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/vg/ - Video Game Generals - AGDG - Amateur Game Development General

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File: Your first game.jpg-(80 KB, 351x439)
AGDG - Amateur Game...
AGDG - Amateur Game Development General Anonymous 06/22/14(Sun)06:59 UTC+1 No.71481985 Report

Just Like Make Microgame Edition (soon)

>GENERAL
AGDG Live : http://steamcommunity.com/groups/vgamedevcrew#announcements/detail/1262446223886410293
Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Recap: http://www.homph.com/recap/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg

>INTERESTING INFORMATION
https://forums.unrealengine.com/showthread.php?10790-SpeedTree-on-UE4-Twitch-Stream [Thursday, June 19, 2pm ET]
https://www.youtube.com/watch?v=tSfakMeW0lw [Embed] [Embed]
https://www.yoyogames.com/news/227
http://steamcommunity.com//sharedfiles/filedetails/?id=269177587

>HANDY TOOLS
Open Broadcaster Software: https://obsproject.com/
WebMConverter: https://github.com/WebMBro/WebMConverter
LICEcap: http://www.cockos.com/licecap/

>PEOPLE AND PLACES
Steamgroup: http://steamcommunity.com/groups/vgamedevcrew
IRC: irc://irc.freenode.net/vidyadev
Skypechat: http://pastebin.com/idnpTCfU
Musicbros: https://soundcloud.com/groups/agdg-audiofriends [Embed]

>JAMS
http://itch.io/jam/agdg-microgame-jam
http://contest.rpgmakerweb.com/
http://www.ludumdare.com/compo/2014/06/02/mini-ld-52-the-retro-challenge/

>[GREENLIGHT] PROJECTS PENDING
Spaceman Sparkles II - Astronaut Shine: http://steamcommunity.com/sharedfiles/filedetails/?id=259910298

>[DEMO]s
Vagante [June 17]: http://www.indiedb.com/games/vagante/downloads/vagante-alpha-revision-4
Dreaming Sarah [June 17]:
http://store.steampowered.com/app/296870/
Xenoraptor [June 16]:
http://store.steampowered.com/app/302230
Fervir's sandbox [June 16]: https://dl.dropboxusercontent.com/u/112171836/Elysis%20v043%20Sandbox%20AGDG%20Edition%20Turbo.zip
>>
Anonymous 06/22/14(Sun)07:00 UTC+1 No.71482083 Report

fun games are made with fun languages
>>
Anonymous 06/22/14(Sun)07:02 UTC+1 No.71482150 Report

Second for diaper porn
>>
Anonymous 06/22/14(Sun)07:02 UTC+1 No.71482170 Report

third for bullying maren sexually
>>
Anonymous 06/22/14(Sun)07:02 UTC+1 No.71482183 Report

ITS OFFICIALLY SATURDAY NIGHT/SUNDAY MORNING

POST SOME PROGRESS FOR YOUR FAVORITE PORPOISE
>>
Anonymous 06/22/14(Sun)07:03 UTC+1 No.71482234 Report

Daily reminder that games with waifus are the best games
>>
Anonymous 06/22/14(Sun)07:04 UTC+1 No.71482274 Report

pony phallus poised pedantically over porpoise pussy
>>
Anonymous 06/22/14(Sun)07:04 UTC+1 No.71482304 Report

post with comment field completely unrelated to game development
>>
Anonymous 06/22/14(Sun)07:06 UTC+1 No.71482391 Report

dialy reminder that if you use gamemaker you are a talentless hack
>>
Anonymous 06/22/14(Sun)07:06 UTC+1 No.71482395 Report

>>71481945
>what is google images
>>
Offtopic 06/22/14(Sun)07:06 UTC+1 No.71482418 Report

In all fields
>>
Anonymous 06/22/14(Sun)07:08 UTC+1 No.71482514 Report

>hire artist
>tell them I'm keeping my game under wraps for now and not to post anything they're making
>they post it all over their tumblr

Are artists seriously retarded?
>>
Anonymous 06/22/14(Sun)07:09 UTC+1 No.71482579 Report

HELP
I
I dont know what I created

I... I kinda want to stick my dick in it though
>>
ParticleDev 06/22/14(Sun)07:10 UTC+1 No.71482612 Report

QUICK POST PROGRESS IN HAIKU FORM

>Round alpha texture
>Now supports texture scaling
>Hey, festivity!
>>
Anonymous 06/22/14(Sun)07:12 UTC+1 No.71482725 Report

>>71482612
Nice to see particles on screen now. Keep it up.
>>
Anonymous 06/22/14(Sun)07:16 UTC+1 No.71482937 Report

>>71482170
I bet Maren has a squishy ass
I want to pinch it
>>
Anonymous 06/22/14(Sun)07:16 UTC+1 No.71482952 Report

>>71482395
>you're dream is stupid
it also had me, i almost gave up the dream to gamedev but now the whole argument is going in the trash and i'm going back to my dev
>>
Anonymous 06/22/14(Sun)07:16 UTC+1 No.71482971 Report

>>71482579
wait nine month
>>
Anonymous 06/22/14(Sun)07:17 UTC+1 No.71483015 Report

>>71482514
just like 4chan isn't one person, artists are not one person. Tell him to take it down.
>>
Anonymous 06/22/14(Sun)07:19 UTC+1 No.71483114 Report

>>71482395
Google images didn't give me shit, I had to check the archive.
>>
Anonymous 06/22/14(Sun)07:19 UTC+1 No.71483140 Report

>>71482952
I'm tired, I need to find a new job. I wish I were in college again.
>>
Anonymous 06/22/14(Sun)07:20 UTC+1 No.71483201 Report

how do I get into the recap?
>>
Anonymous 06/22/14(Sun)07:20 UTC+1 No.71483234 Report

>>71483201
dev
>>
Anonymous 06/22/14(Sun)07:22 UTC+1 No.71483323 Report

>>71483201
reply to the recap most on monday
>>
Anonymous 06/22/14(Sun)07:22 UTC+1 No.71483348 Report

>>71483201
Be, hear Monday. The sounds of worst weekday, live the experience and become them.
>>
Anonymous 06/22/14(Sun)07:22 UTC+1 No.71483369 Report

>>71483323
>most
Good job you fucking moron now he's going to spam it and make Monday awful :<
>>
Anonymous 06/22/14(Sun)07:23 UTC+1 No.71483396 Report

>>71483348
Are you daco?
>>
Anonymous 06/22/14(Sun)07:23 UTC+1 No.71483420 Report

>>71483369
Wow, I don't even know how I did that
>>
Anonymous 06/22/14(Sun)07:24 UTC+1 No.71483486 Report

>>71483420
Did you mean moist?
>>
Anonymous 06/22/14(Sun)07:31 UTC+1 No.71483908 Report

>>
Anonymous 06/22/14(Sun)07:32 UTC+1 No.71483941 Report

>>71482183
But I'm waiting until the microgame jam starts to make progress.
>>
Anonymous 06/22/14(Sun)07:32 UTC+1 No.71483950 Report

>>71483908
Now in blistering HD
the reroboteance
>>
Anonymous 06/22/14(Sun)07:32 UTC+1 No.71483963 Report

>>71483908
Why?
>>
Anonymous 06/22/14(Sun)07:33 UTC+1 No.71484035 Report

>>71483963
because I'm procrastinating hard
>>
Anonymous 06/22/14(Sun)07:33 UTC+1 No.71484038 Report

>>71482579
Tenga Egg Simulator 2014
>>
Anonymous 06/22/14(Sun)07:34 UTC+1 No.71484076 Report

>>71482952
Fapping
>>
Anonymous 06/22/14(Sun)07:35 UTC+1 No.71484118 Report

How does a Game Maker babby break into Unity 3D?

My goal to to make a game like Kings Field
>>
Anonymous 06/22/14(Sun)07:36 UTC+1 No.71484161 Report

>>71484118
Step 1: Download Unity
>>
Anonymous 06/22/14(Sun)07:36 UTC+1 No.71484173 Report

>>71483908
waifu mech in hd
finally safe from the bullying
>>
Anonymous 06/22/14(Sun)07:37 UTC+1 No.71484182 Report

>>71484118


the lengths you faggots go to avoid learning to program

just pick up a book you nigger
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)07:37 UTC+1 No.71484196 Report

>>
Anonymous 06/22/14(Sun)07:37 UTC+1 No.71484229 Report

>>71484173
I went to top view and saw this
>>
Anonymous 06/22/14(Sun)07:38 UTC+1 No.71484234 Report

>>71482952
I was devving all day. So now I'm relaxing.
>>
Anonymous 06/22/14(Sun)07:39 UTC+1 No.71484285 Report

>>71484229
LEWD
>>
Anonymous 06/22/14(Sun)07:40 UTC+1 No.71484324 Report

>>71484229
>>
Anonymous 06/22/14(Sun)07:42 UTC+1 No.71484432 Report

>>71484229
unnnnnnnnnngh i think i'm gonna cummmmmmm
>>
Anonymous 06/22/14(Sun)07:42 UTC+1 No.71484442 Report

1 - 3 play shitty ftp mober games
4 - 6 play spooky gaem
7 - 9 watch anime
0 develop video games

LOL
>>
Anonymous 06/22/14(Sun)07:42 UTC+1 No.71484458 Report

How young are the people in this thread? How horny do you have to be to constantly be talking about sex related things? It's been 3 threads now. Will you just fap and then move on, please?
>>
Anonymous 06/22/14(Sun)07:43 UTC+1 No.71484510 Report

>>71484458
>horny
>sex
>fap

l-lewd!
>>
Anonymous 06/22/14(Sun)07:44 UTC+1 No.71484521 Report

>>71484458
It's less about age and more about being sad, pathetic, lonely virgins. This your first time on 4chan or something?
>>
Anonymous 06/22/14(Sun)07:44 UTC+1 No.71484534 Report

>>71484458
welcome to 2014 where sexual thirst is as unquenchable as agdg's thirst for horsecocks
>>
Anonymous 06/22/14(Sun)07:44 UTC+1 No.71484559 Report

>>71484458
This just in: Humans are top of the food chain.
Studies suggest this is due to very healthy ape sex drive. Compare to non-avian dinosaurs which do not think about sex at all: Extinct.
Scientists say: Fuck.
>>
Anonymous 06/22/14(Sun)07:45 UTC+1 No.71484624 Report

Why make an engine from scratch if you haven't shipped a game yet?
>>
Anonymous 06/22/14(Sun)07:46 UTC+1 No.71484631 Report

>>71484229
> green thing's mesh has an odd number of faces connected to the vertex on the axis of radial symmetry, so there aren't edges along the grid lines through the origin
I don't know why this bothers me as much as it does.
>>
Anonymous 06/22/14(Sun)07:46 UTC+1 No.71484682 Report

the human condition is suffering.
smart enough to realise how objectively stupid we are, too dumb to rise above it.

fuck this fleshy prison.
>>
Anonymous 06/22/14(Sun)07:46 UTC+1 No.71484683 Report

>>71484624
Why ship a game that you didn't make yourself?
>>
Anonymous 06/22/14(Sun)07:47 UTC+1 No.71484709 Report

>>71484559
>thinking about sex all day like some no-discipline scrub
>sign of a healthy sex drive
>>
Anonymous 06/22/14(Sun)07:48 UTC+1 No.71484743 Report

>>71484559
>>71484534
>>71484521
>>71484510
this is what sex feels like to me https://www.youtube.com/watch?v=6QFwo57WKwg please stop talking about it I can't deal with it
>>
Anonymous 06/22/14(Sun)07:48 UTC+1 No.71484752 Report

>>71484458
I'm 28. See:
>>71484521
>>
Anonymous 06/22/14(Sun)07:48 UTC+1 No.71484758 Report

>>71484229
>>71483908
Can you retrofit her with other weapons?
>>
Anonymous 06/22/14(Sun)07:48 UTC+1 No.71484769 Report

>>71484624
wtf do ships hav 2 do with anythin....
>>
Anonymous 06/22/14(Sun)07:48 UTC+1 No.71484779 Report

>>71484709
> conflating one individual's sex drive cycle with that of the group.
I know how you like it, but not everyone is into groupies.
>>
Anonymous 06/22/14(Sun)07:49 UTC+1 No.71484840 Report

>>71482234
kiririn pls
pls
>>
Anonymous 06/22/14(Sun)07:50 UTC+1 No.71484864 Report

>>71484458
I'm 20, I haven't fapped for awhile so I'm horny out of my mind, but I've done my best to contribute dev to this thread. I vent out my lust by drawing porn of my own characters though. I'd be shitting AGDG up with lewd if it had more male characters.
>>
Anonymous 06/22/14(Sun)07:51 UTC+1 No.71484902 Report

>>71482952
I'm still trying to figure out how to make SDL 2.0 work with Xcode because I only have a Mac available to me.
>>
Anonymous 06/22/14(Sun)07:51 UTC+1 No.71484910 Report

>>71484743
>>
Anonymous 06/22/14(Sun)07:51 UTC+1 No.71484916 Report

>>71484864
> I'd be shitting AGDG up with lewd if it had more male characters.
Duly noted
>>
Anonymous 06/22/14(Sun)07:51 UTC+1 No.71484924 Report

>>71484683
You can make a game yourself with a pre-existing engine, you know.

>>71484769
Because if you don't have the experience of shipping a game yet why do you think you know what an engine should even consist of?
>>
Anonymous 06/22/14(Sun)07:51 UTC+1 No.71484931 Report

My experience is limited to XNA and some XNA.
I'm good with C#, (I work doing different kinds of applications on C#) and have some Java experience.

What engine/framework should I use for my game?

Was thinking MonoGame/ANX what do you think?

Also, what is THE_BEST engine/framework for mobile development?
>>
Anonymous 06/22/14(Sun)07:52 UTC+1 No.71484980 Report

>>71484924
Yeah, but table top isn't vidya.
>>
Anonymous 06/22/14(Sun)07:52 UTC+1 No.71484993 Report

>>71484931
The rest of the thread will now be people with different answers to your questions arguing and insulting each other.
>>
Anonymous 06/22/14(Sun)07:53 UTC+1 No.71485013 Report

>>71484931
>XNA and some XNA
meant XNA and some SharpDX
>>
Anonymous 06/22/14(Sun)07:53 UTC+1 No.71485024 Report

>>71484931
I'm not sure a "best" exists but if you're good with C# and XNA, Monogame is probably the choice for you. Second choice would be LibGDX because of Java.
>>
Anonymous 06/22/14(Sun)07:53 UTC+1 No.71485029 Report

>>71484864
Post your lewd, it doesn't matter if your characters are male, female or unintelligible missingno-style pixel vomit.
>>
MajormelisDead 06/22/14(Sun)07:53 UTC+1 No.71485048 Report

is this animated intro hype
http://www.newgrounds.com/dump/item/bb8d06df50c9bd063ecdd8eb926d4dae
>>
Anonymous 06/22/14(Sun)07:54 UTC+1 No.71485056 Report

>>71484931
XNA. Even works on Zune.
>>
Anonymous 06/22/14(Sun)07:54 UTC+1 No.71485060 Report

>>71484758
>ammo gay
Wat
>>
Anonymous 06/22/14(Sun)07:54 UTC+1 No.71485093 Report

>>71485060
BAY

How the fuck do you see a G?
>>
Anonymous 06/22/14(Sun)07:55 UTC+1 No.71485115 Report

>>71485029
I don't want AGDG to look at me that way just yet. I have posted one before though, it was of tinydev's character. Months ago.
>>
Anonymous 06/22/14(Sun)07:55 UTC+1 No.71485120 Report

>>71484931
>best

libgdx is fine and if you're used to xna making the switch will be extremely easy since xna is basically microsoft's version of libgdx
>>
Anonymous 06/22/14(Sun)07:55 UTC+1 No.71485141 Report

>>71485093
Shit, AGDG has been lewd lately so it's making me misread all the time now

Fuck you horny faggots
>>
Anonymous 06/22/14(Sun)07:56 UTC+1 No.71485164 Report

>>71485024
So, if I was as good with Java as I'm with c#, you'd recommend LibGDX? Is it better than jMonkey?
Thanks.

>>71485056
obvious troll is obvious
>>
Anonymous 06/22/14(Sun)07:56 UTC+1 No.71485175 Report

>>71485115
Hey, I drew porn of Tinydev's character too!
>>
Anonymous 06/22/14(Sun)07:57 UTC+1 No.71485220 Report

unnghh roboknot in my ammogay
>>
Anonymous 06/22/14(Sun)07:57 UTC+1 No.71485272 Report

>>71485220
Fire in the hole!
>>
Anonymous 06/22/14(Sun)07:58 UTC+1 No.71485286 Report

>>71485220
>implying it's not a vibrating drill
>>
Anonymous 06/22/14(Sun)07:58 UTC+1 No.71485317 Report

>>71485220
It was better when you were talking aBout yiffoxes
>>
Anonymous 06/22/14(Sun)07:59 UTC+1 No.71485342 Report

>>71485164
Don't know much about jMonkey, sorry.
>>
Anonymous 06/22/14(Sun)08:00 UTC+1 No.71485407 Report

This hack can't fucking draw to save his life.
And to think some of you faggots were able to look at his games without vomiting.
>>
Anonymous 06/22/14(Sun)08:01 UTC+1 No.71485430 Report

>>71485407
Better than me

>No bulge
>>
Anonymous 06/22/14(Sun)08:01 UTC+1 No.71485431 Report

>>71485342
Thanks anyway...
I'll look up LibGDX than I'll decide.
>>
Anonymous 06/22/14(Sun)08:03 UTC+1 No.71485530 Report

>>71485220
CLANG CLANG CLANG
>>
Anonymous 06/22/14(Sun)08:03 UTC+1 No.71485535 Report

>>71485407
I-I think it's cute
>>
Anonymous 06/22/14(Sun)08:05 UTC+1 No.71485629 Report

>>71484752
Y-you're a cute anime girl?
>>
Anonymous 06/22/14(Sun)08:07 UTC+1 No.71485692 Report

>>71485407
Not that bad
I hate the saturated dark colors he uses to shade though, that green on yellow skin is awful
>>
MajormelisDead 06/22/14(Sun)08:08 UTC+1 No.71485739 Report

>>71485407
its pretty good to me
>>
Anonymous 06/22/14(Sun)08:09 UTC+1 No.71485794 Report

>>71484458
>prude feminist nodev detected
why do you have to seek out all the fun in every corner of the universe and squash it?
>>
Anonymous 06/22/14(Sun)08:10 UTC+1 No.71485823 Report

>>71485692
You're right, a soft light filter of regular black looks way better
>>
Anonymous 06/22/14(Sun)08:11 UTC+1 No.71485862 Report

>>71485823
Much better, the shade on the blue suit is too dark though
>>
Anonymous 06/22/14(Sun)08:11 UTC+1 No.71485880 Report

>>71485823
What's hilarious is an anon yesterday bitched at him for doing that exact thing.
He probably overcompensated.
>>
Anonymous 06/22/14(Sun)08:12 UTC+1 No.71485925 Report

>>71485407
It's not a very good composition either; all the figures are on a straight line and there's a big tangent with the ear and the cloud, and the mountains are all about the same height too.
>>
Anonymous 06/22/14(Sun)08:14 UTC+1 No.71485985 Report

>>71485629
Someday medical science will be able to make me the cute anime girl I truly am.
>>
Anonymous 06/22/14(Sun)08:15 UTC+1 No.71486035 Report

>>71485985
Would you like fries with that?
>>
Anonymous 06/22/14(Sun)08:17 UTC+1 No.71486110 Report

>you will never be a qt waifu mech
Just kill me now
>>
Anonymous 06/22/14(Sun)08:18 UTC+1 No.71486168 Report

>went from sexualizing charlotte and giving her E cups to sexualizing mechs
I wonder who's next
>>
Anonymous 06/22/14(Sun)08:19 UTC+1 No.71486203 Report

>>71486168
you!
>>
Anonymous 06/22/14(Sun)08:20 UTC+1 No.71486242 Report

>>71486168
Who else posts enough progress that their character's well known?
Maybe we'll get Xenoraptor lewds
>>
Anonymous 06/22/14(Sun)08:20 UTC+1 No.71486285 Report

>>71485823
It's a small improvement but not that good. Daco really doesn't understand much about light and color. Or composition. Or perspective. Or anatomy.

But hey he draws fox dongs so he's "best artist evar" to some idiot with an overactive sex drive.

