted By: >>253954560 No, I don't think it's usable yet. Things like saving and loading states are missing. It's got pretty good texture memory management through the use of SVT which is visible in the other webm in this thread, but it's still missing mesh memory management. After those two things, it's going to be usable, but it's still got a lot to optimize.
 >> Anonymous Tue 21 May 19:50:57 2019 No.253955563 Quoted By: >>253956243 >>253954342 I tried, daz models are too high poly it caused some lag for me but maybe thats because I dev on a toaster, I think you need some $300 daz add on that makes them game ready and I didn't see a torrent last time I checked, but if you find it please post a low poly daz model for every one to use.  >> Anonymous Tue 21 May 19:52:50 2019 No.253955713 File: 201KiB, 1080x607, Screenshot_20190521_215205.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >just make cute indie shit bro  >> Anonymous Tue 21 May 19:54:48 2019 No.253955867 Quoted By: >>253955970 >>253956148 >>253954342 I use Daz for my porn game. It's expensive, especially if you're transferring models to a game engine. Then you need an interactive licence for every single asset you use (figure, hair, clothes etc)  >> Anonymous Tue 21 May 19:56:08 2019 No.253955970 Quoted By: >>253955867 is it easy to make something like a cartoon in it?  >> Anonymous Tue 21 May 19:58:12 2019 No.253956148 Quoted By: >>253955867 what game, and do you have the add on to make them game ready, or do you just make renders like most porn devs?  >> Anonymous Tue 21 May 19:58:37 2019 No.253956187 Quoted By: >>253952123 >In games with branching paths replaying is discourged since you won't see all the content if you do the same thing each playthrough The whole point of replaying branching path games is to make different decisions each time so that you do see all the content. No one is going to replay a game and make the same exact decisions each time when they are specifically replaying to see other paths. But the replay value is completely destroyed when the branching paths always circle back into a single main branch like with Telltale games. Your choices barely made any significant changes to the story, even when it seemed like the decision did cause a big difference if you go back and play again the other choices ended up leading to the same ending anyways. I've said it before, I think the best way to do multiple paths as an indie dev is to just have two endings, a hard to achieve "good" ending, and an easy to achieve "bad" ending. Making two endings is much easier than making a complex branching narrative, this means you can focus on truly making each ending significant and unique. It also means the players will almost always get the bad ending on their first play through unless they look at a walk through. You should always give some indication that they got the bad ending so that they know they can go back and play again for the good ending. >In procgen game it's impossible to replay it unless you can manually set the random seed. The whole point of replaying procgen games is that you're learning how the game works with each run, you're not meant to memorize the map, you're meant to memorize the pattern of how a level is structured. You know there will always be two chests with items, or a boss, or a shop, or whatever else. The fun of a procgen game is creating a flowchart for the game so that you can maximize every run you have.  >> Anonymous Tue 21 May 19:59:17 2019 No.253956243 Quoted By: >>253956540 >>253955563 Just import them to blender and decimate them with "un subdivide" on.  >> Anonymous Tue 21 May 20:00:39 2019 No.253956348 File: 3MiB, 4136x1152, PotionShop1.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: Finally got some basic structure to my potion shop. Filling it with potions and stuff is going to be hell, though. I spend so much time looking for assets that'd fit the rest of the art, that I feel like I'd be better off spending the time making the assets. They're not complex anyway.  >> Anonymous Tue 21 May 20:03:14 2019 No.253956540 Quoted By: >>253956243 I tried that, but it leaves mistakes.  >> Anonymous Tue 21 May 20:03:58 2019 No.253956608 Quoted By: >>253957151 >>253958126 >>253962734 Should you be able to change the direction of your jump midair? Logic says no but a ton of people do it.  >> Anonymous Tue 21 May 20:05:12 2019 No.253956704 Quoted By: >>253956813 /agdg/ has been really slow today and yesterday. I prefer it that way but why is it so, what happened?  >> Anonymous Tue 21 May 20:05:13 2019 No.253956705 Quoted By: >>253956993 >>253952916 >Buying a DIGITAL synthesizer in this day and age is only an act of excess don't be a brainlet ok  >> Anonymous Tue 21 May 20:06:03 2019 No.253956774 File: 3MiB, 903x522, Puzzling.webm [View Same] [Google] [iqdb] [SauceNAO] >>253910102 I was only trying to make a simple match 3 puzzler but the scopes slowly building up, im sweating bois, im not sure im gona make it.  >> Anonymous Tue 21 May 20:06:30 2019 No.253956813 Quoted By: >>253956921 >>253956704 cris got a job so there is less shitposting  >> Anonymous Tue 21 May 20:07:57 2019 No.253956921 Quoted By: >>253956813 big if true  >> Anonymous Tue 21 May 20:08:53 2019 No.253956993 Quoted By: >>253957247 >>253956705 You're the brainlet. Analog synthesizers are a total ripoff and the sound quality difference is fucking neglible. Enjoy your buying things hobby. I'll be over here making music.  >> Anonymous Tue 21 May 20:09:18 2019 No.253957031 Quoted By: >>253956774 make the green one fuck the pink one  >> Anonymous Tue 21 May 20:10:25 2019 No.253957126 Quoted By: >>253956774 joferscope strikes again  >> Anonymous Tue 21 May 20:10:46 2019 No.253957151 Quoted By: >>253956608 Air strafe just feels good to play. Same way allowing characters to turn on a dime feels good. Did you ever play the original Red Dead Redemption? Turning was a clunky mess. More than once, when I wanted to stand behind a box, my character would just run circles around it. That said, I can think of a few games that don't allow air strate.  >> Anonymous Tue 21 May 20:11:18 2019 No.253957187 Quoted By: >>253956774 >Press F wow didn't know this meme was still going on  >> Anonymous Tue 21 May 20:12:00 2019 No.253957247 Quoted By: >>253957394 >>253956993 they're 100% not, and I'm sorry for whatever kind of music you make if you can't tell a significant difference  >> Anonymous Tue 21 May 20:14:10 2019 No.253957394 >>253957247 It's not whether I can tell a difference, it's whether the people who hear your music can tell the difference(hint: they fucking can't). You're spending thousands of dollars on something and pretending it's a "tool" but in reality you are just addicted to buying things because it makes you feel better about the fact you aren't making anything. Enjoy yourself.  >> Anonymous Tue 21 May 20:15:35 2019 No.253957493 Quoted By: I've been watching a shit ton of game dev analysis videos on youtube lately. They're super fun to watch for some reason, normally I don't like analysis and theory stuff like that. Does anybody here have any good recommendations for channels?  >> Anonymous Tue 21 May 20:15:51 2019 No.253957519 Quoted By: >>253910102 I have my build coming!  >> Anonymous Tue 21 May 20:16:03 2019 No.253957543 Quoted By: >>253957394 FUCK OFF, RICK JAMES  >> Anonymous Tue 21 May 20:18:01 2019 No.253957708 Quoted By: >>253958112 >>253960457 Artfag here. Need some experience with working for others. Check my work. You can contact me via my e-mail thats in artstation/IG header. https://www.instagram.com/ak__art_/ https://www.artstation.com/ak-art  >> Anonymous Tue 21 May 20:19:35 2019 No.253957862 File: 3MiB, 2000x2000, 1552125450709.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253957394 > you are just addicted to buying things because it makes you feel better about the fact you aren't making anything but im making a song right now  >> Anonymous Tue 21 May 20:20:24 2019 No.253957936 Quoted By: >>253958086 >>253958263 This is the build I chose https://pcpartpicker.com/list/sNsj6s UE4 FULL STEAM AHEAD  >> Anonymous Tue 21 May 20:22:18 2019 No.253958086 Quoted By: >>253958232 >>253957936 Spend the extra$200 and get a better video card
 >> Anonymous Tue 21 May 20:22:33 2019 No.253958112 Quoted By: >>253957708 Character design is bland.
 >> Anonymous Tue 21 May 20:22:47 2019 No.253958126 Quoted By: >>253956608 Logic says a lot of boring shit. Is your game designed with one or the other in mind? Is air maneuverability important? Is the LACK of air maneuverability important? Does the difficulty come from having to steer in mid-air to avoid difficult attacks, or from having to commit once you jump, thus making you a lot more self-conscious about where you're gonna land and how vulnerable it will make you? Think classic Megaman vs classic Castlevania. The former allows you to control a jump to an absolutely retarded degree, and the game is designed with that ability in mind, with spiked ceilings and small openings to pass through. The latter forces you to commit to a very specific jump arc, and the game's lax obstacles become nightmarish due to how clunky the controls are.
 >> Anonymous Tue 21 May 20:22:57 2019 No.253958146 Quoted By: >>253957394 how salty you gotta be over someone buying nice audio production stuff?
