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Success is not a cure for mental illness edition

>Demo Day
Next: https://itch.io/jam/agdg-demo-day-37
Recent: https://itch.io/jam/agdg-demo-day-36

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

Previous Thread: >>320757836

>Engines
pastebin.com/LVU0bjB4

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

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

>How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
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>these are the people helping you
>>
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>>320845310
>learning from tutorials
>unironically
>>
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>model my entire level in a single blender scene
>now I can make extremely cinematic pre-rendered cutscenes
>or even beautifully rendered trailers
Oh my!
>>
How do you know which tutorials or shit or not if you know nothing? LEarning is a fucking crap shoot.
>>
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Good morning, /agdg/
I'm doing a freelance job (web related) to sustain my game dev H O B B Y. How about you?
pic related is my other hobby
>>
game to good for non whites. non white buys.
>>
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>>320845791
>learning
>>
>>320846004
Your other hobby is smugly looking at people while pretending to be an anime girl?
>>
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are my icons cute bros?
>>
>>320846283
extremely
>>
>>320845993
you don't, every part of game dev is a massive time sink. better get used to it at the start.
>>
>>320845394
I'm not ronny and I don't hate platformers, I'm just saying that if you're gonna make one, be sure to stand out in terms of quality.
Imagine if cuphead had pixel-wide legs, 2 frames animations, inconsistent physics, could be completed in an afternoon, started getting repetitive after the first 30 minutes but kept the 20$ pricetag, do you think it would had had the same fate?
>>
Can a UE4 game be easily modifiable without need to share my entire project file, or getting a special editor like Epic has for ARK?
I would like for users to be able to make custom maps.
>>
>>320846273
kek
>>
Here's a question:
Say you want to make a puzzle/exploration game with multiple characters (different abilities, thus some zones are locked out without the correct character), right now my current plan is to segment the game like this:
>level 1, chara 1 solo
>level 2, chara 2 solo
>level 3, allow for swapping between c1 and c2
>level 4, chara 3 solo
>level 5 onwards, can swap btw all 3 characters
each level should have a boss and the main route is solvable by the allowed character, though player can return back to the previous levels to explore some more with other characters since each level will have lots of places inaccessible on 1st playthru
Is this a good idea? or should I allow for player to unlock all 3 characters as quickly as possible?
I heard from reviews of other games that players find it most enjoyable when they have unlocked the full abilities of player character, but I have no way to test this hypothesis out.
Is there pros in allowing player to work to unlock the new characters?
>>
>>320845198
Success is not a cure for mental illness, but success brings you money you can spend on therapists and medication out the ass to the point where you are functional.
>>
>>320846737
Some people find it fun to go back to earlier levels to check out stuff they couldn't get without their new powers. Just do what you find better fits your vision of the game.
>>
>>320846718
yes
>>
At 25, is it better for career prospects to accept an entry level programmer position at an international game studio or spend another year or two releasing a game as a 1MA (which is unlikely to be financially successful but can be put on the CV)?
>>
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>>320847454
don't make my mistake...get a job literally anywhere else in IT
>>
>>320847454
>COVID wrecks my country's economy
>can't even get job as shift IT engineer, much less job in some globohomo intl game studio
I'd recommend the entry level programmer job first, and maybe work on promoting/polishing your game before releasing it?
depends on how close you're at finishing the game, imo
>>
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>>320847604
Currently sent out 10 applications for beginner IT jobs. Still no replies yet
>>
>>320847149
>vision
hmm, good point, I'll just stick to the original plan then, thanks anon
>>
>>320847454
if your focus is career then obviously take the job
gamedev is a gamble for 'exceptional' people ;-)
>>
>>320847454
>look up online jobs to get some money
>find some group of gamedevs looking for 3d modeler for a unity porn game
I kek'd desu.
>>
Just get a job in IT guys. Even if you're help desk support who spends their days running around campus fixing people's printers you can apply internally for better IT jobs and now you'll have "organizational knowledge". We've done a couple internal hires on my software dev team of guys who started at the help desk doing IT support. Plus at least you'll have insurance if you're an ameribro like me.
>>
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>>320848291
>beginner IT jobs are being taken by devs with years of experience
>>
>>320846737
From my very, very small experience with multiple character games, people get overwhelmed easily. My call would be to introduce the characters slowly, specially if your levels are short. Something like:
>level 1, chara 1 solo
>level 2, chara 1 solo
>level 3, chara 1 solo
>level 4, chara 1 solo, tease chara 2
>level 5 chara 2 solo
>level 6 - 7 chara 2 solo
>
How many puzzles can you make involving only 1 character? What about 2?
>>
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>>320848637
>>
>>320848649
I accidentally posted while I was writing like an idiot.