His lineart is still wobbly too. Guess that stabilizer isn't helping at all.
>>
Anonymous 06/22/14(Sun)08:21 UTC+1 No.71486313 Report

>>71486242
>well known
I've never even seen that mech game before.
>>
Anonymous 06/22/14(Sun)08:22 UTC+1 No.71486357 Report

>>71486285
[?] Better knowledge of color theory

Fucker still beats me all around
>>
Anonymous 06/22/14(Sun)08:23 UTC+1 No.71486445 Report

>>71486313
Really? The dev posts a lot.
>>
Anonymous 06/22/14(Sun)08:25 UTC+1 No.71486545 Report

>>71482952
I'm learning the basics of C because I'm a newfag.
>>
Anonymous 06/22/14(Sun)08:25 UTC+1 No.71486546 Report

>>71486445
How? It looks like >>71483908 finished their model just now. I'm saying well known doesn't have much to do with it.
>>
Anonymous 06/22/14(Sun)08:26 UTC+1 No.71486576 Report

>>71486285
I know a lot about color and light, but it doesn't do much to redeem how shitty my designs are and how bad I am at line art.
>>
Anonymous 06/22/14(Sun)08:27 UTC+1 No.71486610 Report

>>71486546
That's not the dev m8, someone just made a model of their stuff
>>
Liam 06/22/14(Sun)08:28 UTC+1 No.71486660 Report

Sup agdg. I'm working on a rebuild of a puzzle game that I released on the App Store and this time round want to pour as much content as possible into it.

The gameplay is match 4 in a square block, and I want to have two player link up as a game mode.

I've already thought of some power ups to add for this mode as well as a few gameplay variations for a one player mode, but wanted to get some input from others too.

tl;dr - what power ups and game modes would work for a one player/ two player match 4 game?

In b4 soulless mob dev
>>
Anonymous 06/22/14(Sun)08:28 UTC+1 No.71486662 Report

SEND HELP
>>
Anonymous 06/22/14(Sun)08:29 UTC+1 No.71486686 Report

>>71486662
Are you drawing on
every third frame?
>>
Anonymous 06/22/14(Sun)08:30 UTC+1 No.71486706 Report

>>71486610
I guess I'm retarded, fuck. I saw that game in the recap, but I never see the dev post.
>>
Anonymous 06/22/14(Sun)08:30 UTC+1 No.71486731 Report

>>71486168
>>71486203
>>
Anonymous 06/22/14(Sun)08:34 UTC+1 No.71486874 Report

>>
Anonymous 06/22/14(Sun)08:38 UTC+1 No.71487038 Report

>>
Anonymous 06/22/14(Sun)08:38 UTC+1 No.71487059 Report

>>71487038
d-dat ass
>>
Anonymous 06/22/14(Sun)08:38 UTC+1 No.71487069 Report

>>71486731
Guys this is too much
Everyone reading this thread go fap already
>>
Anonymous 06/22/14(Sun)08:39 UTC+1 No.71487071 Report

>>71486874
>>71487038
Spawn dildo objects on here
Make it rain
>>
Anonymous 06/22/14(Sun)08:40 UTC+1 No.71487146 Report

Reminder this starts in 6 hours 20 minutes
>>
Anonymous 06/22/14(Sun)08:42 UTC+1 No.71487204 Report

>>71487146
is someone planning on collating them all into a warioware esque package?

if not, that's something someone should obviously do.
>>
Anonymous 06/22/14(Sun)08:42 UTC+1 No.71487218 Report

>>71487146
I hope it's as successful as the waifu jam, the threads were so nice during it
>>
Anonymous 06/22/14(Sun)08:42 UTC+1 No.71487226 Report

>>71487146
>contest to make the babiest baby game
Can't wait
>>
Anonymous 06/22/14(Sun)08:45 UTC+1 No.71487360 Report

>>71487204
oh i thought the idea was to make your own warioware pack of minigames?
that's what i'm doing, making lots of shitty little games and putting them together
>>
Anonymous 06/22/14(Sun)08:46 UTC+1 No.71487385 Report

>>71487071
>>
Anonymous 06/22/14(Sun)08:49 UTC+1 No.71487529 Report

>>71487385
Perfect.
>>
Anonymous 06/22/14(Sun)08:50 UTC+1 No.71487556 Report

>>71487218
>I hope it's as successful as the waifu jam,
It really won't be
>theme confuses someone every thread
>barely shilled in threads
>barely used as OP

Kiririn51 knows how to market and appeal to the right crowd (waifufags and animefags)
>>
Anonymous 06/22/14(Sun)08:50 UTC+1 No.71487565 Report

>>71487385
Damn that's lewd
>>
Anonymous 06/22/14(Sun)08:51 UTC+1 No.71487625 Report

remember when these threads were about making games
>>
Anonymous 06/22/14(Sun)08:52 UTC+1 No.71487667 Report

>>71487625
No, this is Anon's Gay Dick Group
>>
Anonymous 06/22/14(Sun)08:52 UTC+1 No.71487674 Report

>>71487625
nope
>>
Anonymous 06/22/14(Sun)08:53 UTC+1 No.71487727 Report

>>71484458
Nice try NSA shill
>>
Anonymous 06/22/14(Sun)08:55 UTC+1 No.71487843 Report

>>71484458
>>71487069
A-are you shy anon?
>>
Anonymous 06/22/14(Sun)08:56 UTC+1 No.71487884 Report

>>71487843
Oh my.
>>
Anonymous 06/22/14(Sun)08:57 UTC+1 No.71487923 Report

>>71487360
>clearly says make a single microgame
>STILL gets it wrong
Anon do you have brain problems?
>>
Anonymous 06/22/14(Sun)08:58 UTC+1 No.71487934 Report

>>71487843
>Would you like fries with that
>>
Anonymous 06/22/14(Sun)09:03 UTC+1 No.71488160 Report

>>71487843
>>
Anonymous 06/22/14(Sun)09:04 UTC+1 No.71488219 Report

>>71487843
This makes me feel violated
Pls no
>>
Anonymous 06/22/14(Sun)09:09 UTC+1 No.71488407 Report

>>71487146
Wait, it starts Sunday? Fuck, I thought it wasn't until Monday, I have shit to do Sunday!
>>
Anonymous 06/22/14(Sun)09:09 UTC+1 No.71488437 Report

>>71485823
Meh, I'm ok with green shadows. It looks like some old polish cartoon.
>>
Anonymous 06/22/14(Sun)09:10 UTC+1 No.71488486 Report

>>71488437
I don't see any green shadows on the character

Oh, you meant the GREEN shadows on the GREEN leaves, which is just a darker GREEN
How fucking silly of me to not see it sooner!
>>
Anonymous 06/22/14(Sun)09:11 UTC+1 No.71488534 Report

>>71488486
See>>71485407
The original one is green as fuck
>>
Anonymous 06/22/14(Sun)09:12 UTC+1 No.71488572 Report

>>71488534
Yes, but the "reference" image you posted to your old style didnt have the thing you were talking about.
>>
Anonymous 06/22/14(Sun)09:17 UTC+1 No.71488730 Report

Why hasn't anyone made an online smash bros melee clone in unity or something?

it doesn't seem that hard.
>>
Anonymous 06/22/14(Sun)09:18 UTC+1 No.71488787 Report

>>71488730
If it isn't so hard, then go and make the AGDG-themed smash clone that everybody wants
>>
Anonymous 06/22/14(Sun)09:19 UTC+1 No.71488804 Report

>>71488730
>it doesn't seem that hard.
>good netcode for a real time game like smash
Nah
>>
Anonymous 06/22/14(Sun)09:20 UTC+1 No.71488829 Report

>>71488730
>it doesn't seem that hard.

Make it then
I'll give you $100 so it's not a waste of your time
>>
Anonymous 06/22/14(Sun)09:20 UTC+1 No.71488847 Report

>>71488572
I didn't consider this as "green shadow reference" I consider it as shitty yellow firm tint reference. Anyway I still didn't see why green shadows are bad, not me alone I suppose.
>>
Anonymous 06/22/14(Sun)09:21 UTC+1 No.71488878 Report

>>71488829
Once I finish my current project I plan to. Really the gameplay is fairly simple (at least for one character at first).

You nerds are right that the "netcode" is the main difficulty. That's almost impossible to get right over the internet...
>>
Anonymous 06/22/14(Sun)09:21 UTC+1 No.71488879 Report

>>71488847
It's fine, but he just did it wrong
>>
Anonymous 06/22/14(Sun)09:22 UTC+1 No.71488909 Report

Who is worse: googum or lolidev?
>>
Anonymous 06/22/14(Sun)09:23 UTC+1 No.71488938 Report

>>71488909
googlypoo
>>
Anonymous 06/22/14(Sun)09:23 UTC+1 No.71488941 Report

>>71488909
Googum is less awful because he actually has a sense of how things are
>>
Anonymous 06/22/14(Sun)09:26 UTC+1 No.71489039 Report

>>71488909
lolidev because he's a fucking shitter
>>
MajormelisDead 06/22/14(Sun)09:26 UTC+1 No.71489047 Report

>>71488730
balancing, designing move that give them purpose, meta-game, etc
>>
Anonymous 06/22/14(Sun)09:26 UTC+1 No.71489065 Report

I wish we had more lewds of AGDGirls
>>
Anonymous 06/22/14(Sun)09:27 UTC+1 No.71489073 Report

Goodnight, ded general
>>
Anonymous 06/22/14(Sun)09:27 UTC+1 No.71489082 Report

>>71489047
that parts easy once you have a framework
>>
Anonymous 06/22/14(Sun)09:27 UTC+1 No.71489089 Report

>>71489065
I wish you would go masturbate already god damn get laid.

shit
>>
Anonymous 06/22/14(Sun)09:28 UTC+1 No.71489118 Report

>>71489089
How am I supposed to masturbate without AGDG lewds
>>
Anonymous 06/22/14(Sun)09:28 UTC+1 No.71489130 Report

>>71489118
>>71489089
Check. Fucking. MATE!
>>
Anonymous 06/22/14(Sun)09:33 UTC+1 No.71489319 Report

>>71488486
Those green leaves also display the translucent nature of leaves in the real world. Something all artists should pay attention to.
>>
Anonymous 06/22/14(Sun)09:34 UTC+1 No.71489350 Report

>>71488941
>googum
>delusional edgy teen
>he actually has a sense of how things are
>>
Anonymous 06/22/14(Sun)09:36 UTC+1 No.71489398 Report

>>71488847
>Anyway I still didn't see why green shadows are bad
Because the light is coming from the sun which is a bright orange color, which would give blue tinted shadows.
>but blue and yellow make green
Only when mixed. Shadows are an omission of light, not a mix of it.
>>
Anonymous 06/22/14(Sun)09:36 UTC+1 No.71489423 Report

>>71489082
>that parts easy once you have a framework
Fighting games are very unpopular among casual players, and balancing to cater to hardcore niche is probably pain in the ass if not impossible if you're not a hardcore fighting game fan yourself.
>>
Anonymous 06/22/14(Sun)09:37 UTC+1 No.71489432 Report

>>71488941
Nice try gogus
>>
Anonymous 06/22/14(Sun)09:37 UTC+1 No.71489465 Report

>>71489319
>Something all artists should pay attention to.
Yes, but it's a very very subtle effect

>>71489432
I like Daco and Googum because they keep the place interesting without devolving it into animespam
>>
Anonymous 06/22/14(Sun)09:38 UTC+1 No.71489473 Report

>>71488909
lolidev because he's a pedophile, but they're both terrible pieces of shit.
>>
Anonymous 06/22/14(Sun)09:39 UTC+1 No.71489515 Report

>>71489465
It's those subtle effects that help make things go from looking wrong to looking less wrong.
>>
Anonymous 06/22/14(Sun)09:39 UTC+1 No.71489550 Report

>>71489473
>he's a bad person because he's a pedophile
Come on, the guy didn't touch any real kids.
It's not like you can willingly stop being pedo.
>>
Anonymous 06/22/14(Sun)09:40 UTC+1 No.71489580 Report

so over the past 10 years i've gone in circles from 'hey i can do this' to hitting a brick wall and giving up.

usually what happens is like this:
>get an idea to make something
>look for how to make it
>everyone says to do it with a language or library i've never used before
>get an ebook or find a guide to learn syntax and builtin libraries
>get far enough in said book or guide until i feel comfortable writing stuff
>make progress for a couple days
>run into a problem i can't get around (it's a different thing each time i go around this circle)
>try to reach out for help, usually by making a post in some community forum or by asking in some irc channel
>"lol that language is fucking terrible"
>"fuck off pleb"
>"rtfm idiot"
>"lol clearly the best way of doing this fancy one-liner"
>"go read a book about algorithms before you come here asking kindergarten shit like that"
>"don't come here and ask questions you can easily resolve via google"
>put the problem down and try to find something else to work on
>go until another brick wall comes along
>try to rtfm
>too complicated
>feel like i need to study for a year in university to figure out all the necessary jargon
i guess this stuff just isn't for me...
>sigh and close whatever ide i'm using
>go back to playing brood war or whatever
>dream of the day someone will make a new rainbow 6 that isn't trying to be call of duty

>every few months, buy a programming book on sale in the hopes that the next time i go around the circle, i'll be ready for the bullshit that happens next time
>>
Anonymous 06/22/14(Sun)09:41 UTC+1 No.71489592 Report

>>71488909
Lolidev.

I can happily display my game alongside Googum's. Can't say the same for pedosim.
>>
Anonymous 06/22/14(Sun)09:42 UTC+1 No.71489651 Report

>>71489580
Go to a subreddit for whatever language you use and you'll get a ton more help. I'm being serious.
>>
Anonymous 06/22/14(Sun)09:43 UTC+1 No.71489690 Report

>>71489580
If you actually want to finish your game, use GM/Unity/Torque/UE whatever, instead of reinventing the bicycle.
>>
Anonymous 06/22/14(Sun)09:44 UTC+1 No.71489735 Report

>>71482395
>a game has to be fun
>>
Anonymous 06/22/14(Sun)09:45 UTC+1 No.71489758 Report

>>71489580
>wants to create a game like rainbow 6 from fucking scratch with just libraries while having extremely limited knowledge of programming

no.
>>
Anonymous 06/22/14(Sun)09:47 UTC+1 No.71489820 Report

>>71489758
>71489758

>not what i said at all
fuck off
>>
Anonymous 06/22/14(Sun)09:48 UTC+1 No.71489852 Report

>>71489580
Start with Pong.
>>
Anonymous 06/22/14(Sun)09:48 UTC+1 No.71489860 Report

>>71489820
>dream of the day someone will make a new rainbow 6
>get an ebook or find a guide to learn syntax and builtin libraries

>someone will make a new rainbow 6
>learn syntax and builtin libraries
>>
Anonymous 06/22/14(Sun)09:50 UTC+1 No.71489918 Report

>>71489852
as i said, i've done this circle for 10 years.

you are not the first person to tell me this and this is not the first time i've told someone immediately after sharing this with other people that i've made pong before.
>>
Anonymous 06/22/14(Sun)09:50 UTC+1 No.71489919 Report

>>71489735
Art is supposed to be fun and give genuine pleasure to people, yeah. If it doesn't it's shit art, and only talentless faggot scam artists say otherwise so they can bamboozle people into thinking an urinal in the museum is art.
And a good looking painting is fun to look at.
>>
Anonymous 06/22/14(Sun)09:52 UTC+1 No.71489984 Report

0-8 do nothing
9 make vidya
>>
Anonymous 06/22/14(Sun)09:52 UTC+1 No.71490003 Report

>>71489918
Well, where did you go from there? What languages have you tried to learn? As shitty as we usually are, some of us really can help you, but we need something to go on.
>>
Anonymous 06/22/14(Sun)09:52 UTC+1 No.71490016 Report

>>71489860
>twisting words and misapplying context
>>
Anonymous 06/22/14(Sun)09:53 UTC+1 No.71490036 Report

>>71489984
why are you even here if you never do anything.
>>
Anonymous 06/22/14(Sun)09:53 UTC+1 No.71490063 Report

>>71490036
I was trying to get quads and inspire everyone
>>
Anonymous 06/22/14(Sun)09:55 UTC+1 No.71490103 Report

>>71489918
Actually, to thing about it, in 10 years you could learn a lot. Still, personally I think that learning programming is probably the last thing you want to do if you want to make a game.
>>
Anonymous 06/22/14(Sun)09:56 UTC+1 No.71490158 Report

>>71490063
>/vg
>quads
hownew.ru
>>
Anonymous 06/22/14(Sun)09:57 UTC+1 No.71490178 Report

>>71490158
Not that guy, but

>>71490000
>>71489999
>>
Anonymous 06/22/14(Sun)09:57 UTC+1 No.71490205 Report

>>71482083
Yes, indeed
>>
Anonymous 06/22/14(Sun)09:58 UTC+1 No.71490220 Report

>>71490178
Only zeroes can be double.
>>
Anonymous 06/22/14(Sun)09:59 UTC+1 No.71490249 Report

>>71489919
>measuring aesthetic value through something as vague as the bullshit vanity metric that is "fun"
Yes, people would laugh at you if you said, "A painting has to be fun," because those involved in the fine arts have some sort of expectation of specificity. It's like saying that a book has to be good.
>>
MajormelisDead 06/22/14(Sun)10:00 UTC+1 No.71490258 Report

>>71489423
this, but I don't think the FGC will ignore a game for not being a traditional fighter as long as it has some basic fundamentals.

>>71489918
make a cooler version of pong
>>
Anonymous 06/22/14(Sun)10:00 UTC+1 No.71490280 Report

>>71490220
In /vg/ too? I thought that was exclusively a /v/ thing.
Anyway, I'm working on a JRPG. What are you guys working on?
>>
Anonymous 06/22/14(Sun)10:00 UTC+1 No.71490284 Report

>>71490016
You said you learned a language and built-in libraries You never mentioned an engine(which would have a huge fucking difference), so it's assumed you only used some barebones shit.

You then later mentioned dreaming that you hope "someone" would make a good Rainbow6 esque game. Gee, I wonder why you even bothered to mention something like this. It's not like that "someone" could ever possibly be you, who's learning to make games.

As the other anon said, if you want to actually make a game and finish it, use fucking UE4 or Unity already.
>>
Anonymous 06/22/14(Sun)10:04 UTC+1 No.71490403 Report

>>71490249
a good book has to be good though, in the same way that a good game has to entratain the player (i.e, give him fun) for enough time to deliver it's "message" (if it has one). The same aplies to any other pice of art
>>
Anonymous 06/22/14(Sun)10:07 UTC+1 No.71490475 Report

>>71490003
off the top of my head: python, java, cpp, ruby, html5+js, flash+actionscript (like i said, 10 years of this circle), gscript, and sqf

each time is a different language until the past few times, where it's just with a different library. pygame many years ago and then later on pyglet later on, for example.

i remember a year or two ago when i made yet another pong thing in another language/library i tried asking people "okay so i made a pong clone now what" because i didn't feel any better about my situation having done it. iirc the immediate response was "now make tetris" but i was just like "i don't see how this will help me other than create some kind of groundwork portfolio...", to which the guy responded with "lol just quit then," even though the conversation originally started with "hey i need help trying to figure out this problem."

it happens every time, and when i go to /g/ i see threads about asking for help or whatever. just a couple days ago was another perfect example of the conversation i always have when i ask or help with stuff:

>hey guys i need help with something
>lol that language sucks
>fuck off pleb
>go read an algorithm book before you come here with kindergarten shit like that
>rtfm noob

>>71490103
if i had constantly been doing this loop over and over for 10 years then yeah i can see how that'd make sense, but this isn't that frequent of a loop. i don't feel inspired to try again as often as you might think.

>>71490258
>make a cooler version of pong
again, you are not the first person... and this is not the first time i've responded with...

>>71490284
sigh
>implying

>Gee, I wonder why you even bothered to mention something like this. It's not like that "someone" could ever possibly be you, who's learning to make games.

i literally have a laundry list of shit that inspires me to try to go around the circle again and shitposting like this just discourages me further from bothering.

i posted here for support. nevermind.
>>
Anonymous 06/22/14(Sun)10:09 UTC+1 No.71490548 Report

>>71490475
>i posted here for support
Gee, I wonder why do you always leave frustrated. Probably because you're really good at ignoring any useful advice.
>>
Anonymous 06/22/14(Sun)10:11 UTC+1 No.71490613 Report

>>71490475
>i don't see how this will help me other than create some kind of groundwork portfolio...
Well, that's kind of what you want. Gotta crawl before you can walk and shit. Making these simpler games first will help you understand how to piece together the logic of it all, which is fundamental to actually programming a game. /g/ isn't a great place to go for this sort of thing, either, it seems everyone there has a superiority complex. Just come chill here, we'll help you out. Or I will, I guess.
>>
Anonymous 06/22/14(Sun)10:13 UTC+1 No.71490678 Report

>>71490475
>and when i go to /g/
/g/ is really just awful. They have this mentality of "preserving the purity of their board" that requires expelling everyone who doesn't know enough.
In reality it just means a bunch of dudes who think they know everything masturbating to the exact same thread over and over and insulting anyone who actually wants to talk about technology until they leave.
I don't know why I still go there, but I defiantly wouldn't ask for help on /g/.