 >> Anonymous Tue 21 May 20:24:14 2019 No.253958232 Quoted By: >>253958714 >>253958086 I can't. I'm going to upgrade later. I want top-of-the-line CPU
 >> Anonymous Tue 21 May 20:24:34 2019 No.253958263 File: 721KiB, 1550x1409, 1528021653002.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253958362 >>253958574 >>253957936 Nice GPU bottleneck
 >> Anonymous Tue 21 May 20:25:47 2019 No.253958362 Quoted By: >>253958263 >>253958263 Yes, I know
 >> Anonymous Tue 21 May 20:28:07 2019 No.253958543 File: 260KiB, 593x635, 1521320229225.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253958693 >>253958767 https://www.youtube.com/watch?v=1oz7gH8x-ts how come agdg can't make something as based as this?
 >> Anonymous Tue 21 May 20:28:22 2019 No.253958574 Quoted By: >>253958263 Who cares? Normies enjoy playing 2d unity games that runs like shit so gpu bottleneck is irrelevant so just get a better pc lmao.cpp
 >> Anonymous Tue 21 May 20:29:48 2019 No.253958693 Quoted By: >>253958543 notch was from aggy when aggy was just the /v/ thread
 >> Anonymous Tue 21 May 20:30:03 2019 No.253958714 Quoted By: >>253958874 >>253958232 >putting CPU first ngmi, sorry
 >> Anonymous Tue 21 May 20:30:52 2019 No.253958767 Quoted By: >>253958543 pure indie low-effort garbage. I can't wait to post progress on my WW2 squad-based stealth project. It's going to kill
 >> Anonymous Tue 21 May 20:32:09 2019 No.253958874 Quoted By: >>253959226 >>253959724 >>253958714 CPU first always I spent $800 on my CPU 8 years ago and it still runs like butter  >> Anonymous Tue 21 May 20:33:10 2019 No.253958945 File: 42KiB, 712x712, 1534055837859.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253959368 >>253960070 Should I avoid making people have to tap multiple buttons at once? e.g. L1+A, R2+Y, A+B, X+Y  >> Anonymous Tue 21 May 20:36:24 2019 No.253959226 Quoted By: >>253958874 This guy gets it. We're surrounded by morons. kek  >> Anonymous Tue 21 May 20:37:58 2019 No.253959368 Quoted By: >>253958945 Simultaneous taps, yes. Hold+press is okay though  >> Anonymous Tue 21 May 20:39:31 2019 No.253959485 Quoted By: >>253956774 can you get the character a pair of glasses? can't see shit  >> Anonymous Tue 21 May 20:42:47 2019 No.253959724 Quoted By: >>253959773 >>253958874 your cpu now is worth like 35$ lol
 >> Anonymous Tue 21 May 20:43:37 2019 No.253959773 Quoted By: >>253959724 >tfw my 1070 is worth more now than when I bought it
 >> Anonymous Tue 21 May 20:45:58 2019 No.253959983 Quoted By: MY FUCKING BUILD IS COMING FUGGGGGGGGG First step: download Ableton to make good tracks in the game's style. Later I will use live orchestral and swing samples. i need to write a good bluesy 40s track similar to RDR's Far Away or Unshaken. Everything will fall into place. So hype
 >> Anonymous Tue 21 May 20:47:01 2019 No.253960070 Quoted By: >>253958945 Trying to hit multiple buttons at the same time can be annoying, especially when it's face buttons that require you to press both buttons with one thumb. Sometimes I'll end up doing whatever action is bound to one of those buttons rather than whatever action is bound to the double button press. I'm not sure if having a smaller thumb would be better or worse. Holding a button and pressing another button is fine though, as long as the buttons being pressed use different fingers.
 >> Anonymous Tue 21 May 20:51:14 2019 No.253960457 Quoted By: >>253957708 where were you 3 months ago? I ended up paying some Hungarian roastie 2 grand for my concept art, could have been you
 >> Anonymous Tue 21 May 20:53:50 2019 No.253960662 File: 216KiB, 828x885, laughing girl.jpg [View Same] [Google] [iqdb] [SauceNAO] >he thinks indie gamedev can provide a sustainable primary income in 2019
 >> Anonymous Tue 21 May 20:54:27 2019 No.253960724 Quoted By: >>253960662 Make porn
 >> Anonymous Tue 21 May 20:55:02 2019 No.253960780 Quoted By: >>253960662 I'm starting a 3dpd filter list now.