What do you actually WANT to make?
>>
Anonymous 06/22/14(Sun)10:14 UTC+1 No.71490715 Report

>>71490475
>python, java, cpp, ruby, html5+js, flash+actionscript

Found your problem.

>fucking ruby for games
w0t
>>
Anonymous 06/22/14(Sun)10:15 UTC+1 No.71490740 Report

Fuck
I just tricked myself into doing a programming aptitude test for 30 minutes instead of devving

http://www.kent.ac.uk/careers/tests/computer-test.htm

Got 24/26, fuck yeah
>>
Anonymous 06/22/14(Sun)10:15 UTC+1 No.71490747 Report

>>71489580
Uh, can you give an example of what sort of wall you usually hit?
>>
Anonymous 06/22/14(Sun)10:16 UTC+1 No.71490790 Report

>>71490740
24/26 is not enough to make a successfully compiling program

go back to school
>>
Anonymous 06/22/14(Sun)10:17 UTC+1 No.71490814 Report

>>71490740
NO DON'T LINK IT
>>
Anonymous 06/22/14(Sun)10:17 UTC+1 No.71490824 Report

>>71490475
You have serious commitment issues. If you can't rtfm, you need to learn how to. If you can't handle that, then use GM or get a new hobby.
>>
Anonymous 06/22/14(Sun)10:18 UTC+1 No.71490842 Report

>>71490747
its made from diamonds and it ALWAYS wrecks my car
>>
Anonymous 06/22/14(Sun)10:18 UTC+1 No.71490845 Report

>>71490740
That test looks really stupid.
>>
Anonymous 06/22/14(Sun)10:18 UTC+1 No.71490862 Report

>>71490740
No offense, but by skimming through this test it feels like it's a test for army recruits or middle schoolers.
>>
Anonymous 06/22/14(Sun)10:19 UTC+1 No.71490887 Report

>>71490475
If someone can't help you on 4chan you should really try something like stackoverflow or gamedev.stackexchange or even the gamedev.net forums

There are people who have a lot of very good experience and knowledge on those sites. The author of Wild Magic (Dave Eberly) hangs out on gamedev (or used to at least). This guy has written tons of literature for how to do all the crazy math stuff you need for game programming.
>>
Anonymous 06/22/14(Sun)10:20 UTC+1 No.71490906 Report

>>71490740
I got a 26/26 and still cant make games or program
>>
Anonymous 06/22/14(Sun)10:24 UTC+1 No.71491062 Report

>>71490862
It's an aptitude test
For a logic-based field

Of course its going to be very easy and instruction based

The only ones that got me were the chocolate factory because I had no idea what the fuck it was asking, and the clock because I didn't realize they included the hour hand moving to correspond with the minute hand moving
>>
Anonymous 06/22/14(Sun)10:24 UTC+1 No.71491075 Report

>>71484521
>sad, pathetic, lonely virgins.
>passive aggressiveness
It almost feels like I'm in /r9k/
>>
Anonymous 06/22/14(Sun)10:28 UTC+1 No.71491196 Report

so what characters do you guys most want lewds of
>>
Anonymous 06/22/14(Sun)10:28 UTC+1 No.71491213 Report

>>71489580
>try to reach out for help, usually by making a post in some community forum or by asking in some irc channel
You fucked up here.

As sad as it sounds, people aren't helpful at all on the internet unless you're part of their circlehood. Your best bet would be to find a real friend or brodev that you could talk about gamedeving with.
He doesn't need to be an expert on the subject, nor you, just having someone to share ideas and talk a bit usually helps to solve problems in ways that you probably wouldn't think of alone.
>>
Anonymous 06/22/14(Sun)10:30 UTC+1 No.71491263 Report

>>71491213
>brodev
Are there any brodevs here?
>>
Anonymous 06/22/14(Sun)10:32 UTC+1 No.71491361 Report

Where do you guys go to talk about vidya dev? Besides here.
>>
Anonymous 06/22/14(Sun)10:34 UTC+1 No.71491413 Report

>>71491361
/r/gamedev, steamchat, and irc :)
>>
Anonymous 06/22/14(Sun)10:34 UTC+1 No.71491418 Report

>>71491263
No. The circlehood applies here, unless you're part of it the devs of agdg won't care about you. Sorry.
Unless you're making another cute platformer #876949 or some juicy™ game, but it would just help for attention rather than finding a brodev.
>>
Anonymous 06/22/14(Sun)10:34 UTC+1 No.71491443 Report

>>71491361
TIGSource, Twitter, local sites, there are plenty of places, but they often has no lewd pictures, that's why I read AGDG
>>
Anonymous 06/22/14(Sun)10:34 UTC+1 No.71491454 Report

>>71491263
I'm a brodev.
Wanna team up and make some shit happen? No judging here. Just send me your steam ID :^)
>>
Anonymous 06/22/14(Sun)10:38 UTC+1 No.71491573 Report

Been gone for the past month.
What did I miss?
>>
Anonymous 06/22/14(Sun)10:40 UTC+1 No.71491623 Report

>>71491573
a whole lot of nodev
>>
Anonymous 06/22/14(Sun)10:40 UTC+1 No.71491629 Report

>>71491573
Shitposting, Daco's back, anime spam

Recap Monday is discontinued, AGDG jam starting in a few hours, lolisim, googum, and xenoraptor keep doing their thing
>>
Anonymous 06/22/14(Sun)10:40 UTC+1 No.71491637 Report

>>71491573
nothing
>>
Anonymous 06/22/14(Sun)10:40 UTC+1 No.71491647 Report

>>71491573
AGDG got lewd.
>>
Anonymous 06/22/14(Sun)10:41 UTC+1 No.71491676 Report

>>71491629
>Recap Monday is discontinued
you lie
>>
Anonymous 06/22/14(Sun)10:42 UTC+1 No.71491696 Report

I'm so fucking ready to jam on some vaporwave
>>
Anonymous 06/22/14(Sun)10:42 UTC+1 No.71491724 Report

Would you wrassle?
>>
Anonymous 06/22/14(Sun)10:42 UTC+1 No.71491727 Report

>>71491629
daco never really left did he? I thought he just lurked in the shadows drawing fox dicks
>>
Anonymous 06/22/14(Sun)10:43 UTC+1 No.71491770 Report

>>71491724
>furshit
prepare to get banned, fgt
>>
Anonymous 06/22/14(Sun)10:45 UTC+1 No.71491823 Report

>>71491770
>Implying gatormen aren't swag
>implying my GAME doesn't have gatormen in it as a concept
>Implying I'm not collecting ideas
>Implying gators are "furry"

B]
>>
Anonymous 06/22/14(Sun)10:45 UTC+1 No.71491837 Report

>>71491629
>AGDG jam starting in a few hours
I'm kind of new to this thing, but

>single-screen or Warioware-esque game
Oh boy, something I might actually finish

Maybe I'll feel a little bit more motivated after I masturbate
>>
Anonymous 06/22/14(Sun)10:48 UTC+1 No.71491916 Report

>>71491727
I'm starting to think that he'll never actually finish his game since drawing fox dicks is really profitable and he's good enough at it. There's virtually no road back.
>>
Anonymous 06/22/14(Sun)10:50 UTC+1 No.71492009 Report

>>71491823
BJ? l-lewd
>>
Anonymous 06/22/14(Sun)10:51 UTC+1 No.71492023 Report

>>71491916
I still think I could get $30 for this level of quality
http://i.imgur.com/CrU5rNI.png

Even for $5 offers, nobody bites
>>
Anonymous 06/22/14(Sun)10:52 UTC+1 No.71492057 Report

>>71491823

>tfw very few like Hyper Alligator Tribe

oh well, at least Super Nuclear Riders is awesome
>>
Anonymous 06/22/14(Sun)10:54 UTC+1 No.71492131 Report

>>71492057
>Hyper Alligator Tribe
I assume this is a game I've never heard of, and not some meat tube lusting
>>
Anonymous 06/22/14(Sun)10:55 UTC+1 No.71492154 Report

>>71492023
> $30 for this level of quality
nope.

>Even for $5 offers, nobody bites
well that should tell you something.

If it were animated, then it might could go for $5-10, but just that? naw
>>
Anonymous 06/22/14(Sun)11:01 UTC+1 No.71492398 Report

Hey aggydaggy

If I have a bunch of (3d) points on the XY plane, and I want to rotate them to align with a normal I specify, how do I build the transform matrix for that?

So right now because they're on the XY plane, their normal is Z, or (0,0,1). I want to change their orientation to an arbitrary normal I define but I'm not sure how to setup the transform matrix for htis.
>>
Anonymous 06/22/14(Sun)11:01 UTC+1 No.71492401 Report

>>71491629
>AGDG jam starting in a few hours
HAPPENING
>>
Anonymous 06/22/14(Sun)11:01 UTC+1 No.71492418 Report

Hey /agdg/ been thinking about starting to learn c#?

Anyone else recently started doing the same and can point me towards somewhere good to start? I'll probably just use unity, unless there is something better to use to learn it.

Thanks in advance. Also have the sprite sheet for Shatterhand.
>>
Anonymous 06/22/14(Sun)11:03 UTC+1 No.71492492 Report

friendly reminder
>>
Anonymous 06/22/14(Sun)11:06 UTC+1 No.71492594 Report

>>71489398
>which would give blue tinted shadows.
But surroundings are green, do you just ignore other light sources? Do you understand how shadows work?
>>
Anonymous 06/22/14(Sun)11:10 UTC+1 No.71492740 Report

>(modern) openGL
So... what do I use a VAO for? A single model right? Every "plane" is rendered using the same VAO but just change the world co-ordinates and rotation right?
>>
Anonymous 06/22/14(Sun)11:14 UTC+1 No.71492925 Report

>>71492594
You're a little late to start defending your lack of understanding on a matter, Daco. But since you're here I'll give you a crash course on how retarded you are. Ready? Okay.

1) Grass doesn't reflect like a fucking mirror.

And there you go.
>>
Anonymous 06/22/14(Sun)11:16 UTC+1 No.71492978 Report

>>71492925
Technically it looks green because the red and blue light is reflecting off the grass and hitting out rods
>>
Anonymous 06/22/14(Sun)11:16 UTC+1 No.71492992 Report

>>71492418
if you learn better by reading books, then download some O'Reilly c# books. This is a terrible way to learn for me, because I need to do experiments and see live examples in order to learn. Most programming books aren't made with game programming in mind, so you'll just get these really general abstract topics.

If you don't like the book method first(like me), then download a bunch of basic examples, play around with them, and google anything that doesn't click with you. Once you feel you have some idea of what's going on, then you can go back and read a book since everything is within context now.

It's a messy process and there is no right or wrong way to start. It's the same as how nearly any good artist learned first by copying others, then eventually got better and read books for a better understanding.

It'd be pretty rare for an artist to read a book about drawing first before they ever actually drew anything on paper.
>>
Anonymous 06/22/14(Sun)11:18 UTC+1 No.71493042 Report

>>71492978
It looks green because the green light is reflected and hits our cones.
>>
Anonymous 06/22/14(Sun)11:18 UTC+1 No.71493078 Report

>>71492740
If you store mesh data in a vertex buffer object, then you can draw instances of the mesh in the scene by constructing a modelview matrix for each instance and passing it to the shader. Usually you'll pass a projection, viewport, and modelview matrix to the vertex shader.
>>
Anonymous 06/22/14(Sun)11:19 UTC+1 No.71493110 Report

>realize I could include a deltaScale multiplier for my fixed timestep
>its now possible to make certains objects update faster or slower than others, like if somone uses Za Warudo
>mfw you can't really use a negative delta to make undo actions and state
>>
Anonymous 06/22/14(Sun)11:20 UTC+1 No.71493157 Report

>>71492992
Ah, fair enough. Im definitely better when doing stuff hands on. I usually learn things better when I have a specific project in mind then I just start trying to make that and read through a lot of other peoples code.

Thanks, I'll have to start going through examples then.
>>
ParticleDev 06/22/14(Sun)11:22 UTC+1 No.71493229 Report

ayyy yo

What sounds better for Emitter values that adjust particles a random amount? Swing? Jitter? Offset?
>>
Anonymous 06/22/14(Sun)11:24 UTC+1 No.71493326 Report

Will there be a theme for the jam or something?
>>
Anonymous 06/22/14(Sun)11:25 UTC+1 No.71493352 Report

>>71493326
Didn't you read it?
It fits on one screen
>>
Anonymous 06/22/14(Sun)11:25 UTC+1 No.71493362 Report

>>71493326
microgame is the theme
my microgames are all going to have monsters in them though #RIPmonsterjam
>>
Anonymous 06/22/14(Sun)11:27 UTC+1 No.71493459 Report

>>71493352
It sounds more like a restraint than a theme. Besides, aren't you supposed to tell it after the jam starts, not before? I'm kind of new to this thing
>>
Anonymous 06/22/14(Sun)11:28 UTC+1 No.71493478 Report

>>71493459
AGDG needs all the hype/motivation is can have
>>
Anonymous 06/22/14(Sun)11:28 UTC+1 No.71493490 Report

>>71493326
> Jam n.6
> still not working on your game instead
Always gets me.
>>
Anonymous 06/22/14(Sun)11:29 UTC+1 No.71493519 Report

puu.sh/9EVze/15f74a3bf3.mp4
Need some critique on my map, it's only about 60% and it's still missing a few more zones, along with some polish and more objectives
>>
Anonymous 06/22/14(Sun)11:31 UTC+1 No.71493574 Report

>>71493078
So, if I have a "plane" model. I create:
A VAO.
A VBO for it's model co-ords.
A VBO for it's texture co-ords.
Then pass into the vertex shader a uniform for the projection matrix, and a texture.

Then each plane I render I change the projection matrix (I can never remember which matrix is which, but I change the one that move from model-coords to world-coords). If I want to render something else (e.g. a bomb) I bind a different VAO, texture and projection matrix and draw all the bombs.
>>
Anonymous 06/22/14(Sun)11:35 UTC+1 No.71493745 Report

>>71493229
>adjust particles a random amount?

doesnt really tell me anything

does it adjust the scale they are emitted at a random amount?
does it adjust the rotation they are emitted at a random amount?
does it only adjust the position they are emitted at a random amount?

if so, is it just the starting position or their entire movement thats randomized?

is their timescale at which they start being randomized?

"adjust particles a random amount" tells me fucking nothing, and it even then, it doesnt make a difference what you name it. You can always change it later
>>
Anonymous 06/22/14(Sun)11:35 UTC+1 No.71493746 Report

>>71493490
Having no deadlines is generally the best way to kill a project. At least jams have some deadlines.
>>
Anonymous 06/22/14(Sun)11:36 UTC+1 No.71493787 Report

>>71493574
Is "plane" an airplane or a quad that you're mapping textures to?
>>
Anonymous 06/22/14(Sun)11:36 UTC+1 No.71493809 Report

>>71493787
An airplane.
>>
Anonymous 06/22/14(Sun)11:38 UTC+1 No.71493864 Report

>>71493745
What? Like every particle lets you specify a +/- % to scale the emissions values

Like... you'd set ReleaseVelocity to 40 and give it a swing of 0.20, which means it would be 20% higher or lower than that so a particle would have between 32~48 velocity on emission

I'm wondering what an appropriate name for the variance part is
>>
Anonymous 06/22/14(Sun)11:39 UTC+1 No.71493891 Report

>>71493519
You really need to work on decorations.
Table (bed?) is taking way too much room, sinks and shelves are high, long hall looks empty, couch in the room with wending machine looks out of place, outdoor are also empty.
>>
Anonymous 06/22/14(Sun)11:40 UTC+1 No.71493962 Report

>>71493891
Also bricks on the building are giant.
>>
Anonymous 06/22/14(Sun)11:41 UTC+1 No.71493978 Report

>>71493519
More decals/little things. Rooms are big and empty at the moment.

Also, too many "but thou must not" doors that won't budge.
>>
Anonymous 06/22/14(Sun)11:42 UTC+1 No.71494049 Report

we're gonna make it
>>
Anonymous 06/22/14(Sun)11:43 UTC+1 No.71494070 Report

Am I missing something or does this WS position look correct?
>>
Anonymous 06/22/14(Sun)11:47 UTC+1 No.71494227 Report

>>71493809
The modelview matrix is a combination of scaling, rotating, and translating operations.

I store texture coordinates, normals, and vertices in a single VBO per model. I think you just have to do more reading.
>>
Anonymous 06/22/14(Sun)11:47 UTC+1 No.71494247 Report

>>71494070
nice. very vaporware
>>
Anonymous 06/22/14(Sun)11:48 UTC+1 No.71494275 Report

>>71494247
It's CALLED vaporwave
>>
Anonymous 06/22/14(Sun)11:49 UTC+1 No.71494298 Report

>>71494247
Sure is.
>>
Anonymous 06/22/14(Sun)11:49 UTC+1 No.71494310 Report

>>71494275
now i doubt she'd be posting progress if she had no intention of finishing it...
>>
Anonymous 06/22/14(Sun)11:49 UTC+1 No.71494313 Report

What timezone is the MicroJam in?
I think I should try to do it, but I have no clue what the fuck I'm doing.
>>
Anonymous 06/22/14(Sun)11:52 UTC+1 No.71494421 Report

>>71493891
>>71493978
Regarding the doors and some prop placements I actually based them off a real location I live next to
>>
Anonymous 06/22/14(Sun)11:52 UTC+1 No.71494424 Report

Reminder that pixel art has more heart to it than drawn/rendered textures

Both are viable I'm just saying
>>
Anonymous 06/22/14(Sun)11:52 UTC+1 No.71494426 Report

>>71494227
So what is the point of VAOs? Other than just "you need to make one before you can start rendering"
>>
Anonymous 06/22/14(Sun)11:55 UTC+1 No.71494504 Report

>>71494426
I've never used a VAO. Just generate/load your model data and store it in an OpenGL buffer.
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)11:57 UTC+1 No.71494580 Report

>>71494424
in those 2 examples yes.
you could also say the opposite and give examples that back that statement too.
>>
Anonymous 06/22/14(Sun)11:58 UTC+1 No.71494651 Report

>>71494580
ok
>>
Anonymous 06/22/14(Sun)11:58 UTC+1 No.71494665 Report

>microjam pushes monster jam out
>nobody has any fucking clue what is going on with the microjam or how it works or what the theme even is
how do we even hype this thing?
waifu jam had hype because people would hype individual waifu's
monster jam would have had hype because people would have hyped the individual monsterfu's and the games they belong to
>>
Anonymous 06/22/14(Sun)12:00 UTC+1 No.71494761 Report

>>71494426
Here's my recipe:
1) Get data into a float array.
2) glGenBuffers()
3) glBindBuffer()
4) glBufferData()
5) Some texture setup.
6) ???
7) Use an engine.
>>
Anonymous 06/22/14(Sun)12:01 UTC+1 No.71494787 Report

>>71494247
You shut your whore mouth.
>>
Anonymous 06/22/14(Sun)12:01 UTC+1 No.71494797 Report

>>71494424
>>71494651
>command center harem
everytime japan, every god damn time

meanwhile in america
>command center sausage fest
>>
Anonymous 06/22/14(Sun)12:03 UTC+1 No.71494869 Report

>>71494797
japan is a very progressive, liberal place
>>
Anonymous 06/22/14(Sun)12:08 UTC+1 No.71495070 Report

>>71494665
>giving a fuck about a jam

only nodevs participate in that shit
>>
Anonymous 06/22/14(Sun)12:09 UTC+1 No.71495132 Report

>>71494797
don't dis dr. strangelove
>>
Anonymous 06/22/14(Sun)12:10 UTC+1 No.71495207 Report

>>71495132
who said i was
women belong in the kitchen
do you see a stove in the command center?
>>
Anonymous 06/22/14(Sun)12:14 UTC+1 No.71495364 Report

>want to make a vidya
>only language I know is C++, don't really want to learn any new language just for that
>maybe I should just pick a ready engine but then I recall that I can't draw
>start writing using SDL2 and it's accelerated renderer
>since we're doing everything possible from scratch, not going to use Box2D
>spend not healthy amount of time trying to figure out how to write a simple platformer physics
>still good amount of work to do as for today
>realize that you can't do hardware-accelerated transformations in SDL
>learn basics of OpenGL 3+ just for that
>finish basic engine
>things get progressively more complex, you need per-pixel collision for tiles and AABBs just don't cut it anymore
>would've been prototyping all this time instead of writing code
>realize that this is waste of time, maybe it's time to pick a ready engine or stop there where you are and start making the game itself
>remember that you can't make any assets
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)12:15 UTC+1 No.71495384 Report

>>71494651
ok
you dont seriously heart lies in pixels and dithering do you? the heart is within.
>>
Anonymous 06/22/14(Sun)12:15 UTC+1 No.71495416 Report

>>71494869
You mean Japan wants to see lady personnel in short skirts.
>>
Anonymous 06/22/14(Sun)12:17 UTC+1 No.71495498 Report

>>71492925
Ok I see you are one mad bitching nigga, but I still try to defend it. I doubt you understand how mirrors work, but consider pic related.
>>
Anonymous 06/22/14(Sun)12:18 UTC+1 No.71495534 Report

>>71495364
Depends if the end result is to make a vidya, or if you want to learn something on the way.
>>
Anonymous 06/22/14(Sun)12:19 UTC+1 No.71495579 Report

>>71494424
fucking awesome vaporwave style in that top pic
>>
Anonymous 06/22/14(Sun)12:19 UTC+1 No.71495604 Report

>>71495498
besides it looks like it is a blue tinted shadows
>>
Anonymous 06/22/14(Sun)12:19 UTC+1 No.71495607 Report

>>71495534
Learning something on the way is the only reason I didn't quit already
>>
Anonymous 06/22/14(Sun)12:19 UTC+1 No.71495610 Report

>>71495364
Now's a good time to jump to an engine. You have some low level experience and you won't squirm when you realize you need to make a dynamic mesh or write your own shader. Use placeholders.
>>
Anonymous 06/22/14(Sun)12:21 UTC+1 No.71495674 Report

>>71495384
you post more of that anime than you do your own games
a-are you a nodev?
>>
Anonymous 06/22/14(Sun)12:29 UTC+1 No.71495963 Report

>>71494424
>top pic
that's why I love Genesis RPGs
>bottom
that's why I don't respect my animu friends
>>
Anonymous 06/22/14(Sun)12:38 UTC+1 No.71496338 Report

>>71490280
ARPG - Because not a Nip.
>>
Anonymous 06/22/14(Sun)12:39 UTC+1 No.71496381 Report

>>71495498
You are one stupid motherfucker, Daco.

Grass is a translucent substance. It absorbs and scatters light, it doesn't reflect a lot of it. It's actually designed that way as a key part of how grass grows, a little thing called photosynthesis. What's important isn't what color a surface is, it's all about how much light it reflects and grass reflects fuck all.

Look at that little kid in the field. Is his shirt reflecting green? No. Is his skin? No. Is his orange hair? No. In fact, the shadow on his hair isn't green at all because of how the light breaks up both on and underneath the surface.

And you'd know how light responses to different surfaces if you weren't a complete fucking hack artist but instead you're here defending your awful art instead of reading up on the basics of color and values and how light actually works.

You are a god damn embarrassment to the craft.
>>
Anonymous 06/22/14(Sun)12:40 UTC+1 No.71496423 Report

Enemies now can surround player character, player can rotate 360 in the battle mode to face enemies that attacks him in the back.
Also, sneaky hiding enemies which positions player should track.
>>
Anonymous 06/22/14(Sun)12:49 UTC+1 No.71496817 Report

What exactly is a "Microgame"?
I took a look at Warioware and the games all last <10 seconds, is that what you guys are looking for?
>>
Anonymous 06/22/14(Sun)12:50 UTC+1 No.71496845 Report

>>71496423
>headbobber
>>
Anonymous 06/22/14(Sun)12:55 UTC+1 No.71497047 Report

>>71496817
Minigames. See also: The arcade in Golden Saucer of FFVII.
>>
Anonymous 06/22/14(Sun)12:56 UTC+1 No.71497094 Report

>>71496423
>rotate 360
Don't even get me started
How fucking difficult it can be?
>>
Anonymous 06/22/14(Sun)12:58 UTC+1 No.71497150 Report

>>71496423
> be attacked in back
> turn 360
> be attacked in back by same enemy again.
> turn 360
Microsoft Why?!
>>
Anonymous 06/22/14(Sun)13:00 UTC+1 No.71497226 Report

>>71497047
I've never player Final Fantasy.
But I can try making minigames.
>>
Anonymous 06/22/14(Sun)13:01 UTC+1 No.71497296 Report

>>71496845
It's absolete, I know move camera with animations
>>71497094
>How fucking difficult it can be?
There will never be situations where player surrounded by all 12 enemies, it's just for test.
>>71497150
>Microsoft Why?!
Actually you can turn left/right to the next enemy pivot, so it takes 12 turns to turn 360

I plan to add some abilities to player when he level up, like predicting which enemy will attack you (showing attack direction by arrows)
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)13:03 UTC+1 No.71497395 Report

>>71495674
just to busy making progress to make proof of progress content.
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)13:08 UTC+1 No.71497579 Report

whoa progress jif whoa
>>
Anonymous 06/22/14(Sun)13:12 UTC+1 No.71497745 Report

>>71497579
That's pretty ok googly-boo
>>
Anonymous 06/22/14(Sun)13:12 UTC+1 No.71497748 Report

>>71488804
>inventing the wheel
>>
Anonymous 06/22/14(Sun)13:18 UTC+1 No.71497992 Report

>>71497226
>minigames.
No, just one. Put all your effort into one minigame. A microgame is actually a small minigame. Whereas some minigames have you traveling about or driving something or etc. a microgame usually takes place on one screen. Space Invaders would be considered a microgame, IMO.

You only have to make one. Make the one, then polish it till it gleams with juice.
>>
Anonymous 06/22/14(Sun)13:21 UTC+1 No.71498109 Report

>tfw gamepad input works perfectly
that was way easier than i expected
>>
Anonymous 06/22/14(Sun)13:22 UTC+1 No.71498130 Report

>>71497992
>Space Invaders would be considered a microgame, IMO.
That sounds like a decent measure.

>You only have to make one. Make the one, then polish it till it gleams with juice.
Ahahaha.
At the rate I'm going, I'll be lucky to have anything at all in a week. I'm still a beginner to gamedev.
>>
Anonymous 06/22/14(Sun)13:23 UTC+1 No.71498183 Report

>>71498130
Still worth trying

I'll probably spend 1 day on code and 5 days on trying to get it look at least somewhat appealing
>>
Anonymous 06/22/14(Sun)13:23 UTC+1 No.71498190 Report

>cannot into physics

My grappling hook game will never be polished
>>
Anonymous 06/22/14(Sun)13:23 UTC+1 No.71498196 Report

>>71497579
>gif
>not webm
>>
Anonymous 06/22/14(Sun)13:24 UTC+1 No.71498207 Report

>>71497992
Microgames usually have small variances and difficulties too. You can usually do enough with them that it's still pretty interesting.
>>
Anonymous 06/22/14(Sun)13:25 UTC+1 No.71498261 Report

>>71498190
Try Box2D
>>
Anonymous 06/22/14(Sun)13:25 UTC+1 No.71498265 Report

>>71496423
>russian comments
what
>>
Anonymous 06/22/14(Sun)13:26 UTC+1 No.71498291 Report

>>71496381
Calm down nigger, I'm not even Daco. I just want to hear why are you so mad about color of the shadows, that definitely depends on different factors.
And i still didn't get why, hes art is pretty good for me, not even close to all your spitfest extravaganza.
>>
Anonymous 06/22/14(Sun)13:26 UTC+1 No.71498315 Report

>tfw I just now realized only the tip of wario's nose is red, and he actually has a bridge and stuff.
>>
Anonymous 06/22/14(Sun)13:28 UTC+1 No.71498374 Report

>>71498291
If his art is good to you then you need to get some new standards.

Preferably not second hand like you have now.
>>
[ rippus.googumproduce.com || @googumproduce ] 06/22/14(Sun)13:28 UTC+1 No.71498390 Report

>>71498315
>>
Anonymous 06/22/14(Sun)13:29 UTC+1 No.71498439 Report

HOLD THE FUCK UP, CUNTS

IT'S TIME TO SAY "JUST LIKE MAKE GAME"

GO TO VOCAROO.COM AND RECORD YOURSELF SAYING THAT.
POST THE RECORDING HERE, BITCHES.
>>
Anonymous 06/22/14(Sun)13:29 UTC+1 No.71498449 Report

>>71498183
>Still worth trying
Yeah, I plan on using this as an opportunity to actually make something, rather than just starting a million things.
I'm not too worried about quality: It's going to be shit either way.

>>71498207
I'll see what I can do.
>>
Anonymous 06/22/14(Sun)13:31 UTC+1 No.71498519 Report

>>71498374
well yo mom. I can't see any better around. Isn't it supposed to be an AGDG level of standards?
>>
Anonymous 06/22/14(Sun)13:37 UTC+1 No.71498757 Report

>>71498374
I don't get this reaction you have.
I've seen the guy's stuff over time, he's not perfect, but it does have its appeal, and he's obviously trying hard to improve. Nigger was fucking around in MSPaint, drawing with a mouse, not even three years ago, slinging around reaction images and dumb comics on /v/.

What do you want from the guy other his effort to get better?
It's not gonna happen over night.
>>
Anonymous 06/22/14(Sun)13:38 UTC+1 No.71498813 Report

Oh, are the beginning and end of the Jam given in a particular time zone?
>>
Anonymous 06/22/14(Sun)13:39 UTC+1 No.71498843 Report

>>71498813
It's usually just based on your own timezone, dunno whether the submissions work that way though
>>
Anonymous 06/22/14(Sun)13:42 UTC+1 No.71499008 Report

>>71498374
daco definitely can draw better than most of the people here.

Too bad he's going too deep in that fetish territory and will probably end up like sparrow.
>>
Anonymous 06/22/14(Sun)13:44 UTC+1 No.71499070 Report

>>71498265
Are you russian or something?
>>
Anonymous 06/22/14(Sun)13:49 UTC+1 No.71499281 Report

>>71499070
No, why?
>>
Anonymous 06/22/14(Sun)13:51 UTC+1 No.71499337 Report

>>71499281
Just askin', man, just askin'...
>>
Anonymous 06/22/14(Sun)13:52 UTC+1 No.71499420 Report

>>71494665
I feel you, anon. I don't know why AGDG insists on doing Warioware jam when the last time we tried it nobody even made anything.
>>
Anonymous 06/22/14(Sun)13:55 UTC+1 No.71499513 Report

>>71498757
I want him to stop posting his non-gamedev furshit in these threads. If he wants to be a bad artist here, the least he could do it put it in Gamemaker first.
>>
Anonymous 06/22/14(Sun)14:00 UTC+1 No.71499710 Report

>>71499513
I'm pretty sure it was you who posted his picture here in the first place
>>
Anonymous 06/22/14(Sun)14:02 UTC+1 No.71499776 Report

>>71499710
When you assume, you make an ass of yourself.
>>
Anonymous 06/22/14(Sun)14:03 UTC+1 No.71499813 Report

>>71499710
>>
Anonymous 06/22/14(Sun)14:08 UTC+1 No.71500004 Report

if you have a gamepad could you download this and tell me if you can control the character? https://dl.dropboxusercontent.com/u/17437327/super-reflex.zip dpad move x jump square attack
>>
Anonymous 06/22/14(Sun)14:09 UTC+1 No.71500038 Report

>>71500004
Works.
>>
Anonymous 06/22/14(Sun)14:09 UTC+1 No.71500050 Report

>>71500004
Works perfect with 360 controller for Windows.
>>
Anonymous 06/22/14(Sun)14:13 UTC+1 No.71500198 Report

>>71500050
>>71500038
thanks
>>
Anonymous 06/22/14(Sun)14:13 UTC+1 No.71500216 Report

Hi there AGDG
I am creating a game engine and I am wondering about some things about the main loop
more especicaly on how the rendering and event subsystem will be handled (with SDL)

For the event loop I am using a big switch statement and for the renderer I am using a list with the stuff that are going to be rendered
the question is, should I replace both with callbacks? It seems to me that it is going to be slower, any way so it will not be slower?
>>
Anonymous 06/22/14(Sun)14:15 UTC+1 No.71500306 Report

>>71500004
Works fine with third-party 360 controller
>>
Anonymous 06/22/14(Sun)14:17 UTC+1 No.71500394 Report

So, is there a list of rules somewhere for the MircoJam?
What am and aren't I allowed to re-use or build on?
>>
Anonymous 06/22/14(Sun)14:20 UTC+1 No.71500551 Report

>>71500216
>For the event loop I am using a big switch statement and for the renderer I am using a list with the stuff that are going to be rendered
>the question is, should I replace both with callbacks? It seems to me that it is going to be slower, any way so it will not be slower?
It shouldn't have any impact on the performance, but why do you want to use callbacks there in the first place?
>>
Anonymous 06/22/14(Sun)14:23 UTC+1 No.71500708 Report

>>71500394
As long as you don't do anything overtly dickish, no-one will care.
>>
Anonymous 06/22/14(Sun)14:24 UTC+1 No.71500745 Report

>>71500708
Okay then.
35 minutes till showtime.
>>
Anonymous 06/22/14(Sun)14:26 UTC+1 No.71500846 Report

>>71500551
>but why do you want to use callbacks there in the first place?
I wannted to make it more flexible by allowing the user of the engine to put its own handler for an event
here is my code: (do code tags work here?)
[code]
while (SDL_WaitEvent (&e))
for (size_t i = 0; i < events_p; i++)
events[i].fun (e, events[i].arg);[/code]
it is slower than a switch statement because it evecutes all the registered functions (that may or may not be useful or relevent to the event) unlike a switch statement that may even be able to select the right code in O(1)

I am very new on game engin development so I do not know what's the right way of doing things
>>
Anonymous 06/22/14(Sun)14:27 UTC+1 No.71500861 Report

>>
Anonymous 06/22/14(Sun)14:28 UTC+1 No.71500909 Report

microgame in art jam I use copyrighted?
>>
Anonymous 06/22/14(Sun)14:29 UTC+1 No.71500984 Report

>>71500909
sorry for my english.
>>
Anonymous 06/22/14(Sun)14:31 UTC+1 No.71501063 Report

>>71500909
I'm pretty sure you need to make your own art for the jam, if that's what you are asking.
>>
Anonymous 06/22/14(Sun)14:37 UTC+1 No.71501380 Report

>>71500909
No.
>>
Anonymous 06/22/14(Sun)14:39 UTC+1 No.71501468 Report

>>71501063

I can use the art of opengameart.com?
>>
Anonymous 06/22/14(Sun)14:42 UTC+1 No.71501571 Report

Postin' progress.
Haven't done much for a while and I just started a new job, so I'm trying to get motivated to do stuff.

Sup /agdg/ hows everyone going with their game?
>>
Anonymous 06/22/14(Sun)14:42 UTC+1 No.71501587 Report

>>71499420
The last time no one could agree on a singular platform to dev under to create a warioware packaged up game.

As you should know, expecting to be able to do such a thing is beyond moronic -- However, without the constraint of platform all the varied devs can dev in their own way. It's not like it's hard to make a zip file of all the results. Software compilation CDs existed long before "warioware" shoveled a bunch of shit into one cartridge.
>>
Anonymous 06/22/14(Sun)14:43 UTC+1 No.71501602 Report

>>71501468
Yes.
>>
Anonymous 06/22/14(Sun)14:43 UTC+1 No.71501613 Report

>>71501468
You can, but would you? It's a trash can. just steal some sprite sheets.
>>
plok 06/22/14(Sun)14:43 UTC+1 No.71501621 Report

Any way to enable random starting rotations for Particle System objects? Unity's legacy particle emitter had it, but not this.
>>
Anonymous 06/22/14(Sun)14:46 UTC+1 No.71501740 Report

>>71500846
It's really hard to understand what you're trying to do with that snippet because a lot of definitions are missing also why are you using SDL_WaitEvent, but I assume you want to call specific handlers based on the event type. Probably a better way to handle it would be switch statement with an array of event-handler lists.

To honest, I'd strongly recommend against trying to write a multi-purpose engine. It's a good exercise but real pain in the ass.
>>
Anonymous 06/22/14(Sun)14:46 UTC+1 No.71501791 Report

>>71501621
angle = 360 * (((timeMS % intervalDuration) * 69906) & 0x7FFFFFFF ) / 0x80000000;
>>
Anonymous 06/22/14(Sun)14:49 UTC+1 No.71501909 Report

>>71501791
I should mention the intervalDuration needs to be at least 0xFFFF and 69906 is a "generator" from Knuth's Art of Computer Programming.
>>
Anonymous 06/22/14(Sun)14:50 UTC+1 No.71501926 Report

>>71501791
>random
>>
Anonymous 06/22/14(Sun)14:51 UTC+1 No.71502000 Report

>>71501926
That's a pseudo random number generator, you nitwit. It's efficient enough to use in a shader. It's not like the values have to be perfectly random for a graphical effect. You won't see the hyperplanes unless you have an even grid of particles distributed by this generator over 1024x1024 in size.
>>
Anonymous 06/22/14(Sun)14:51 UTC+1 No.71502005 Report

>>71501926
You know that PC can't generate random numbers, right? Besides, any non-determinism in game is bad.
>>
plok 06/22/14(Sun)14:53 UTC+1 No.71502106 Report

>>71502005
>>71502000

I'm not sure how this will help at any rate, since I cannot control individual particles through scripting and I didn't roll my own particle emitter.
>>
Anonymous 06/22/14(Sun)14:55 UTC+1 No.71502162 Report

>>71502000
>>71502005
If you spawn multiple particles at once they'll have the same rotation though silly
>>
Anonymous 06/22/14(Sun)14:57 UTC+1 No.71502264 Report

>>71501740
Thank you for your input

>It's really hard to understand what you're trying to do with that snippet because a lot of definitions are missing
You are right, sorry for not explaining before
events_p is the number of registered events
events is a array of structs that has the registered function (fun) and an argument from the user for it (arg)
I use SDL_WaitEvent to get the events (from SDL) and e is a SDL_Event object

>but I assume you want to call specific handlers based on the event type
until now every function I registered did something like:
void funName(SDL_Event e, void *data) {
if (e.type == theTypeIWant) etc...

>Probably a better way to handle it would be switch statement with an array of event-handler lists
This is most likely what I will do (or having a 2d array or 1 array + 1 list where I will do array[e.type] to get the functions registered for it
>>
Anonymous 06/22/14(Sun)15:00 UTC+1 No.71502408 Report

>>71499008
I don't care what everyone else is saying, he's captured E.T's likeness perfectly.
>>
Anonymous 06/22/14(Sun)15:02 UTC+1 No.71502474 Report

>>71495364
Youd still have to make assets for a game you made from scratch, youve just never gotten that far.

I was in the same boat, said fuck it and got Unity. It uses c so the code is essentially the same as c++. Ive only been doing 2d, just using squares and shit for assests because who cares? Id rather have people complain about that than talk shit about my shitty art all day.
>>
Anonymous 06/22/14(Sun)15:02 UTC+1 No.71502480 Report

It's JAM TIME
is itch.io based off your timezone? that would be kinda dumb
>>
Anonymous 06/22/14(Sun)15:04 UTC+1 No.71502590 Report

>>71502480

I remember something like this from over a year ago. Are we going to combine the games?
>>
Anonymous 06/22/14(Sun)15:04 UTC+1 No.71502603 Report

It's stuck?
>>
Anonymous 06/22/14(Sun)15:05 UTC+1 No.71502619 Report

>>71502264
I mean, is there any reason to use WaitEvent instead of PollEvent? Unless you're running rendering in separate thread.
>>
Anonymous 06/22/14(Sun)15:05 UTC+1 No.71502643 Report

>>71502590
I don't think anyone plans to, it would be a pain in the butt since they'll all be made in different languages
>>
Anonymous 06/22/14(Sun)15:06 UTC+1 No.71502709 Report

>>71502643
And different resolutions, different game lengths, different inputs...
>>
Anonymous 06/22/14(Sun)15:07 UTC+1 No.71502729 Report

>>71502480
OH GOD I CAN'T THINK OF AN IDEA
>>
Anonymous 06/22/14(Sun)15:08 UTC+1 No.71502808 Report

>>71502643
I'm sure a fair few people will use Unity, should be easy enough to combine
>>
Anonymous 06/22/14(Sun)15:08 UTC+1 No.71502813 Report

>>71502619
I actually use both
doneOnce ? SDL_PollEvent (&e) : SDL_WaitEvent (&e)
doneOnce becomes true after the event loop runs atleast once and becomes false again after the end of each gameloop, that way the renderer does not run if you do not have recieved any event
>>
Anonymous 06/22/14(Sun)15:09 UTC+1 No.71502843 Report

GET HYPE
>>
Anonymous 06/22/14(Sun)15:09 UTC+1 No.71502848 Report

>>71502729
>not secretly finishing your game a week ago
git gut, anon
>>
Anonymous 06/22/14(Sun)15:10 UTC+1 No.71502894 Report

>>71502480
>partner doesn't have time to take part
suffering
>>
Anonymous 06/22/14(Sun)15:13 UTC+1 No.71503040 Report

>>71502813
How do you play idle animations with empty event queue
>>
Anonymous 06/22/14(Sun)15:13 UTC+1 No.71503093 Report

Here's my idea that could make you a billionaire (not joking):
Imagine an Unity plugin that allows for WC3-ish scripting.
Since Unity is the engine for beginners, basically everyone would buy that.
>>
Anonymous 06/22/14(Sun)15:15 UTC+1 No.71503161 Report

Has anyone here ever touched hexagonal grids?
In particular, I'm interested in axial coordinates as described by:
http://www.redblobgames.com/grids/hexagons/
>>
Anonymous 06/22/14(Sun)15:15 UTC+1 No.71503162 Report

>>71503093
>beginners
>buy
>>
Anonymous 06/22/14(Sun)15:15 UTC+1 No.71503163 Report

>>71503040
I was thinking about throwing a user-made event
in the worst case I can replace it with SDL_PollEvent only or with SDL_WaitEventTimeout
>>
Anonymous 06/22/14(Sun)15:17 UTC+1 No.71503263 Report

>>71503093
>Unity is the engine for beginners
Stop baiting.