 >> Anonymous Tue 21 May 20:57:51 2019 No.253961001 Quoted By: >>253960662 If you have a good vision. I would rather do this than work at Taco Bell. HOLY SHIT STEPHEN PADDOCK'S BROTHER WAS ARRESTED FOR CP
 >> Anonymous Tue 21 May 20:59:22 2019 No.253961131 Quoted By: Would a person wanting to make a rts game that knows nothing about game development or programming be akin to an out of shape obese man trying to climb mount everest?
 >> Anonymous Tue 21 May 20:59:38 2019 No.253961154 Quoted By: >>253961626 >>253961793 has anyone truly ever quit gamedev, and even stopped thinking about it i think she wants me back
 >> Anonymous Tue 21 May 21:02:39 2019 No.253961420 File: 96KiB, 980x654, manchild.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253961690 >>253961793 >>253962126 >Anon you're almost 25! When are you going to get a job and move out!
 >> Anonymous Tue 21 May 21:05:22 2019 No.253961626 Quoted By: >>253963938 >>253961154 If you that anon, fuck you, if you got after her, you deserve a shit bastard. Play some eroge and forget her.
 >> Anonymous Tue 21 May 21:05:58 2019 No.253961690 Quoted By: >>253961420 >but mom this game is going to be huge! Just give me a little more time!
 >> Anonymous Tue 21 May 21:06:30 2019 No.253961724 File: 573KiB, 1920x1442, autumn-is-coming.jpg [View Same] [Google] [iqdb] [SauceNAO] I want to make a spooky game but I want high effort gameplay, no walking sims, no collect/unlock grind, no forced puzzles what are my options?
 >> Anonymous Tue 21 May 21:07:10 2019 No.253961785 Quoted By: >>253962007 >>253961724 here are your options: start with pong
 >> Anonymous Tue 21 May 21:07:17 2019 No.253961793 Quoted By: >>253963938 I like how you can tell when the insane shitposter has entered the thread. >>253960662 >>253961154 >>253961420
 >> Anonymous Tue 21 May 21:08:09 2019 No.253961864 Quoted By: >>253961724 Parkour
 >> Anonymous Tue 21 May 21:08:22 2019 No.253961889 File: 728KiB, 640x360, anongame.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253962072 >>253962197 >>253963063 I don't think this is too fun. bombs seem too OP.
 >> Anonymous Tue 21 May 21:09:53 2019 No.253962007 Quoted By: >>253961785 why do you keep bringing up pong? did it take you like a month to get working or some shit? that's a couple of hours of effort for a complete beginner
 >> Anonymous Tue 21 May 21:10:36 2019 No.253962072 Quoted By: >>253964785 >>253961889 Make bombs rarer, and make bombs give no points. This way bombs are only useful for clearing out a bad board in hopes of better tiles.
 >> Anonymous Tue 21 May 21:11:18 2019 No.253962126 File: 11KiB, 198x254, 1558309966536.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253962438 >>253961420 >Anon you're almost 25! When are you going to get a job and move out! >almost 25 >tfw that was almost 5 years ago and I still haven't made a game at least I have you guys and frogposting
 >> Anonymous Tue 21 May 21:12:03 2019 No.253962197 Quoted By: >>253964785 >>253961889 Sound and graphical effects are the most "rewarding" aspect of a match3 game.
 >> Anonymous Tue 21 May 21:14:45 2019 No.253962438 File: 17KiB, 500x311, prank55.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253962126
 >> Anonymous Tue 21 May 21:17:37 2019 No.253962682 Quoted By: >>253957394 make money
 >> Anonymous Tue 21 May 21:18:13 2019 No.253962734 Quoted By: >>253956608 Jumping really high isn't realistic in the first place, if it was then it'd be dangerous in reality unless humans evolved a 6th sense where we could instantly predict and visualize where we'd land. There'd be no need to course re-correct within mid-air because we would always go exactly where we want to, every jump would simply be perfect. Mid-air movement would compensate for this lack of evolutionary trait. But more importantly it makes the controls more precise, as making such a finely tuned initial jump input is extremely difficult with a controller/keyboard.