And your idea is shit because "WC3 scripting" would be redundant and useless by comparison to C#/JS
>>
Anonymous 06/22/14(Sun)15:18 UTC+1 No.71503337 Report

>>71503263
I think he meant that it's very easy, not that it's low quality
>>
Anonymous 06/22/14(Sun)15:23 UTC+1 No.71503612 Report

>>71503040

Shouldn't the idle state be an event in itself
>>
Anonymous 06/22/14(Sun)15:26 UTC+1 No.71503775 Report

>>71501621

your webm wont load
>>
Anonymous 06/22/14(Sun)15:27 UTC+1 No.71503838 Report

>>71503775
It's a bug in chrome with webms that have odd pixel dimensions
>>
Anonymous 06/22/14(Sun)15:28 UTC+1 No.71503852 Report

>>71503775
Loads fine here.
Xubuntu 14.04 Firefox 30.0
>>
Anonymous 06/22/14(Sun)15:28 UTC+1 No.71503874 Report

>>71503838

Ah Ill try in PyroFox
>>
Anonymous 06/22/14(Sun)15:28 UTC+1 No.71503883 Report

>>71503838
I always wondered why my webms never worked properly in chrome, but did fine in Firefox
>>
Anonymous 06/22/14(Sun)15:30 UTC+1 No.71503967 Report

>>71503612
Constantly pushing idle event kind of defeats the purpose of >>71502813

>>71503838
Works fine in Google Chrome 37.0.2041.4
>>
Anonymous 06/22/14(Sun)15:30 UTC+1 No.71503975 Report

>>71503161
Anyone?
>>
Anonymous 06/22/14(Sun)15:32 UTC+1 No.71504061 Report

So, about the jam, if the game is supposed to warioware-esque, it's supposed to be very short or something?
>>
Anonymous 06/22/14(Sun)15:32 UTC+1 No.71504074 Report

>>71503161
https://github.com/ledpup/HexagonalPathfinding
>>
Anonymous 06/22/14(Sun)15:33 UTC+1 No.71504109 Report

>>71504074
Thanks!
>>
Anonymous 06/22/14(Sun)15:33 UTC+1 No.71504112 Report

>>71503093
plugins like this already exist and in simpler form
>>
Anonymous 06/22/14(Sun)15:33 UTC+1 No.71504124 Report

What do you guys do to record gifs, webms?
>>
Anonymous 06/22/14(Sun)15:33 UTC+1 No.71504148 Report

>>71504074
Surely this is exactly the same as manhattan grid in A* or waterfall path finding, you just enable more directions
>>
Anonymous 06/22/14(Sun)15:34 UTC+1 No.71504163 Report

>>71503967
>Version 35.0.1916.153
>Google Chrome is up to date.
Weird.

>>71504061
It's a microgame jam, NOT a warioware jam.
>>
Anonymous 06/22/14(Sun)15:34 UTC+1 No.71504172 Report

>>71502843

WTF is a single screen game?
>>
Anonymous 06/22/14(Sun)15:36 UTC+1 No.71504267 Report

>>71504172
maybe it's a game
right
a game that
okay listen up
a game that just has
are you ready for this
just one
okay
just one screen
>>
Anonymous 06/22/14(Sun)15:36 UTC+1 No.71504278 Report

>>71504112
really? where, havent found any
>>
Anonymous 06/22/14(Sun)15:36 UTC+1 No.71504285 Report

>>71504124
Most people use Open Broadcaster Software, then convert to webm.

Licecap is shitty and your webms will come out looking like crap
>>
Anonymous 06/22/14(Sun)15:36 UTC+1 No.71504301 Report

>>71504163
>Weird
Dev channel
>>
Anonymous 06/22/14(Sun)15:37 UTC+1 No.71504304 Report

>>71504172
>WTF is a single screen game?
>>
Anonymous 06/22/14(Sun)15:37 UTC+1 No.71504328 Report

>>71504267
Isn't that every game? Except for 3DS.
>>
Anonymous 06/22/14(Sun)15:38 UTC+1 No.71504376 Report

>>71504328
...
>>
Anonymous 06/22/14(Sun)15:38 UTC+1 No.71504379 Report

>>71504328
>>
Anonymous 06/22/14(Sun)15:38 UTC+1 No.71504394 Report

>>71504267
So, a game with an inventory screen is a two-screen game?
>>
Anonymous 06/22/14(Sun)15:38 UTC+1 No.71504415 Report

>>71504328
>>
Anonymous 06/22/14(Sun)15:39 UTC+1 No.71504460 Report

Single screen means your screen, or the camera if you prefer, never moves.
You always play in the same level
>>
Anonymous 06/22/14(Sun)15:39 UTC+1 No.71504473 Report

I'm going to be making a Macross-style missile dodging microgame but I can't decide to do it in 2D or 3D.

2D is easier to understand and control, but 3D gets closer to the look I want it to have.
>>
Anonymous 06/22/14(Sun)15:42 UTC+1 No.71504585 Report

>>71504473
Go with 3D. As long as you restrict the gameplay to one plane it should be easy enough to understand and control
>>
Anonymous 06/22/14(Sun)15:44 UTC+1 No.71504694 Report

so I'm meant to make a game with wario?
>>
Anonymous 06/22/14(Sun)15:47 UTC+1 No.71504843 Report

>>71504585
Yeah I'm talking specifically in terms of game mechanics. The code would be the same either way, just the camera and controls would change.
>>
Anonymous 06/22/14(Sun)15:48 UTC+1 No.71504896 Report

>>71504694
No.
You are meant to make a small, one screen minigame; a "microgame".

Warioware was given as an example of microgames.
>>
Anonymous 06/22/14(Sun)15:53 UTC+1 No.71505190 Report

>>71504694
If anyone needs examples, the thread in which the microja was proposed had us bouncing ideas off each other. Granted, these ones had waifus in them, but it's not too difficult to do them without them if you want.
http://archive.foolz.us/vg/thread/70653481/#70653769

And this is the thread before that, where the idea first came up:
http://archive.foolz.us/vg/thread/70588202/#q70648236
>>
Anonymous 06/22/14(Sun)15:57 UTC+1 No.71505365 Report

So its supposed to be a game about microbes right? I think I get it now
>>
Anonymous 06/22/14(Sun)16:02 UTC+1 No.71505624 Report

>>71504694
>>71505365
>>
Anonymous 06/22/14(Sun)16:04 UTC+1 No.71505747 Report

>Trying to figure out a decent set of criteria which can quantify a 'personality' into a set of archetypes, while most personality tests present criteria that is irrelevant to the game's design

I get the feeling I should just pick archetypes and just make scripts to that and ignore everything else.
>>
Anonymous 06/22/14(Sun)16:04 UTC+1 No.71505750 Report

>>71505365
Sure.
Why the fuck not.
>>
Anonymous 06/22/14(Sun)16:06 UTC+1 No.71505857 Report

>>71505365
>>71504694
It means that you're meant to make a really simple, short game. "Micro" as in "small". Small challenge, short length of time.
>>
Anonymous 06/22/14(Sun)16:08 UTC+1 No.71505957 Report

>there are people here who have never played micro games like mr game and watch
>>
Anonymous 06/22/14(Sun)16:08 UTC+1 No.71505992 Report

>>71502643
If everyone used love2d it'd be easy.
>>
Anonymous 06/22/14(Sun)16:09 UTC+1 No.71506039 Report

>>71505747
Do your archetypes. Then for each class of behavior have an action or set of actions associated. Then for each personality ascribe percentages of each archetype, these are the probabilities they will select an action of that archetype.
>>
Anonymous 06/22/14(Sun)16:11 UTC+1 No.71506115 Report

>>71505992
While that may be true: Fuck Love2D.

I'm sure you can see the problem now, if not: Fuck you.
>>
Anonymous 06/22/14(Sun)16:14 UTC+1 No.71506291 Report

>>71505992
>If everyone used love2d
PFFFT HAHAHAHAHAHAHAHAHAHAHAHAHA
>>
Anonymous 06/22/14(Sun)16:14 UTC+1 No.71506298 Report

>>71506039
That's one way I wanted to do it yes, but then there's the issue of how to define archetypes which determines the weighting different outcomes produce.
I think in that regard an overarching archetype with subtraits (laziness, outgoing-ness etc) would probably be ideal, since the former is already set up in the system but currently gets the character's specific set of strings.
Behavioural adjustments is probably going to end up a clusterfuck so I should probably make a UI extender to script it.

I just want to get some damn progress on this thing since I'm not worried about the implementation itself, it's just knowing WHAT I need to implement.
>>
Anonymous 06/22/14(Sun)16:15 UTC+1 No.71506394 Report

>>
Anonymous 06/22/14(Sun)16:16 UTC+1 No.71506446 Report

>>71506394
Fuck off.
>>
Anonymous 06/22/14(Sun)16:17 UTC+1 No.71506454 Report

>>71506298
>knowing WHAT I need to implement.
That is always the hardest part of design. Nature's oldest tool is trial and error, that is how it created us. If we iterate quickly enough it's almost like we know what we're doing.
>>
Anonymous 06/22/14(Sun)16:17 UTC+1 No.71506467 Report

I don't think it's a 100% correct yet but it's getting closer.
>>
Anonymous 06/22/14(Sun)16:18 UTC+1 No.71506519 Report

>>71506115
>>71506291
enginedevs pls go
>>
Anonymous 06/22/14(Sun)16:19 UTC+1 No.71506576 Report

>>71506394
>implying i make game
>>
Anonymous 06/22/14(Sun)16:20 UTC+1 No.71506656 Report

>>71505992
If Unity didn't exist I'd probably be using Love2D as my framework.

I'd be taking a major step backwards if I decided to switch now.
>>
Anonymous 06/22/14(Sun)16:22 UTC+1 No.71506745 Report

Semi-related question: how do I protect my image-hosting site from the flood of porn/advertisments/other harmful images?
>>
Anonymous 06/22/14(Sun)16:22 UTC+1 No.71506748 Report

>>71506394
I'm not skilled enough
>>
Anonymous 06/22/14(Sun)16:22 UTC+1 No.71506759 Report

>>71506519
nostandardsdev, pls go
>>
Anonymous 06/22/14(Sun)16:22 UTC+1 No.71506773 Report

>>71504473
Is that a trail renderer or did you code your own?
>>
Anonymous 06/22/14(Sun)16:23 UTC+1 No.71506814 Report

>>71506656
You don't really need more than love2d for a one screen microgame.
>>
Anonymous 06/22/14(Sun)16:26 UTC+1 No.71506940 Report

Love3D fucking when?
>>
Anonymous 06/22/14(Sun)16:26 UTC+1 No.71506956 Report

>>71506814
I dont, but it'd be pretty silly to switch to using love2D when I could be getting more practice with unity
>>
Anonymous 06/22/14(Sun)16:27 UTC+1 No.71507029 Report

What's a synonym for "width" that doesn't being with "w"?
>>
Anonymous 06/22/14(Sun)16:28 UTC+1 No.71507095 Report

>>71507029
length
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507115 Report

>>71507029
girth
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507121 Report

>>71507029
breadth
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507124 Report

>>71507029
Horizontal size, or hSize.
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507147 Report

>>71507029
sizeX
xSize
horizontal
length
lengthX
xLength
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507150 Report

>>71506940
>Love3D
Just roll your fucking own by then.
>>
Anonymous 06/22/14(Sun)16:29 UTC+1 No.71507163 Report

>>71507029
>>
Anonymous 06/22/14(Sun)16:30 UTC+1 No.71507194 Report

Made some more interface progress, should be good for now. Only thing left to do with this interface is add support for team matches.

Not in glorious gif format because it fucked up. I think it's because there are >256 colours in the frame.
>>
Anonymous 06/22/14(Sun)16:30 UTC+1 No.71507227 Report

>>71506773
Just a simple trail renderer. The final effect will likely be a combination trail and particle effect or maybe a pure particle effect if I can get away with it.
>>
Anonymous 06/22/14(Sun)16:31 UTC+1 No.71507245 Report

>>71507163
>squatness
Definitely going to use this one.
>>
Anonymous 06/22/14(Sun)16:31 UTC+1 No.71507259 Report

>>71507121
Yeah, that'll work nicely thanks.

>>71507095
>>71507115
>>71507147
>>71507163
Thanks

>>71507124
Ahaha, thanks.
>>
Anonymous 06/22/14(Sun)16:33 UTC+1 No.71507373 Report

>>71506394
3D is a fad
>>
Anonymous 06/22/14(Sun)16:36 UTC+1 No.71507508 Report

What's your favorite AGDG meme?
>>
Anonymous 06/22/14(Sun)16:36 UTC+1 No.71507514 Report

>>71506394
3D games all feel like generic shovelware trash for some reason.
>>
Anonymous 06/22/14(Sun)16:36 UTC+1 No.71507557 Report

>>
Anonymous 06/22/14(Sun)16:37 UTC+1 No.71507571 Report

>>71507508
lolidev
>>
Anonymous 06/22/14(Sun)16:38 UTC+1 No.71507628 Report

>>71507514
wat

How?
>>
Anonymous 06/22/14(Sun)16:38 UTC+1 No.71507638 Report

>>71507508
>>
Anonymous 06/22/14(Sun)16:39 UTC+1 No.71507664 Report

>>71507508
UE4 vs Unity engine wars
>>
Anonymous 06/22/14(Sun)16:39 UTC+1 No.71507692 Report

>>71507638
>not posting the rude one
>>
Anonymous 06/22/14(Sun)16:40 UTC+1 No.71507760 Report

>>71507557
Looks brill!

Also looks like a game for the ngage.
>>
Anonymous 06/22/14(Sun)16:40 UTC+1 No.71507775 Report

>>71507508
>>
Anonymous 06/22/14(Sun)16:41 UTC+1 No.71507813 Report

>>71507557
are you raycasting?
>>
Anonymous 06/22/14(Sun)16:41 UTC+1 No.71507814 Report

>>71504394
Yes, it's actually at least two
>>
Anonymous 06/22/14(Sun)16:42 UTC+1 No.71507868 Report

>>71506394
It's pretty much harder in any fucking way
>>
Anonymous 06/22/14(Sun)16:43 UTC+1 No.71507932 Report

>>71507775
That's not really a meme but god I love that edit
>>
Anonymous 06/22/14(Sun)16:44 UTC+1 No.71507973 Report

>>71507638
what the fuck is wrong with steamchat
>>
Anonymous 06/22/14(Sun)16:45 UTC+1 No.71508030 Report

>>71507638

The australian woman is elisabeth sabaditsch wolff in case anyone wants to rage, but this is not gamedev.
>>
Anonymous 06/22/14(Sun)16:49 UTC+1 No.71508249 Report

>>71508030
Fining her is dumb, but at the same time, I feel like she's lucky she only got fined. That could have escalated into attacks on her by extremists.
>>
Anonymous 06/22/14(Sun)16:51 UTC+1 No.71508385 Report

>>71507973
Eh, if you remove all the names it'll look like a regular conversation on 4chan
>>
Anonymous 06/22/14(Sun)16:55 UTC+1 No.71508608 Report

Why is it such a terrible thing to include a penis in a video game?
>>
Anonymous 06/22/14(Sun)16:56 UTC+1 No.71508662 Report

>>71507508
>>
Anonymous 06/22/14(Sun)16:58 UTC+1 No.71508775 Report

Don't let me down fate

1-3 Graphics
4-6 Code
7-9 Mechanics
0 Anime
>>
Anonymous 06/22/14(Sun)16:58 UTC+1 No.71508782 Report

>>71508662
>>
Anonymous 06/22/14(Sun)17:02 UTC+1 No.71508989 Report

A game about the Three Stooges!
>>
Anonymous 06/22/14(Sun)17:03 UTC+1 No.71509039 Report

>>71508608
Because it's a terrible thing to include genitalia in mainstream media in general.
I remember some story where a video game company managed to get past a ratings board by covering up an asscrack with more guts and gore.
>>
Anonymous 06/22/14(Sun)17:06 UTC+1 No.71509238 Report

Even though there's no gameplay, this is hypnotically fun to watch and play with.
>>
Anonymous 06/22/14(Sun)17:08 UTC+1 No.71509320 Report

>>71507557
more dungeon crawlers please
>>
Anonymous 06/22/14(Sun)17:09 UTC+1 No.71509375 Report

How the fuck do Japaneses do sprites like this on almost (or literally) zero budget while also programming for their games? I genuinely want to know how I can make fighting game level sprites for my SRPG.
>>
Anonymous 06/22/14(Sun)17:09 UTC+1 No.71509405 Report

>>71509375
Decades of studying lolis.
>>
Anonymous 06/22/14(Sun)17:09 UTC+1 No.71509426 Report

>>71509238
screensaver of the year
>>
Anonymous 06/22/14(Sun)17:10 UTC+1 No.71509448 Report

>>71509375
NEETs practicing for thousands of hours and willing to work for pennies.
>>
Anonymous 06/22/14(Sun)17:10 UTC+1 No.71509456 Report

>>71509375
Decades of working at Capcom
>>
Anonymous 06/22/14(Sun)17:11 UTC+1 No.71509501 Report

>>71509375
Japanese animators work on a shoestring budget. Also, they're hella intense about their work
>>
Anonymous 06/22/14(Sun)17:11 UTC+1 No.71509543 Report

>>71509375
>Vanguard princess
What? I don't remember that lewd qt3.14. Because of you I'm going to look, play and not dev for the next week.
>>
Anonymous 06/22/14(Sun)17:11 UTC+1 No.71509549 Report

>>71509238
Missiles = devs
Target = finished game
>>
Anonymous 06/22/14(Sun)17:11 UTC+1 No.71509553 Report

>>71509039
Good thing I'm not the mainstream media in general.

Good thing I'm not caring about decency in video games when it's nonsensical.

Good thing I'm adding penis anyways.

Good thing I don't know how to dev.
>>
Anonymous 06/22/14(Sun)17:12 UTC+1 No.71509578 Report

>>71509375

When you care about the quality of your work you tend to improve it.
>>
Anonymous 06/22/14(Sun)17:12 UTC+1 No.71509613 Report

>>71509375

She looks as if she was a baloon filled with air/helium.
>>
Liam 06/22/14(Sun)17:13 UTC+1 No.71509670 Report

>>71481985
>http://itch.io/jam/agdg-microgame-jam

So who else is in on this Jam?

I'm up for it, going to be using Game Maker, whats everyone else doing?
>>
Anonymous 06/22/14(Sun)17:17 UTC+1 No.71509923 Report

>>71509670
I'm behind as it is on my current project and my artist would kill me if I did microjam. It's on!
>>
Anonymous 06/22/14(Sun)17:18 UTC+1 No.71509994 Report

Sorry for being noob.
How do you do hitbox for Game Maker? Some people say you can use timelines (martyfun's blog) while another tutorial uses conditions to create instances of the hitbox during certain animations.

Are they the same thing or are they different?
Which one is most ideal?
And which one is better for a hitbox noob like me?
>>
Anonymous 06/22/14(Sun)17:19 UTC+1 No.71510031 Report

>That's impossible to do!
>AGDG dev got it done without major issues
AGDG confirmed for access to government level supercomputers.
>>
Anonymous 06/22/14(Sun)17:19 UTC+1 No.71510046 Report

>>71509670
> making a game for another jam
> people won't even play nor care about it
Brillant idea agdg. Brillant idea.
>>
Liam 06/22/14(Sun)17:23 UTC+1 No.71510304 Report

>>71509994

I got into using collision masks when i was dabbling in platform games. maybe use that
>>
Anonymous 06/22/14(Sun)17:25 UTC+1 No.71510368 Report

>>71510046
What if you just participate because ___________fun___________
>>
Anonymous 06/22/14(Sun)17:25 UTC+1 No.71510371 Report

>>71510031
Pic related (or even any stupid A* algorithm) can do something like this very fast
what the fuck is he talking about
>>
Anonymous 06/22/14(Sun)17:25 UTC+1 No.71510382 Report

>>71510031
Jesus Christ.
>>
Anonymous 06/22/14(Sun)17:26 UTC+1 No.71510442 Report

>>71509670
Working on it right now. Although, it's going to break my heart if I can't figure out a way to make this into an intuitive game in 3D.
>>
Anonymous 06/22/14(Sun)17:27 UTC+1 No.71510492 Report

>>71509994
It's a bit of both. Make a hitbox object that deals damage when whatever dimensions defined for it overlap with a hurtbox made in a similar manner. Then, make scripts that generate them with the properties as objects. Next, in the creation of enemy and player objects create hurtboxes and have them follow that object. Finally, use timelines to time the animations frames and when you generate hitboxes.
>>
Anonymous 06/22/14(Sun)17:27 UTC+1 No.71510496 Report

>>71509375
Because it's 2014 and programming is the easiest part. Besides, from a technical standpoint fighting game is one of the easiest to program.
>>
Anonymous 06/22/14(Sun)17:27 UTC+1 No.71510529 Report

>>71510368
Have fun making a game that people won't play and see if I care. I'm only annoyed because you idiots will probably spam the threads with that for the next month.
>>
Anonymous 06/22/14(Sun)17:28 UTC+1 No.71510557 Report

>>71510496
>fighting game is one of the easiest to program
lol
>>
Anonymous 06/22/14(Sun)17:29 UTC+1 No.71510625 Report

>>71510557
They are easy to program for though. It's creating all the assets and setting up framedata that are tedious and sometimes difficult.
>>
Anonymous 06/22/14(Sun)17:29 UTC+1 No.71510630 Report

>>71510442
>make this into an intuitive game in 3D.

>press X to fly and dodge
>>
Boo Hoo 06/22/14(Sun)17:29 UTC+1 No.71510639 Report

>>71510529
Better to have warioware games than no games.
>>
Anonymous 06/22/14(Sun)17:29 UTC+1 No.71510659 Report

>>71510304
>>71510492
Thanks you two. Now that I have an idea, I'm going to research this even more.
>>
Anonymous 06/22/14(Sun)17:31 UTC+1 No.71510752 Report

Does this look like a battleship?
>>
Anonymous 06/22/14(Sun)17:31 UTC+1 No.71510787 Report

>>71510625
>They are easy to program for though
Go ahead and make one. Let's see it.
>>
Anonymous 06/22/14(Sun)17:31 UTC+1 No.71510797 Report

>>71510496
>Besides, from a technical standpoint fighting game is one of the easiest to program.
Oh I'd fucking love to hear the reasoning behind this here shit.
>>
Anonymous 06/22/14(Sun)17:32 UTC+1 No.71510857 Report

>>71510752
Depends. What does your other ships look like?
It might look crap, but so long as the other ships look even worse, then the player will be able to identify that THAT ship is a battleship.
>>
Anonymous 06/22/14(Sun)17:34 UTC+1 No.71510951 Report

What do you guys think about the big Golem's size?
>>
Anonymous 06/22/14(Sun)17:35 UTC+1 No.71511020 Report

>>71510529
Don't worry, we'll have months of
>Nintenyearolds shitting up the thread with their shitty games!
scapegoating, just like after waifujam.
>>
Anonymous 06/22/14(Sun)17:35 UTC+1 No.71511025 Report

>>71510659
Look up the following in the GM help file:
id
arguments
return
for
Arrays
instance variables

And keep in mind that when you create an object you can save the id for it in a variable to refer to later. For instance, enemy = instance_create(0,0,enemyObj) saves the created enemyObj to the variable 'enemy', so if you want to see its hp you would simply refer to enemy.hp and so on. For there you simply throw everything that can be hit into an array and loop through it to check hitboxes against hurtboxes.
>>
Anonymous 06/22/14(Sun)17:36 UTC+1 No.71511063 Report

>>71510371
How do you pronouce his name?
>>
Liam 06/22/14(Sun)17:36 UTC+1 No.71511092 Report

>>71510951
looks kinda cool :^)
>>
Anonymous 06/22/14(Sun)17:36 UTC+1 No.71511120 Report

>>71510951
big guy, for you, there now no-one needs to post it
>>
Anonymous 06/22/14(Sun)17:37 UTC+1 No.71511134 Report

>>71510951
I think development will be kind of rocky
>>
Anonymous 06/22/14(Sun)17:37 UTC+1 No.71511139 Report

>>71510951
That golem sprite look sick, how long did it take you? its nearly as good as my programmer art
>>
Anonymous 06/22/14(Sun)17:38 UTC+1 No.71511208 Report

>>71510787
He's right though, programming wise it's not thaat hard. Think of something like SFII on SNES, easy as fuck to program, hardest part you'll run into is good input buffering at most, or if you're making your own engine in 3D.

The real time is spent balancing and making characters.
>>
Anonymous 06/22/14(Sun)17:38 UTC+1 No.71511227 Report

>>71511092
thanks.
>>71511139
He took around 7 hours? to complete the whole sprite.
>>
Anonymous 06/22/14(Sun)17:38 UTC+1 No.71511232 Report

>writing your own engine from scratch
>putting loli and waifu shit in your game
>participating in jams
>looking at other indie games or games posted here for your core inspiration
Why are you wasting your time?
>>
Anonymous 06/22/14(Sun)17:39 UTC+1 No.71511248 Report

>>71510797
Uhh, what reasoning? Any typical fighting game, like Vanguard Princess, is just simple frame-animated 2D graphics, very simple AABB-based collision system and netcode.
>>
Anonymous 06/22/14(Sun)17:40 UTC+1 No.71511334 Report

>>71511227
animooted when?
>>
Anonymous 06/22/14(Sun)17:40 UTC+1 No.71511356 Report

>>71511232
>waifu shit
>girl character = waifu
Kill yourself.
>>
Anonymous 06/22/14(Sun)17:42 UTC+1 No.71511467 Report

>>71511208
>He's right though, programming wise it's not thaat hard.

>>71511248
>just simple frame-animated 2D graphics, very simple AABB-based collision system and netcode.

I'll admit, that made me cringe. I won't argue though, I'll just sit down, chill out and watch how you're all going to make a good fighting game since it's so easy.
>>
Anonymous 06/22/14(Sun)17:42 UTC+1 No.71511507 Report

>>71511334
We're working on the animation right now
>>
Anonymous 06/22/14(Sun)17:43 UTC+1 No.71511534 Report

I FINALLY UNDERSTAND HEXAGONS
>>
Anonymous 06/22/14(Sun)17:43 UTC+1 No.71511550 Report

>>71511232
>Letting an engine tell you how to dev
>Having some rules of what is and isn't allowed in your own game
>Caring about what games others make

You;re game is probably very innovative.
>>
Anonymous 06/22/14(Sun)17:43 UTC+1 No.71511554 Report

>>71510797
>>71510787
AABB

Quite possibly one of the easiest things to code.
>>
Anonymous 06/22/14(Sun)17:44 UTC+1 No.71511593 Report

Progress of an unexpected variety.

I didn't really count the "player taking damage" animations in my list, by mistake. I just realized, there are a LOT of them. Probably a total of 8 necessary anims at minimum.
>>
Anonymous 06/22/14(Sun)17:44 UTC+1 No.71511624 Report

>>71511534
>>
Anonymous 06/22/14(Sun)17:45 UTC+1 No.71511658 Report

>>71511467
It was said that they're hard to *program*, not make. Programming them is easy. It's adding all the animations and balance that take forever. It's far too much of a time investment to complete one, and we're not going to bother shitting out some jumping boxes that make more boxes just to prove some threadshitter wrong.
>>
Anonymous 06/22/14(Sun)17:45 UTC+1 No.71511662 Report

>>71511534
That's a nice feel, right?
>>
Anonymous 06/22/14(Sun)17:45 UTC+1 No.71511672 Report

>>71511550
>Caring about what games others make
This part is actually needed if you expect to make something innovative. And as consequence, so is having rules of what is and isn't allowed.
>>
Anonymous 06/22/14(Sun)17:47 UTC+1 No.71511761 Report

>>71511658
>Programming them is easy
I'm just baffled that you actually genuinely believe this. But then again for you it's just a bunch of boxes and collisions.
>>
Anonymous 06/22/14(Sun)17:48 UTC+1 No.71511817 Report

>>71511672
Knowing what others have made != caring about the games being made.
>>
Anonymous 06/22/14(Sun)17:49 UTC+1 No.71511895 Report

>>71511593
You've been working on this for weeks and you still have no game. This is probably a prime example of why you shouldn't do 3D games as a 1MA.
>>
Anonymous 06/22/14(Sun)17:49 UTC+1 No.71511924 Report

>>71511534
if ( coord & 1) y += 0.5 * cellHeight;

Now, ask yourself, what if the hexagons were rotated 90 degrees (or 30 degrees, even).
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71511975 Report

>>71511467

>Boohoo, programming is hard

Never tried to create any fighting game, but from my perspective I can't see any problems I could encounter while creating it.

You just need to save on the list the last X moves your character did for combos.

AI might be problematic, if it's not going to be a beat'em up, but MK-style brawl game.

Either way: explain what's so difficult about making a brawl game, instead of giving some sort of enigmatic messages.
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71511983 Report

>>71511761
It is you mongoloid.
>moving character
>AABBs
>play certain animations based on input
>effects like hit stop, camera etc
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71511990 Report

>>71511895
Eh, Catmouth Island dev is a pretty decent counterexample, I'd say. Plok is also a one man team.

Whatever happened to Blockhead, by the way?
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71511998 Report

>>71511817
You do have to care though. Don't you know what innovation entails?
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71512036 Report

>>71511662
Oh yeah.
If I can stay this motivated, I'm going to have something neat by the end of MicroJam.

Do the lines separating the hexs look okay?

>>71511924
That's not what I did at all.
I used axial co-orientates from http://www.redblobgames.com/grids/hexagons/
>>
Anonymous 06/22/14(Sun)17:50 UTC+1 No.71512038 Report

>>71488407
>sunday
>23rd
It starts on monday.
>>
Anonymous 06/22/14(Sun)17:51 UTC+1 No.71512092 Report

>>71511761
>I'm just baffled that you actually genuinely believe this. But then again for you it's just a bunch of boxes and collisions.
You really should elaborate on that, do you imply it's something more than bunch of boxes and collisions or you imply that rendering a picture on the screen is actually hard?
>>
Anonymous 06/22/14(Sun)17:51 UTC+1 No.71512096 Report

>>71511998
Just in case, do tell me.
>>
Anonymous 06/22/14(Sun)17:51 UTC+1 No.71512115 Report

>>71511761
I think you're confusing programming the framework with adding animation and frame data. Programming the game doesn't entail making the sprites, sounds, and other content. Even so, creating editors to facilitate that process is also easy, though time-consuming.
>>
Anonymous 06/22/14(Sun)17:52 UTC+1 No.71512149 Report

>>71511998
You don't need to care about other peoples' games to be innovative. Hell, if you spend all of your time studying other games, you might be less likely to come up with something different.
>>
Anonymous 06/22/14(Sun)17:52 UTC+1 No.71512163 Report

>>71512036
>I used axial co-orientates
And that's why your world streaming will be shit if you get that far. looking up a rectangular grid chunk is best. I'm fully aware of your axial crap, it's crap though, you see?
>>
Anonymous 06/22/14(Sun)17:52 UTC+1 No.71512223 Report

>>71511761
I like how you won't correct anyone or provide specifics.
>>
Anonymous 06/22/14(Sun)17:53 UTC+1 No.71512309 Report

>>71512092
I, too, would like to know what he finds really difficult about it. A few people on AGDG have made fighting games before, but what stalled/stopped them was art assets, not programming.
>>
Anonymous 06/22/14(Sun)17:53 UTC+1 No.71512312 Report

>>71512163
World streaming?
>>
Anonymous 06/22/14(Sun)17:54 UTC+1 No.71512352 Report

>>71512096
Innovation means determining the complexity of the previous thing and expanding on that complexity to make it even more complex, and while in doing so you discover how to satisfy a need that was going unsatisfied.
>>
Anonymous 06/22/14(Sun)17:54 UTC+1 No.71512368 Report

>>71511990
He went home.
>>
Anonymous 06/22/14(Sun)17:54 UTC+1 No.71512413 Report

>>71511895
That's by choice.

I could have just as easily started plugging the first 10% of my animation list into Unreal and had some rough gameplay, and then gone and done more animations later.

I decided not to because you don't own Unreal, you rent it. No reason to start using it if there's a really substantial chunk of necessary work that you can feasibly do without it.

And frankly, given the number of animations I'm having to do here, I can't imagine how much of a clusterfuck it would have been to try do them in 2D. Fuck, just doing a walk cycle with pixel art is a major undertaking involving a lot of redrawing, I can't imagine trying to everything that I'm doing with sprite sheets.
>>
Anonymous 06/22/14(Sun)17:55 UTC+1 No.71512456 Report

>>71511063
"Pic related"
>>
Anonymous 06/22/14(Sun)17:56 UTC+1 No.71512543 Report

>>71512352
I'm not even involved in this conversation, but I have to ask: why do you think games need to be innovative to be fun?
>>
Anonymous 06/22/14(Sun)17:56 UTC+1 No.71512556 Report

>>71512223
Not them, but try hiding the lag in a fighting game. That shit is hard, and it's lots of programming. If you don't know this, you've never made any netcode for a fast FPS or other twitch gameplay where not even client side prediction leaves you much play.

Every single move has a different delay, attack time, etc. that you have to use to hide lag in.

A basic framework is fine, but resolving combos / breakers, etc. can lead to some crazy complex code even on a shared box setup.

Fuck off you moron. We're not your personal google.
>>
Anonymous 06/22/14(Sun)17:58 UTC+1 No.71512631 Report

>>71512556
You never said online fighter you dongus.
No shit that part's hard.
>>
Anonymous 06/22/14(Sun)17:58 UTC+1 No.71512651 Report

>>71512556
>Anon specifically cites SF2 and SNES fighters
>Hurr durr netcode
>>
Anonymous 06/22/14(Sun)17:59 UTC+1 No.71512696 Report

> all the replies about the fighting game
Whoa. Never mind, making a fighting game is easy, fine. Let's just drop this now.

And yes, I'm making one and this is why I got both baffled and angry at that affirmation. But that's ok, it's agdg, I'll just refrain from positing progress about it now since I don't want another unnecessary bashing.
>>
Anonymous 06/22/14(Sun)17:59 UTC+1 No.71512729 Report

>>71512352
So innovation is not something that is unique and original, which is found to be more interesting than what has been there before? Also, the complexity thing is outright wrong.
>>
cleftknightdev 06/22/14(Sun)17:59 UTC+1 No.71512754 Report

>>71511761
Cleft Knight was literally boxes, collisions, and states. I could easily take the engine, force facing on two entities towards each other, and add two more block states and have a fighting game.

The overwhelmingly vast majority of time spent on that game was art, animation, creating frame data, and level-building. Asset creation is 90% of the work of any project.
>>
Anonymous 06/22/14(Sun)17:59 UTC+1 No.71512763 Report

>>71512543
I never said I did, he brought up innovation first.
>>
Anonymous 06/22/14(Sun)18:00 UTC+1 No.71512785 Report

>>71512413
If you think animating pixel art takes even a quarter of the time of animating a 3D model you are literally retarded.
>>
Anonymous 06/22/14(Sun)18:00 UTC+1 No.71512791 Report

>>71512312
Don't worry about it, pleb. That's where axial shit hits the proverbial fan. You'll never get there, that's probably not what your small scoped game is about, so it's no concern of yours.

However, if you ever do get into storing large hex worlds, you'll understand why zig zag stepped rectangular chunks are better. You see: Screens are not hexagonal, and 2D space has two axes. That means when you get far from origin your slant will span several world chunks instead of max 4 at boundaries. Don't worry about it, I'm sure you understand hexes fully... right?
>>
Anonymous 06/22/14(Sun)18:02 UTC+1 No.71512935 Report

>>71512791
You post like a condescending cunt.
>>
Anonymous 06/22/14(Sun)18:02 UTC+1 No.71512947 Report

>>71512556
Any netcode is hard but it's not like people write it from scratch (neither people do with input or graphics)

>A basic framework is fine, but resolving combos / breakers, etc. can lead to some crazy complex code even on a shared box setup.
State machines
>>
Anonymous 06/22/14(Sun)18:02 UTC+1 No.71512968 Report

>>71512729
>So innovation is not something that is unique and original
It is. Your idea of unique and original is what's wrong. Nothing is 100% unique OR original. An innovative piece which expands directly on the complexity of some previous piece WILL BE unique and original.

>Also, the complexity thing is outright wrong.
It's not. Complexity is progress.
>>
Anonymous 06/22/14(Sun)18:02 UTC+1 No.71512994 Report

>>71512631
>>71512651
What part of this do you not understand?
> resolving combos / breakers, etc. can lead to some crazy complex code even on a shared box setup.

Show me your fighter code then, dipshit. You've never created one and you're trying to say you know anything about the complexity involved? eat a dick, idiots.
>>
Anonymous 06/22/14(Sun)18:03 UTC+1 No.71513029 Report

>>71512791
Never mind. If you're going to act like that there isn't much point in me wasting time talking to you.
I have a game to make.
>>
Anonymous 06/22/14(Sun)18:04 UTC+1 No.71513086 Report

>>71512994
Forget it. I don't think that we're going to be able to explain stuff since they're all thinking that it's easy as fuck. Just forget about it.
>>
Anonymous 06/22/14(Sun)18:04 UTC+1 No.71513089 Report

>>71512994
>>
Anonymous 06/22/14(Sun)18:04 UTC+1 No.71513110 Report

>>71512935
I agree; I was about to tell him he can fuck off back to /g/ with that attitude.
>>
Anonymous 06/22/14(Sun)18:04 UTC+1 No.71513119 Report

>>71513029
Look at all this information, why it's slightly different than I expected, oh but it's next to that asshole. Fuck that knowledge, the guy's a prick.

Your filter is broken. Good luck in life, let alone on 4chan.
>>
Anonymous 06/22/14(Sun)18:04 UTC+1 No.71513126 Report

Post progress
>>
Anonymous 06/22/14(Sun)18:05 UTC+1 No.71513221 Report

>>71513110
I wouldn't worry m8, they're probably bitter that people are - you know - making shit instead of
>muh perfect engine and code
>muh favorite language
>t-these plebs, actually making games, what fools
>>
Anonymous 06/22/14(Sun)18:05 UTC+1 No.71513225 Report

>>71512785
Maybe not if you do it like a cheap flash game (with a lot of taped-together shapes that are rotated and stretched), but doing actual pixel sprites is complicated.

Every frame has to be effectively redrawn by hand (unless you want to just use rotating pixels and have /agdg/ shit down your neck, at least).

It's easy to say "2D doesn't take much time" when you're talking about games where the player can run left and right, jump, fall, maybe do two separate attacks, and maybe climb a ladder or rope or something.

That's not to say those games are bad, but if that was all my character was meant to do I'd have been done ages ago.

This is a list of animations done so far and it's not even complete. Even if I was only doing 6-8 frames per animation, that's like 100+ individual sprite frames I'd have to have drawn. It would have taken me 4-5 times as long to make that kind of progress with sprites, anon.
>>
Anonymous 06/22/14(Sun)18:06 UTC+1 No.71513258 Report

>>71512968
Combination of multiple sources, developing in a specific way, towards a different goal - sure, but definitely not just taking another piece of work and making it more complex.
>>
Anonymous 06/22/14(Sun)18:06 UTC+1 No.71513263 Report

>>71513126
What in the world are you making?
>>
Anonymous 06/22/14(Sun)18:06 UTC+1 No.71513294 Report

>>71513119
I have plenty of other of people I can talk to who don't try to make every conversion a battle.
Arguing with you isn't the only path to knowledge, it's just you wanting your ego jerked off.
>>
Anonymous 06/22/14(Sun)18:07 UTC+1 No.71513343 Report

>>71513119
The guy wasn't even asking you for relevant information. He highlighted one term you used, and you suddenly decided to be a huge bitch while doing it.