 >> Anonymous Tue 21 May 21:21:55 2019 No.253963063 Quoted By: >>253964785 >>253961889 make the playfield larger
 >> Anonymous Tue 21 May 21:23:46 2019 No.253963232 Quoted By: >>253960662 neetbux, i dev for FUN
 >> Anonymous Tue 21 May 21:30:06 2019 No.253963829 File: 672KiB, 877x500, 1556807323515.png [View Same] [Google] [iqdb] [SauceNAO] I'm having trouble conveying the fact that my player character fights with salt. I already have the gameplay sorted out. It's just melee with a long weapon. The salt thing is important for the story(something to do with exorcism), so I want to figure out how to apply it to the visuals. I'm thinking that a bunch of white particle effects on impact is too generic.
 >> Anonymous Tue 21 May 21:31:23 2019 No.253963938 Quoted By: >>253961626 >>253961793 by "her" i mean gamedev you ESL ass bitches
 >> Anonymous Tue 21 May 21:32:44 2019 No.253964064 Quoted By: >>253961724 Know what you want to achieve and don't stop
 >> Anonymous Tue 21 May 21:40:11 2019 No.253964704 File: 519KiB, 762x647, 1529730884434.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253965650 >>253966660 >>253967386 >>253963829 Why doesn't he just throw salt? Sword made out of salt? Salt arrowheads? Saline syringes? Salt magic? Salt bombs? Threatening people with the word salt? Being named Salt? Washing his clothes in salt water? Soaking his clothes in salt water? Salt desert? Desert saltstorms? Wears goggles and a face mask to avoid breathing it and getting salt in his eyes? Fountains that pour salt water from their eyes? Salt Pyramids? Salt tombs with salt traps?
 >> Anonymous Tue 21 May 21:40:32 2019 No.253964731 Quoted By: >>253961724 Look at Darkwood. It's almost completely mechanics driven and manages to stay spooky.
 >> Anonymous Tue 21 May 21:41:06 2019 No.253964785 File: 47KiB, 640x360, pixel weg mock up board v4.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253963063 UI is kinda packed already. >>253962072 that may work, but I think lowering it to 1 block blast radius will help too. >>253962197 yeah, it's sorta like a slot machine in that regards, but this will have furry porn instead of coins.
 >> Anonymous Tue 21 May 21:42:51 2019 No.253964930 Quoted By: >>253965650 >>253967386 >>253963829 inventory item descriptions
 >> Anonymous Tue 21 May 21:46:18 2019 No.253965304 Quoted By: >>253961724 Depends. First person 3D? Third person 3D? Side view 2D? First person 3D would be the hardest one to make with high effort gameplay without just turning it into a "spooky" FPS. But third person 3D and 2D would probably do well with high-mobility chasing. You can move really good, the monster can move even gooder, if you get the picture.
 >> Anonymous Tue 21 May 21:46:55 2019 No.253965347 Quoted By: >>253965650 >>253967386 >>253963829 Is the sword blade made of salt, or is it a metal blade that is rubbed with magic salt or whatever that sticks to it? There's not much you can do to convey it visually, even white particles wont really tell the player that it's salt. You will need to describe it through text so the player knows they're using salt. If the salt is applied to the sword you could maybe make it a gameplay mechanic, as you fight the salt slowly comes off the sword, and eventually you'll need to reapply the salt. Less salt on the blade means you deal less damage, and possibly attacks are deflected by enemies.
 >> Anonymous Tue 21 May 21:49:16 2019 No.253965562 Quoted By: >>253965716 when i think how good my game could be i can hardly breath
 >> Anonymous Tue 21 May 21:49:47 2019 No.253965612 File: 32KiB, 552x710, abd[1].jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253967386 >>253963829
 >> Anonymous Tue 21 May 21:50:28 2019 No.253965650 >>253964704 >Sword made out of salt? How would this work? It would just look like a white weapon. Is that enough? I can stick the other stuff in cutscenes I think. Thanks. >>253964930 Maybe. >>253965347 That's a good idea. There is a special attack that you have to recharge, I'll think about how to show it with the UI and effects.
 >> Anonymous Tue 21 May 21:51:13 2019 No.253965716 Quoted By: >>253965562 Do it. Don't stop. Ask for programming advice
 >> Anonymous Tue 21 May 21:52:24 2019 No.253965823 File: 701KiB, 1855x675, monster1.png [View Same] [Google] [iqdb] [SauceNAO] Hey some nobody stranger here. I have too many ideas and too large a skillset to just do nothing. I do 3D modelling, I do graphic design, illustration, animation, music, blah blah blah. Sick of having nothing to show for it! Where do I actually begin? Do I throw myself at Unity? Do I learn C# or something that Unity uses before Unity? Do I do something that doesn't involve Unity at all? Smart /agdg/ people please help!