By the way, if you don't understand that your word usage and tone can affect how people absorb anything you say, then you're the one who needs some luck in real life.
>>
Anonymous 06/22/14(Sun)18:08 UTC+1 No.71513415 Report

>>71513263
Cute whales doing cute whale things: the vidya
>>
Anonymous 06/22/14(Sun)18:09 UTC+1 No.71513429 Report

>>71513119
>Posting like a keyboard warrior
>Telling someone else good luck in life
Oh the ironing
>>
Anonymous 06/22/14(Sun)18:09 UTC+1 No.71513434 Report

>>71513258
>Combination of multiple sources, developing in a specific way, towards a different goal
But that's what making something more complex consists of doing.
>>
Anonymous 06/22/14(Sun)18:11 UTC+1 No.71513543 Report

>>71506940
Gatedev made one himself, ask him for source
>>
Anonymous 06/22/14(Sun)18:11 UTC+1 No.71513585 Report

>>71512968
>Complexity is progress.
Complexity can be the opposite, actually. Making a game more complex is not a guarantee that it is more enjoyable or "innovative".
>>
Anonymous 06/22/14(Sun)18:11 UTC+1 No.71513597 Report

>>71513434
Okay, then our understanding of
>making something more complex
is different, glad we at least agree on the actual topic.
>>
Anonymous 06/22/14(Sun)18:12 UTC+1 No.71513613 Report

>>71512556
There is developed and easily understood tech for dealing with lag. Most of it is a bit wordy but the concept is remarkably simple. The real challenge is accommodating absolutely garbage connections, but that's not the programmer's fault. Most people simply accept that a bad connection is going to make any online play lower quality.

For more complex resolutions involving breakers, throw techs, and/or trading blows, you can establish a bit of frame leeway based on the connection speed disparity between two players rather easily.
>>
plok 06/22/14(Sun)18:13 UTC+1 No.71513718 Report

>>71511895

There's nothing wrong with spending a long time on a game, especially a 3D one.

>>71511990

shloop is still around, he just doesn't have a lot of time to dev due to his job.
>>
Anonymous 06/22/14(Sun)18:16 UTC+1 No.71513895 Report

>Load up Unity.
>Look at screen.
>Can't think of anything to do.

I honestly hate this feeling. I don't want to do anything else, but I can't do anything here.
>>
Anonymous 06/22/14(Sun)18:19 UTC+1 No.71514091 Report

horsegames
>>
Anonymous 06/22/14(Sun)18:19 UTC+1 No.71514128 Report

Good morning, Aggydaggy! I'm gonna get started on my microgame soon, but I decided to take a look through the thread first, and

>>71483908
>>71486874
>>71487038
Oh my!!
>>
Anonymous 06/22/14(Sun)18:20 UTC+1 No.71514182 Report

>>71514128
Did you take care of your morning wood?
>>
Anonymous 06/22/14(Sun)18:20 UTC+1 No.71514217 Report

>>71513895
Wait, like you don't have a game idea in mind? Some sort of game that you'd want to play? Or you do and just don't know how to realize it?
>>
Anonymous 06/22/14(Sun)18:21 UTC+1 No.71514284 Report

>>71512994
Go be a retard somewhere else
>>
Anonymous 06/22/14(Sun)18:22 UTC+1 No.71514325 Report

>>71513895
Just pick something small, it helps get you back into doing
>>
Anonymous 06/22/14(Sun)18:23 UTC+1 No.71514356 Report

>tfw your game doesn't have a title

why is this so hard
>>
Anonymous 06/22/14(Sun)18:26 UTC+1 No.71514594 Report

>>71514356
>why is this so hard
why does it need a title?
>>
Anonymous 06/22/14(Sun)18:27 UTC+1 No.71514674 Report

>>71514356
You don't need a title yet.
>>
Anonymous 06/22/14(Sun)18:28 UTC+1 No.71514717 Report

>>71514594
w-what will i call it when i submit it to that app stores
>>71514674
it's in the final stages
>>
Anonymous 06/22/14(Sun)18:29 UTC+1 No.71514774 Report

>>71514717
>app store
Kill yourself
>>
Anonymous 06/22/14(Sun)18:29 UTC+1 No.71514797 Report

>>71514356
Call it 'untitled-1'.
Make it a commentary on how modern games rely on being part of a renowned IP to sell well, regardless of the game's quality.

Bam, instant sales.
>>
Anonymous 06/22/14(Sun)18:29 UTC+1 No.71514820 Report

>>71514717
Post game
>>
plok 06/22/14(Sun)18:30 UTC+1 No.71514835 Report

>>71514356

______ Simulator 2014.

Worst case scenario: Your game is shitty and becomes an ironic sleeper hit and Let's Play fodder, like Garbage Truck Simulator.

Best case scenario: Your game is surprisingly good, and becomes a genuine sleeper hit on /v/ like Euro Truck Simulator 2.
>>
Anonymous 06/22/14(Sun)18:30 UTC+1 No.71514836 Report

>>71514774
i'm trying to get those mobile shekels brah
>>
Anonymous 06/22/14(Sun)18:32 UTC+1 No.71514982 Report

>>71514717
Start with the theme of the game to help you come up with a title.
What is it about?
>>
Anonymous 06/22/14(Sun)18:32 UTC+1 No.71515014 Report

>>71514836

At this point, releasing a new mobile game is like starting a new console game company in 1982.
>>
Anonymous 06/22/14(Sun)18:32 UTC+1 No.71515021 Report

>>71514836
Unless your game is in the top 1% there are no shekels to be had.

Jesus why are people here shooting for mobile like it's worth more than a demo in the OP
>>
Anonymous 06/22/14(Sun)18:33 UTC+1 No.71515046 Report

>>71514797
>a game called Untitled where you traverse an (intentionally) unfinished world
>>
Anonymous 06/22/14(Sun)18:33 UTC+1 No.71515089 Report

Is tiny archer kill?
>>
Anonymous 06/22/14(Sun)18:34 UTC+1 No.71515135 Report

>>71515089
No he posted just recently and got fan art
>>
Anonymous 06/22/14(Sun)18:34 UTC+1 No.71515150 Report

>>71515021
Whats the alternative, make the next minecraft?
>>
Anonymous 06/22/14(Sun)18:35 UTC+1 No.71515218 Report

>>71514217
>>71514217
Honestly, once I give it some thought it's really the second.

I have two very good games in mind, but when I load up I realize I don't know where to start.
>>
Anonymous 06/22/14(Sun)18:35 UTC+1 No.71515258 Report

>>71515046
The game starts off finished, but slowly things begin to be less fleshed out, and by the final boss he's just a placeholder box.

It's a metaphor for apathy.
>>
Anonymous 06/22/14(Sun)18:36 UTC+1 No.71515326 Report

>>71515021
>>71515014
I'm getting really sick of you faggots spouting this shit every thread. I'm making around $500 a month with ads alone, mostly from Android users.

If you only know how the market goes from hearsay, you don't have a right to an opinion and specially to spread misinformation.
>>
Anonymous 06/22/14(Sun)18:36 UTC+1 No.71515335 Report

>>71515135
Aw yiss
>>
Anonymous 06/22/14(Sun)18:37 UTC+1 No.71515349 Report

>>71506394
I like 2D top-down adventures with cozy feels, thats why I'm making one. Plus if I go anywhere near 3D I'd inevitably try to go out of my skill/resource range, and just make something so cheap I might as well have stuck to 2D.
>>
Anonymous 06/22/14(Sun)18:38 UTC+1 No.71515482 Report

>>71515349
> 2D top-down
I'll never understand why people do this to themselves. The art requirements for top-down are fucking MASSIVE compared to sidescroller. Unless you enjoy spending most of your time doing art than programming, stick to a different perspective.
>>
Anonymous 06/22/14(Sun)18:40 UTC+1 No.71515616 Report

>>71515482
>The art requirements for top-down are fucking MASSIVE compared to sidescroller
What's the difference
>>
Anonymous 06/22/14(Sun)18:40 UTC+1 No.71515648 Report

>>71515326
What do you use for ads? Admob? Chartboost?
>>
Anonymous 06/22/14(Sun)18:41 UTC+1 No.71515675 Report

>>71515648
Admob.
>>
Anonymous 06/22/14(Sun)18:41 UTC+1 No.71515706 Report

>>71515616
4 or 8 directions for animations is a big one
>>
Anonymous 06/22/14(Sun)18:42 UTC+1 No.71515754 Report

>>71515675
Do you have the banner ads running constantly or only during stuff like menu screens?

I'm very interested in the analytics of this stuff
>>
Anonymous 06/22/14(Sun)18:43 UTC+1 No.71515789 Report

>>71515482
Well, I just happen to be an artfag with room to improve. I have no problem working on my art until it's good enough for my game.

Not to mention I don't really like sidescrollers.
>>
Anonymous 06/22/14(Sun)18:43 UTC+1 No.71515817 Report

>>71514356
Don't worry, you'll come up with something. If you're still stuck after a while, get some friends (provided you have those), invite them over, and have a brainstorm session over pizza or something.
>>
Anonymous 06/22/14(Sun)18:43 UTC+1 No.71515834 Report

>>71515754
In-between levels and menu.
>>
Anonymous 06/22/14(Sun)18:44 UTC+1 No.71515916 Report

>>71515706
Oh well, when I hear "top-down game" I imagine something like Mageslayer
>>
Anonymous 06/22/14(Sun)18:45 UTC+1 No.71515948 Report

>>71515482
>I'll never understand why people do this to themselves.
Well, you answered your own question:
>you enjoy spending most of your time doing art than programming
For some people, making those assets is fun.
>>
Anonymous 06/22/14(Sun)18:45 UTC+1 No.71515958 Report

>>71515706
you dont really need to do 8 directions unless its for aesthetics.
>>
Anonymous 06/22/14(Sun)18:45 UTC+1 No.71515981 Report

who #microgame here
>>
Anonymous 06/22/14(Sun)18:47 UTC+1 No.71516097 Report

>>71515482
>Unless you enjoy spending most of your time doing art than programming
I do, what's the problem? Though making music is even more fun.
>>
Anonymous 06/22/14(Sun)18:47 UTC+1 No.71516109 Report

>>71515981
I'm having hard time coming up with an idea that can be manageable with zero art skills.
>>
Anonymous 06/22/14(Sun)18:47 UTC+1 No.71516149 Report

>>71515981
I can't think of anything to make
>>
Anonymous 06/22/14(Sun)18:50 UTC+1 No.71516327 Report

>>71515981
Hi.
I'm going to do something with minimalistic graphics and a hex grid. My initial idea involves a "colony" of really simple automatons, though I'm not sure how to make it into a game yet.
Maybe take the Simant path?
>>
Anonymous 06/22/14(Sun)18:50 UTC+1 No.71516342 Report

>>71515981
why the fuck not.
Is it just 1 minigame or a whole set?
>>
Anonymous 06/22/14(Sun)18:50 UTC+1 No.71516365 Report

>>71511063
The "ij" in his name is actually a Dutch digraph roughly equivalent to "y" in "why", though with more emphasis on leaning towards "eh" sound. If you pronounce it as "Dyke-strah" you're close enough.
>>
Anonymous 06/22/14(Sun)18:50 UTC+1 No.71516372 Report

>>71515981
I am.

At the moment, though, I'm trying to figure out how to project one texture over multiple game objects. I guess I could just have separate submeshes in one mesh but then I wouldn't know how to highlight them (doing a tile-based game in Unity).

>>71516109
>>71516149
Try one of these ideas: http://www.squidi.net/three/
>>
Anonymous 06/22/14(Sun)18:53 UTC+1 No.71516567 Report

>>71515981
vaporwave game is ??
>>
Anonymous 06/22/14(Sun)18:58 UTC+1 No.71516909 Report

>>71516342
Just one.
>>
Anonymous 06/22/14(Sun)18:59 UTC+1 No.71516989 Report

>>71516909
Alright, easy enough.
>>
Anonymous 06/22/14(Sun)19:14 UTC+1 No.71518071 Report

im making an infinite runner
>>
Anonymous 06/22/14(Sun)19:16 UTC+1 No.71518258 Report

I HAVE AN IDEA. I hope I can complete it.
>>
Anonymous 06/22/14(Sun)19:18 UTC+1 No.71518440 Report

Reminder to make a waifu microjam game
>>
Anonymous 06/22/14(Sun)19:19 UTC+1 No.71518454 Report

>>71518071

That can be done in a day
>>
Anonymous 06/22/14(Sun)19:19 UTC+1 No.71518527 Report

>>71518454
depends how much content you're going to put in it
>>
Anonymous 06/22/14(Sun)19:20 UTC+1 No.71518621 Report

>>71518527

Not really apart from art it really shouldnt be that hard to add some collisions and jumps. Animations might push it depending on the level of detail but really other than art it shouldn't be that hard to make in a day or two
>>
Anonymous 06/22/14(Sun)19:22 UTC+1 No.71518717 Report

dear microgame devs:
please make charlotte anal simulator a reality
>>
Anonymous 06/22/14(Sun)19:22 UTC+1 No.71518740 Report

>>71515981
1-5: Generate waveforms for Raw Audio buffer
6-9,0: Separate Display system from Input system to allow remote displays / inputs.
>>
Anonymous 06/22/14(Sun)19:23 UTC+1 No.71518835 Report

>>71518454
>>71518621
>what is juice
>>
Anonymous 06/22/14(Sun)19:24 UTC+1 No.71518918 Report

Why aren't you guys watching SGDQ?
>>
Anonymous 06/22/14(Sun)19:25 UTC+1 No.71519010 Report

>>71518918
Because I didn't know it was on, thanks anon, should be some good background noise.
>>
Anonymous 06/22/14(Sun)19:25 UTC+1 No.71519030 Report

>>71518918
I am, while working on brainstorming and mapping out interactions.
>>
Anonymous 06/22/14(Sun)19:26 UTC+1 No.71519118 Report

>>71518918
> Super Games Done Quick
Because I want to make games, not play them, pleb.
>>
Anonymous 06/22/14(Sun)19:26 UTC+1 No.71519123 Report

>>71518621
> microgames are easy to make
> fighting games are easy to make
> platformers are easy to make
> infinite runner are easy to make
Everything seems easy to make today.
>>
Anonymous 06/22/14(Sun)19:27 UTC+1 No.71519206 Report

>>71519123
Nodevs being nodevs.
>>
Anonymous 06/22/14(Sun)19:27 UTC+1 No.71519274 Report

>>71519123
And yet -- where are all the games?
>>
Anonymous 06/22/14(Sun)19:31 UTC+1 No.71519552 Report

>>71518621
Where's your game?
>>
Anonymous 06/22/14(Sun)19:34 UTC+1 No.71519828 Report

>>71518918
>fedoras everywhere
>audio out of sync
They can never get it right
>>
Anonymous 06/22/14(Sun)19:35 UTC+1 No.71519914 Report

What's the best way to make a 2D Fighting game? Any engine out there?
>>
Anonymous 06/22/14(Sun)19:35 UTC+1 No.71519931 Report

>>71519552

Making a flappy bird type game as we speak ;)
>>
Anonymous 06/22/14(Sun)19:36 UTC+1 No.71519956 Report

>>71519914
Have fun doing the animations
>>
Anonymous 06/22/14(Sun)19:38 UTC+1 No.71520121 Report

>>71519956
I have no problem with the animations. I'm an animator myself. I just need something to make the engine
>>
Anonymous 06/22/14(Sun)19:38 UTC+1 No.71520139 Report

>>71519123
No assets
>>
Anonymous 06/22/14(Sun)19:40 UTC+1 No.71520297 Report

I'm not going to have a lot of time in the following days due to my work schedule, so I don't think I can take the microgame jam alone. At best, right now I can ideaguy and do SFX/music.

Pitch: https://docs.google.com/document/d/1xSRj9m5-TrNzN0YAjaDgI_KwuauG7toCFMQnY-rCnSc/edit?usp=sharing
Audio: https://soundcloud.com/ryunocore

I have a friend who said he'd do art too, but I'd have to check up on him to confirm. It's a really simple game idea that could work.
>>
Anonymous 06/22/14(Sun)19:40 UTC+1 No.71520343 Report

I got rigidbody missiles to work with the targeting system.

Though I probably need to go over all of it again because it's a terrible mess where all weapons want targets in a different manner, and some passes them through several intermediate scripts too.
>>
Anonymous 06/22/14(Sun)19:40 UTC+1 No.71520387 Report

>>71520297
how does one do SFX?
>>
Anonymous 06/22/14(Sun)19:42 UTC+1 No.71520515 Report

>>71520387
>how does one do SFX?
a microphone and your mouth.
>>
Anonymous 06/22/14(Sun)19:42 UTC+1 No.71520520 Report

>>71518918
>watching people dev
If it's not art, why would I want to?
>>
Anonymous 06/22/14(Sun)19:43 UTC+1 No.71520605 Report

>>71520387
http://www.superflashbros.net/as3sfxr/
>>
Anonymous 06/22/14(Sun)19:46 UTC+1 No.71520884 Report

Is this an OK way to accept optional parameters, or should I be using constructor overloads?
>>
Anonymous 06/22/14(Sun)19:47 UTC+1 No.71520963 Report

Why do asian boys always have nice voices?
>>
Anonymous 06/22/14(Sun)19:48 UTC+1 No.71521047 Report

>>71520884
Seems fine
>pointer to window
>not reference
>>
Anonymous 06/22/14(Sun)19:48 UTC+1 No.71521068 Report

>>71520387
Sound design can be done in many ways. You can use a microphone to capture stuff, or synthesizers. Once you have a source, you can manipulate it into becoming as close to what you need it to be applied to: for example, a door closing can turn into a kick drum in music.

The trick is to experiment with your tools enough that you can get good results even in limited conditions. If life gives you lemons, you make zombie crawl noises out of them.
>>
Anonymous 06/22/14(Sun)19:50 UTC+1 No.71521178 Report

>>71520963
asian boys are pretty much perfect: hairless, perfect skin, and like you said their voices are really nice
>>
Anonymous 06/22/14(Sun)19:50 UTC+1 No.71521196 Report

>>71520884
Nothing wrong with that. In fact, for only three parameters I think that methods works better.
>>
Anonymous 06/22/14(Sun)19:53 UTC+1 No.71521449 Report

>>71521047
I.. what? I'm kinda new to pointers so forgive my ignorance
>>
Anonymous 06/22/14(Sun)19:55 UTC+1 No.71521592 Report

>>71521449
Oh boy, you'd better pull up your C++ basics ASAP
>>
Anonymous 06/22/14(Sun)19:55 UTC+1 No.71521642 Report

>>71521068
When I got to visit a movie studio. There was this crazy guy in a Plexiglas box talking into shoes and throwing sand into the air and catching it with a coper pan, then he picked up a sock dumped out some white powder to weight, spit in it, then started squeezing it near the mic. The scene on the monitor he was watching showed a person in a phone booth in the rain, the corn starch made the crunchy sound of wet snow under foot.

Never listened to sound effects the same again.
>>
Anonymous 06/22/14(Sun)19:57 UTC+1 No.71521748 Report

Cocos2D-X or Unity for a sidescrolling 2D RPG?
>>
Anonymous 06/22/14(Sun)20:00 UTC+1 No.71522031 Report

>>71482083
C++ is fun.
>>
Anonymous 06/22/14(Sun)20:01 UTC+1 No.71522190 Report

>>71515981
nah, the theme is shit. at least the waifu jam had people making interesting games, not little 10 second warioware shit.
>>
Anonymous 06/22/14(Sun)20:02 UTC+1 No.71522229 Report

>>71513895
Quick, someone call an Ideas Man! Is there an Ideas Man in the house??
>>
Anonymous 06/22/14(Sun)20:02 UTC+1 No.71522238 Report

>>71521642
It's a lot of work and it never ends, but it's also too much fun.
>>
Anonymous 06/22/14(Sun)20:02 UTC+1 No.71522286 Report

>>71521748
seppless
>>
Anonymous 06/22/14(Sun)20:03 UTC+1 No.71522313 Report

>>71482170
i need this in my life
>>
Anonymous 06/22/14(Sun)20:03 UTC+1 No.71522357 Report

>>71482083
uh... you mean Ruby?
>>
Anonymous 06/22/14(Sun)20:03 UTC+1 No.71522390 Report

>>71522031
liar
>>
Anonymous 06/22/14(Sun)20:04 UTC+1 No.71522424 Report

>>71520121
You want something with bounding box / circle collisions and simple sprite class. Go with SFML. It's got the sprites. You can do your boxes and circles yourself.
provided you're not trolling, post art to prove otherwise.
>>
Anonymous 06/22/14(Sun)20:05 UTC+1 No.71522498 Report

>>71513895
Learn the tools, when you'll get an idea you'll be happy to know them.
>>
Anonymous 06/22/14(Sun)20:06 UTC+1 No.71522602 Report

>>71522390
I would never.
>>
Anonymous 06/22/14(Sun)20:07 UTC+1 No.71522693 Report

>>71522602
you did tho
>>
Anonymous 06/22/14(Sun)20:07 UTC+1 No.71522739 Report

>>71506467
deferred rendering in opengl?
>>
Anonymous 06/22/14(Sun)20:09 UTC+1 No.71522913 Report

I cant connect to the master server so I cant test the networking on my networking focused game.\

Anyone have this issue?
>>
Anonymous 06/22/14(Sun)20:09 UTC+1 No.71522917 Report

>>71522693
It's not my fault your opinion is objectively wrong.
XNA and C# just rubbed me the wrong way.
>>
Anonymous 06/22/14(Sun)20:10 UTC+1 No.71522976 Report

>>71515981
>who #microgame here
Reporting in

To simplify the controls, they're done in 2D. You only control the "plane" in the X and Y axis. It moves forward on its own. However, you can boost, which will give you a quick burst of forward speed. However, it has 2 second cooldown.

The gameplay is nearly done. I still need to add collision detection and probably tweak the missile behavior a bit. I want to get the gameplay stuff out of the way today. That way I can spend the rest of the time on art/juice.

When I close my eyes, I only see missiles.
>>
Anonymous 06/22/14(Sun)20:10 UTC+1 No.71523016 Report

>>71522917
C# is even shittier than sepples
>>
Anonymous 06/22/14(Sun)20:11 UTC+1 No.71523024 Report

>>71522913
No, I run my own master server, and use the hosts file to trick unity into thinking it's the real one.
>>
Anonymous 06/22/14(Sun)20:11 UTC+1 No.71523026 Report

>>71522739
Indeed. Tomorrow I will bring you the most glorious of effects, HDR bloom. Then I'm going for IBL, finally something new.
>>
Anonymous 06/22/14(Sun)20:11 UTC+1 No.71523038 Report

>>71522031
Nobody here even fucking uses C++
It's just Game Maker, Construct and Unity
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523108 Report

>>71523038
I used C++ at work. I don't need to deal with that in my spare time.
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523165 Report

>>71523038
I use Cocos, which is C++
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523171 Report

Why do people bitch about C++ so much?
Isn't it practically the industry standard? Is it just the C autists?
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523178 Report

>>71523024
Thats brilliant but I have not the time or resources to do that.
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523184 Report

>>71522976
>I only see missiles
That's odd, because cube-chan looks like she's about to get tentacled to me.
>>
Anonymous 06/22/14(Sun)20:12 UTC+1 No.71523207 Report

>>71522917
>C# just rubbed me the wrong way.
I think your opinion is objectively wrong. It was rubbing you the right way, but you're so used to being rubbed the wrong way by C++ that it feels normal to you now.
>>
Anonymous 06/22/14(Sun)20:13 UTC+1 No.71523242 Report

>>71523038
how new are you?
>>
Anonymous 06/22/14(Sun)20:14 UTC+1 No.71523326 Report

>>71523038
>being this new
>>
Anonymous 06/22/14(Sun)20:14 UTC+1 No.71523329 Report

>>71522424
here
>>
Anonymous 06/22/14(Sun)20:14 UTC+1 No.71523354 Report

>>71523242
He's old enough to realize that most of the people who use C++ here never finish their games.
>"But anon, no one in AGDG finishes their games anyway!"
The few that do have used GM/Unity.
>>
Anonymous 06/22/14(Sun)20:14 UTC+1 No.71523378 Report

>>71523171
because they lack intelligence to learn it and thus hate it
>>
Anonymous 06/22/14(Sun)20:15 UTC+1 No.71523391 Report

>>71523108
Fucking exactly
>>71523242
>>71523326
Nobody even fucking uses C++ here, so I'm tired of seeing C++ shitposts
Fuck off
>>
Anonymous 06/22/14(Sun)20:15 UTC+1 No.71523421 Report

>>71523329
>Spanish
>>
Anonymous 06/22/14(Sun)20:15 UTC+1 No.71523438 Report

>>71523329
You're gonna have to do some coding if you go SFML. Try game maker instead, it'll get you most of the way to fightan game w/o coding.
>>
Anonymous 06/22/14(Sun)20:15 UTC+1 No.71523454 Report

>>71523026
I'm doing something similar, anon. Good work
I've been trying forever to draw my depth buffer though, can you explain how one would do that?
>>
Anonymous 06/22/14(Sun)20:15 UTC+1 No.71523472 Report

>>71523391
>>71523026
wut
>>
Anonymous 06/22/14(Sun)20:16 UTC+1 No.71523516 Report

>>71523354
this is AGDG, nobody here ever finish games
>>
Anonymous 06/22/14(Sun)20:16 UTC+1 No.71523552 Report

>>71523171
these kids are slaves to OOP, I'm just trying to help them to freedom
>>
Anonymous 06/22/14(Sun)20:17 UTC+1 No.71523641 Report

>>71523421
so what?
>>71523438
I know some gamemaker, but i find difficult to do a fighting game on it :(
>>
Anonymous 06/22/14(Sun)20:18 UTC+1 No.71523674 Report

>>71523391
just kill yourself
>>
Anonymous 06/22/14(Sun)20:18 UTC+1 No.71523693 Report

>>71523552
Why do people bitch about OOP so much too? Everyone just says OOP A SHIT without ever giving any reasons why
>>
Anonymous 06/22/14(Sun)20:18 UTC+1 No.71523703 Report

>>71523454
Depends on your depth buffer format, I'm using

>GL_DEPTH24_STENCIL8
>GL_DEPTH_STENCIL
>GL_UNSIGNED_INT_24_8

Shader looks like http://pastebin.com/D5e7pEJ6 and just bind your depth stencil as a regular texture. You should probably have the FBO it is attached to unbound but I'm not sure.
>>
Anonymous 06/22/14(Sun)20:19 UTC+1 No.71523835 Report

>>71523693
It's unnecessary
>>
Anonymous 06/22/14(Sun)20:20 UTC+1 No.71523881 Report

>>71523171
>Isn't it practically the industry standard?
For what? C++ is an industry standard for not very hardcore high-performance tasks, and that's all. Doesn't involve games. Maybe a game engine backbone, but not game logic.
>>
Anonymous 06/22/14(Sun)20:21 UTC+1 No.71523945 Report

>>71523674
What's the matter, shitposter? Upset that I exposed the logical flaw in your stupid-ass bait? Just fuck off already
>>
Anonymous 06/22/14(Sun)20:23 UTC+1 No.71524110 Report

>>71523945
>exposed a logic flaw
All you did was call people shitposters.
>>
Anonymous 06/22/14(Sun)20:23 UTC+1 No.71524120 Report

>>71523881
Can confirm that the RAGE engine, at least, uses a scripting language similar to C# for gameplay. I'm not sure about other places.
>>
Anonymous 06/22/14(Sun)20:23 UTC+1 No.71524125 Report

>>71523945
Fuck off, nodev.

>>71523881
>Maybe a game engine backbone
>Doesn't involve games

Aggydagg you are so goddamn thick, it's no wonder you're never capable of making a game.
>>
Anonymous 06/22/14(Sun)20:24 UTC+1 No.71524217 Report

>>71523693
It's usually /g/ autists going all "muh functional" or "muh procedural". OOP can lead to unnecessary bloat and complication in some cases but it's perfectly viable for video games.
>>
Anonymous 06/22/14(Sun)20:24 UTC+1 No.71524260 Report

>>71523945
you are the biggest shitposter
>>
Anonymous 06/22/14(Sun)20:25 UTC+1 No.71524281 Report

>>71523693
Not them, but it's not the only design. GPU coding lends itself to functional design, and particle systems and physics systems do too. Wherever you have a batch of world state operated on by game rules OOP tends to cluster the problem into little groups where procedural and functional approaches tend to solve the world in stages, and free you from recording multiple past states per object.

Use the right tool for the right job. Most times in gamedev I've found processing batches of stucts or objects superior to huge object hierarchies. Eg: An object encapsulates its state, its acted on by physics, and rendering, now networking, client side prediction, now temp render pos for interpolating the current frame between physics steps. With OOP you're going to track all of that in one object, with a functional approach each of those states are different snapshots of world state, and adding more snapshots doesn't change the struct or class at all -- It scalable.
>>
Anonymous 06/22/14(Sun)20:25 UTC+1 No.71524310 Report

>>71524110
There aren't any fucking C++ devs here, shitposting about C++ has no fucking point
Fucks sake this isn't too hard to comprehend
>>
Anonymous 06/22/14(Sun)20:25 UTC+1 No.71524343 Report

>>71524125
If you're writing your own game engine from scratch you're probably never going to finish the game anyway.
>>
Anonymous 06/22/14(Sun)20:26 UTC+1 No.71524398 Report

You have 20 seconds to explain why you aren't making a new thread
>>
Anonymous 06/22/14(Sun)20:26 UTC+1 No.71524434 Report

>>71523881
I thought most games used sepples though, even beyond their backbone. Am I wrong?
>>71523835
But it's convenient, especially for games since they're pretty much split into objects anyway.
>>71524217
That's what I figured. No wonder it's always the enginge nodevs complaining about it
>>
Anonymous 06/22/14(Sun)20:27 UTC+1 No.71524503 Report

>>71524310
do you even look at the recap monday image? Are you dumb? Thanks for derailing the thread, asshole
>>
Anonymous 06/22/14(Sun)20:27 UTC+1 No.71524545 Report

>>71524343
Says who? Just because AGDG is filled with plebs incapable of making their own engine doesn't mean everyone here is that terrible.
>>
Anonymous 06/22/14(Sun)20:29 UTC+1 No.71524658 Report

>>71524434
>split into objects anyway
I was too late
there's no saving this one
>>
Anonymous 06/22/14(Sun)20:30 UTC+1 No.71524714 Report

>>71524658
Back to /g/.
>>
Anonymous 06/22/14(Sun)20:30 UTC+1 No.71524756 Report

>>71524545

enginedev != gamedev.
>>
Anonymous 06/22/14(Sun)20:30 UTC+1 No.71524760 Report

>>71524658
Have fun never making a game
>>
Anonymous 06/22/14(Sun)20:30 UTC+1 No.71524771 Report

Reminder that the microgame jam was inspired by images like this, not 3-second Warioware minigames (I blame that entirely on whoever put Wario in the jam image).
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Anonymous 06/22/14(Sun)20:32 UTC+1 No.71524918 Report

>>71523171
>isn't it practically the industry standard?
You're not industry.
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Anonymous 06/22/14(Sun)20:32 UTC+1 No.71524923 Report

NEW THREAD
>>71524903
>>71524903
>>71524903
>>71524903
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Anonymous 06/22/14(Sun)20:32 UTC+1 No.71524946 Report

>>71524756
your mom == a whore
>>
Anonymous 06/22/14(Sun)20:32 UTC+1 No.71524949 Report

>>71524658
Look dude, there's no such thing as a one true paradigm. You really shouldn't get so upset at people using OOP, in the case of gamedev it's not any less viable than any other paradigm.

Also reminder that an object is but a struct with function pointers.
>>
Anonymous 06/22/14(Sun)20:32 UTC+1 No.71524956 Report

>>71524756
You can do both.
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Anonymous 06/22/14(Sun)20:33 UTC+1 No.71525005 Report

>>71524756
Tell that to Portal devs.
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Anonymous 06/22/14(Sun)20:33 UTC+1 No.71525016 Report

>>71524918
I don't even use it
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Anonymous 06/22/14(Sun)20:33 UTC+1 No.71525052 Report

>>71523703
I'm using the same depth buffer format
In this format, doesn't it pack the depth and stencil in each channel? Whenever I get the r value of my texture it looks like it's giving me the stencil value (pic related). Did I leave something out?
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Anonymous 06/22/14(Sun)20:34 UTC+1 No.71525130 Report

>>71524310
I use C++...
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Anonymous 06/22/14(Sun)20:34 UTC+1 No.71525131 Report

>>71525005
who made a game with the Source engine? are you legit retarded?
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Anonymous 06/22/14(Sun)20:35 UTC+1 No.71525165 Report

>>71524949
There's no saving the /g/ autists, they're beyond redemption
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Anonymous 06/22/14(Sun)20:37 UTC+1 No.71525346 Report

>>71525131
The devs at valve make games with the source engine
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Anonymous 06/22/14(Sun)20:37 UTC+1 No.71525420 Report

>>71525165
Man, I am what you people would call a /g/ autists and even I think these people are fucking retarded for caring so much about what other people use. I mean, personally I think stuff like functional programming is super rad for math stuff and it gets academics all rock hard, but it's not something I'd use to just like make game.
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Anonymous 06/22/14(Sun)20:38 UTC+1 No.71525480 Report

>>71525130
limbo awaits you

prepare yourself to join Exploding Orcs dev and Marmo both SFML
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Anonymous 06/22/14(Sun)20:39 UTC+1 No.71525547 Report

>>71525420
You're not a true /g/ autist if you don't get pissed off at people using languages you don't agree with and realize that games might work better with certain paradigms than other fields of programming
>>
Anonymous 06/22/14(Sun)20:40 UTC+1 No.71525639 Report

>>71525547
True.

I'm sorry, Stallmanu. I have disgraced you.
>>
Anonymous 06/22/14(Sun)20:40 UTC+1 No.71525669 Report

>>71525480
Did marmo really quit?
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Anonymous 06/22/14(Sun)20:41 UTC+1 No.71525750 Report

>>71525131
Are you even aware what a Portal engine is? It's not just that one game, it's a whole class of engines for many games.

Portal rendering is a technique for joining disparate parts of the world seamlessly -- However, it's it leads to an artifact where you can arbitrarily place a connection between any two points in the world. The Narbacular Drop folks were playing with the engine features themselves and created what became portal. You see, if they couldn't play with the guts of their portal engine it would have only allowed the game designers to create normal 3D connections between areas, not teleporters -- to do that you have to fuck with the engine a bit, you're engine developing, especially to pull off that trick efficiently. It required a the engine to be changed for the game, thus the game design not only depended on an engine feature artifact it engine dev was also part of the game dev.

It's sad that you choose to remain so ignorant. I don't even know why I try.
http://en.wikipedia.org/wiki/Portal_rendering
>>
Anonymous 06/22/14(Sun)20:47 UTC+1 No.71526250 Report

>>71525480
still exploding
>>
Anonymous 06/22/14(Sun)20:48 UTC+1 No.71526314 Report

>>71523016
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Anonymous 06/22/14(Sun)20:51 UTC+1 No.71526623 Report

>>71525130
>I use C++...
Mah Gigger.
>>
Anonymous 06/22/14(Sun)20:54 UTC+1 No.71526862 Report

>>71525420
>but it's not something I'd use to just like make game.
Unless you use a GPU ever, that is. You know, because that's how you program it.
>>
Anonymous 06/22/14(Sun)20:54 UTC+1 No.71526897 Report

>>71525420
I hang around /dpt/ from time to time, love it when serious discussions about WPF, webdev or similar arise, because I imagine all the GNUtards and Haskell stuckups going all "m-muh dpt".
>>
Anonymous 06/22/14(Sun)20:54 UTC+1 No.71526963 Report

>>71526862
This may come to you as a shock, but not everyone here is an enginedev.
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Anonymous 06/22/14(Sun)21:04 UTC+1 No.71527897 Report

>>71524771
>I blame that entirely on whoever put Wario in the jam image
Yeah they fucked up putting so much focus on warioware
>>
Anonymous 06/22/14(Sun)21:05 UTC+1 No.71527963 Report

>>71526963
Unitybros can use shaders, tard. Just shut up, you sound ignorant as fuck.
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Anonymous 06/22/14(Sun)21:06 UTC+1 No.71528086 Report

I know this is a hot topic rife with very hard opinions but since its being discussed, who here uses C++ for ingame logic?

From what I understand its a mid level language with the ability to do low and high level tasks. I intend to learn it while I spend an extended amount of time away from my computer.
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Anonymous 06/22/14(Sun)21:10 UTC+1 No.71528410 Report

>>71494424
how do i into pixel art
yes i am literally retarded
>>
Anonymous 06/22/14(Sun)21:11 UTC+1 No.71528517 Report

Does agdg like random generation?

Here's my attempt.
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Anonymous 06/22/14(Sun)21:11 UTC+1 No.71528525 Report

>>71528086
>I intend to learn it while I spend an extended amount of time away from my computer.
9/10
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Anonymous 06/22/14(Sun)21:14 UTC+1 No.71528770 Report

>>71528517
Now add lolis
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Anonymous 06/22/14(Sun)21:17 UTC+1 No.71529048 Report

>>71528525
I should have explained, I will be attending the birthday of a relative of mines that lives on another island. I'll have power but no internet to reference anything other than the one book I have on the subject. I also have no laptop of my own.

I had been putting off learning C++ in favor of C# given that my academic experience is with Java
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Anonymous 06/22/14(Sun)21:23 UTC+1 No.71529517 Report

>>71527963
They CAN. They're not required to. And with Unity 5 it'll be visual editing, with little code required. Stop being a loser.
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Anonymous 06/22/14(Sun)21:25 UTC+1 No.71529714 Report

>>71529517
>And with Unity 5
http://www.acegikmo.com/shaderforge/
>>
Anonymous 06/22/14(Sun)21:34 UTC+1 No.71530596 Report

>>71529517
Damn, you're fucking lost, aren't you?

Here, let me show you:
>>71526862
>but it's not something I'd use to just like make game.
Unless you use a GPU ever, that is. You know, because that's how you program it.

>>71526963
>This may come to you as a shock, but not everyone here is an enginedev.

>>71527963
> Unitybros can use shaders, tard. Just shut up, you sound ignorant as fuck.

>>71529517
>They CAN. They're not required to

Yes, and if they do does that make them an engine dev? No. Fucking idiot:

> Unless you use a GPU ever, that is. You know, because that's how you program it.

Look, you don't know what the fuck you're talking about. Just stop. Go read a book on functional programming.

If you ever have a function that doesn't have any internal function scope vars and just processes "physics.update()" on all the objects or structs you pass in, then you're using a functional programming paradigm. Most languages can have functions without side effects. That means you can and probably will use functional programming in gamedev, especially if you write more than a few functions, and certainly if you ever write a shader, which, is what I first replied... right?

Most languages are multi-paradigm. There are some languages that use pure functional paradigms (like on GPUs), but that doesn't mean you aren't using a functional approach just because you're using GML or C or C++ or GLSL or JS or Python any other language that allows functions to take parameters and doesn't require you to track static or member variables for the function in order to call it.

Just stop, you're making yourself look stupider and stupider. Ignorance is OK, you can fix it with knowledge, but being willfully daft is just dumb.
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Anonymous 06/22/14(Sun)21:35 UTC+1 No.71530754 Report

How do you make your own game engine?
How do you make it as good as the popular ones?
>>
Anonymous 06/22/14(Sun)21:37 UTC+1 No.71530859 Report

>>71530596
What the hell are you talking about? I'm not even the same guy you've been arguing with. You sound really fucking angry, dude. I think you need to take a walk.
>>
Anonymous 06/22/14(Sun)21:37 UTC+1 No.71530876 Report

>>71530754
>How do you make it as good as the popular ones?
You don't
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Anonymous 06/22/14(Sun)21:39 UTC+1 No.71531041 Report

>>71530754
Step one you find a library for interfacing with your GPU. From there you program the rest. Classes for game objects, physics, networking, whatever.

Step two never.
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Anonymous 06/22/14(Sun)21:39 UTC+1 No.71531069 Report

>>71525480
Marmo didn't have what it takes. We'll leave his body in the ditch and burn forward at full speed!

We're all gonna make it
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Anonymous 06/22/14(Sun)21:42 UTC+1 No.71531328 Report

>>71482514
Did they sign an NDA? Did they agree that they wouldn't? Fire their ass.
>>
Liam 06/22/14(Sun)21:42 UTC+1 No.71531357 Report

>>71529048

Well I couldn't do it. I had C++ for dummies and got bored while also being frustrated with the amount of typos in the book. Seriously how are typos allowed when talking about a computer language that screws up if you so much as use the wrong case?
>>
Anonymous 06/22/14(Sun)21:43 UTC+1 No.71531448 Report

>>71531041
>>71530876
And why not?
Should take about a couple years or so to make. What's wrong with that?
>>
Anonymous 06/22/14(Sun)21:47 UTC+1 No.71531773 Report

>>71531448
Well in order to do what you are suggesting you would need to not only make it but promote it, prove it had some niche or is better than other free engines, market it and give it constant support after release. Not to mention constantly developing on it. That takes a team to start and resources to continue working at.

So far we can only assume you are one person.
>>
Anonymous 06/22/14(Sun)21:49 UTC+1 No.71531992 Report

>>71531773
I am one person but I'm also planning on just using it as an engine, not marketing it like UE4 unless people actually like it.

I'd really kill to make an engine that's E3 quality.
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