 >> Anonymous Tue 21 May 21:53:10 2019 No.253965903 File: 15KiB, 344x500, theone.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: hey cris, stops frogposting and read this book
 >> Anonymous Tue 21 May 21:55:26 2019 No.253966114 File: 44KiB, 720x720, 1538068577780.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253966327 >>253967138 >>253967386 >>253965650 Go look at salt rocks if you want to know, but who cares how it works? It's a sword forged from salt.
 >> Anonymous Tue 21 May 21:57:58 2019 No.253966327 Quoted By: >>253966601 >>253966114 Don't use my wife to shitpost.
 >> Anonymous Tue 21 May 21:58:00 2019 No.253966331 File: 2MiB, 830x446, ui.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253966673 I'm having a lot of fun creating interactables, maybe this will become a sapce UI sim.
 >> Anonymous Tue 21 May 22:00:10 2019 No.253966524 Quoted By: >>253966668 >>253965823 Make pong
 >> Anonymous Tue 21 May 22:00:51 2019 No.253966601 File: 406KiB, 605x661, 1553119523507.png [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253966327 Nothing you can do to stop me.
 >> Anonymous Tue 21 May 22:01:20 2019 No.253966651 Quoted By: >>253963829 >>253965650 what the actual fuck
 >> Anonymous Tue 21 May 22:01:24 2019 No.253966660 File: 2MiB, 874x490, output.webm [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253967386
 >> Anonymous Tue 21 May 22:01:29 2019 No.253966668 Quoted By: >>253966524 Okay, how?
 >> Anonymous Tue 21 May 22:01:38 2019 No.253966673 Quoted By: >>253967223 >>253966331 >tell those jannies... I thought this was going to be a elaborate shitpost at first.
 >> Anonymous Tue 21 May 22:04:38 2019 No.253966926 Quoted By: >>253967138 >>253965650 >There is a special attack that you have to recharge, I'll think about how to show it with the UI and effects. The special attack could take a larger chunk of the salt off the weapon. The UI could just be a meter showing the level of salt, maybe a salt rock next to the meter or something. Depends on what sort of UI you're going for.
 >> Anonymous Tue 21 May 22:07:00 2019 No.253967138 Quoted By: >>253967386 >>253966114 >>253966926 I see. I have enough to work with now. Thanks Anons.
 >> Anonymous Tue 21 May 22:07:01 2019 No.253967139 Quoted By: >>253967605 >>253965823 >I do 3D modelling pick Godot or Unity or Unreal. watch youtube tutorials, it shouldn't be your only learning source but it will expand your basic knowledge quickly and give you the landscape of things. some people in /agdg/ deride youtube tutorials for some dumb reason.
 >> Anonymous Tue 21 May 22:08:02 2019 No.253967219 Quoted By: >>253970152 >>253952513 Anyone? I really found those comments/descriptions useful. Like for example transform.position would have the description "The transform's current position in world space" or something along those lines.
 >> Anonymous Tue 21 May 22:08:07 2019 No.253967223 Quoted By: >>253966673 The future isn't much different from the present, they even do it for free here as well.
 >> Anonymous Tue 21 May 22:09:52 2019 No.253967386 Quoted By: >>253968223
 >> Anonymous Tue 21 May 22:12:27 2019 No.253967605 Quoted By: >>253967139 Do you recommend I follow an entire project tutorial or just follow smaller tutorials on tidbits of info?
 >> Anonymous Tue 21 May 22:14:04 2019 No.253967752 Quoted By: >>253967920 your game has lore........ right?
 >> Anonymous Tue 21 May 22:14:37 2019 No.253967791 Quoted By: >>253968065 I wish we had demo day more often, this general is pretty dead without it.
 >> Anonymous Tue 21 May 22:16:09 2019 No.253967920 Quoted By: >>253967752 Yeah, my game makes you think that you're the hero but you're actually the bad guy.
 >> Anonymous Tue 21 May 22:17:47 2019 No.253968065 Quoted By: >>253967791 All the meaningful demo day interactions don’t even take place in the thread though.
 >> Anonymous Tue 21 May 22:19:44 2019 No.253968223 Quoted By: >>253967386 What
 >> Anonymous Tue 21 May 22:20:58 2019 No.253968330 File: 23KiB, 221x302, 1519426901464.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253968862 >>253965823 You can learn C# with Unity. For games, I mean. Making programs or other code with C# is a bit different than making a game with it. I have no knowledge with coding outside of gamedev so i'm not so sure how the concepts translate over to 'real' programming, but if you only want to make a game then don't worry. A basic summary of what i've found effective (for me at least) is to read through the basic and intermediate tutorials for coding on the Unity website. Watch a lesson, then copy the code down. Once you have everything copied down, read through each function and line and try to understand how and why it works, and study it. Then try to replicate it from memory to make sure you've memorized it. The final 'test' is to apply this new knowledge you've learned in a new or inventive way. Try and add your own alterations to what you've learned, or implement it in a new manner that helps further your knowledge and understand how this code can be applied in many situations. Then move on to the next lesson. Once you've done the beginner and intermediate lessons you should have an okay-ish grasp on basic coding with unity, then it's your choice where you want to go next. Personally I spent a while learning the basics of almost everything within the average game, from inventory, player control, interaction with objects and raycasts, etc etc. But ultimately it's up to you to decide what to do next. Make some small practice games for a while, and try with every project to make yourself learn something new and important.
 >> Anonymous Tue 21 May 22:25:28 2019 No.253968717 File: 8KiB, 300x168, 1536020783374.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253970617 >>253965823 Why are you even in the gamedev thread? What do you want to make? I can tell you what someone who wants to make video games should do, but you don't seem to be that someone.
 >> Anonymous Tue 21 May 22:26:25 2019 No.253968802 How do you make fights that you have to lose (for story reasons) good without it just being "you have to win but then you lose in the cutscene afterwards"
 >> Anonymous Tue 21 May 22:27:12 2019 No.253968862 Quoted By: >>253968330 Good thinking! I don't learn very well from just having people show me or tell me what to do, almost everything else I'm good at I just screw around until I figure it out. You can't really just mash buttons in code and expect it to eventually work, so dissecting code that already exists is probably the best way to go.
 >> Anonymous Tue 21 May 22:29:08 2019 No.253969023 Quoted By: >>253968802 >How do you make X Soul. Do you need me to lend you some?
 >> Anonymous Tue 21 May 22:30:25 2019 No.253969130 Quoted By: >>253969332 >>253968802 Make it hopeless. If it's turn-based, make it numerically impossible to win. If it's not, make the attacks undefendable. A projectile too big to avoid, a screen-wide nuke attack, extreme projectile clutter, etc. The enemy can either look invincible or like it takes damage, but never give it a health bar or any indication that the player is making progress, because there is none.
 >> Anonymous Tue 21 May 22:30:55 2019 No.253969183 Quoted By: >>253969332 >>253968802 Make them impossible. Don't give the player any false hope of winning. It shouldn't be a normal fight, it should end pretty quickly.
 >> Anonymous Tue 21 May 22:31:51 2019 No.253969270 File: 14KiB, 220x270, 220px-H._P._Lovecraft,_June_1934.jpg [View Same] [Google] [iqdb] [SauceNAO] Quoted By: >>253969387 >>253969523 >>253970691 I want to write my own horror universe but what format do I do this in? how the fuck do you even write lore, just write a private book?
 >> Anonymous Tue 21 May 22:32:28 2019 No.253969321 Quoted By: >>253968802 Just make the fight impossible to win, winning and then losing in a cutscene is bad because you're fucking with the players expectations. The best thing would be an undodgeable attack halfway trough the battle that makes the player lose.
 >> Anonymous Tue 21 May 22:32:33 2019 No.253969332 Quoted By: >>253969646 >>253969130 >>253969183 >hopeless There's absolutely nothing worse than having to slog through a fight you know you can't win.
 >> Anonymous Tue 21 May 22:32:59 2019 No.253969370 Quoted By: >>253968802 You could do something like the end of LISA, where you winning is a bad thing, and people are trying to stop you because you've become a monster or killing machine, and winning is a 'game over' in the sense that the people in the right lost to you, and there's nothing left now. Granted, in LISA you were supposed to win but it was a sort of tragic victory in a sense and that fight is the finale fight, so...
 >> Anonymous Tue 21 May 22:33:13 2019 No.253969387 Quoted By: >>253969270 Make some rules. Redefine things with those rules. So take from something obscure and public domain (look up old ass books on the internet archive.) Now branch off from those things.
 >> Anonymous Tue 21 May 22:34:36 2019