The third character should be introduced on level 9 or 10 and then join the rest of the rooster on the next level (the player will be experienced by then).

You should also leave the door open to take out any character to do 2-character teams on later levels, using more complex puzzle mechanics that would be too hard for early levels.
>>
>>320846581
>making a pixel platformer
Y-yes anon, who could do this aha
>>
>>320848968
why?
>>
>>320849007
What why
>>
>>320848649
>>320848854
currently, each level is more like a zone, with multiple sections, rooms and dead-ends
take the length of 1 mario level, then one of my zone will be around the length of 4 to 5 of mario levels
>How many puzzles can you make involving only 1 character? What about 2?
I designed the characters to attack differently, travel differently and some zones are exclusive to certain character, so I think your idea is pretty accurate to what I am doing.
> From my very, very small experience with multiple character games, people get overwhelmed easily
Hmm, then it is indeed a much better approach for my game to take things slow and make sure the player is comfy with 1 character before introducing the next and then the swapping mechanism
>>
>>320849271
why the fuck are you making a pixel platformer you retarded terafaggot? or are you already drafting your sadpost?
>>
>>320849378
Why do you hate pixel platformers so much anon?
Is it a childhood trauma?
>>
how can I make weapons interface with the HUD/crosshair without my code becoming spaghetti?
>>
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It's happening
>>
>>320849573
>childhood trauma
>making a game in the genre played by 25 year old boomers to cope with getting old
>>
>>320849709
...steam reviews games before letting them in? then why is their store flooded with shovelware?
>>
>>320849736
I still don't get why you detest pixel platformers anon
>>
>>320849897
They only do the bare minimum like making sure it's not literal malware.
>>
>>320849916
I still don't get why you are making one.
>>
>>320849916
don't get baited into responding to schizos just because they've turned their trip off. ignore. ignore. ignore.
>>
>>320849916
people hate pixel platformers because 99% are pure uninspired trash that aren't worth selling or buying. They're also mostly my_first_game projects too, that people feel entitled to get money for.
>>
>>320850005
Because i like pixels
>>
>>320849897
Well it used to be stricter. Then they introduced the $100 fee and now any old game can get it.

First your store page needs to be reviewed so that it's got structure and isn't a blatant scam.

Then after that they'll review your build to see that it isn't malware or blatantly missing key features.

E.g. if your store page lists your game as a first person shooter but it turns out that it's actually a 2D clicker game they'll not accept that.
>>
what title is cooler: captain, admiral, commander or executor?
>>
>>320850574
>what title is cooler: captain, admiral, commander or executor?
Commandant.
>>
>>320850574
I like admiral best, Lord-Admiral is better
>>
>>320850542
I heard it's getting more strict again lately, no? I mean, remember the Dagestan Technology purge?
>>
>>320850303
Oh okay

>>320850328
Oh i get that, trying to make it stand out while also not scope creepin is hard
>>
>>320850837
I did not remember nor hear about that purge. My feelings were that if it is a game and it is what it advertises itself as then they'll host it.
>>
>>320850639
>>320850770
>not Marshal
>>
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>>320846581
What if
>no legs
>1 frame animations
>consistently inconsistent physics
>bigger than an afternoon
>can't get repetitive in 30 minutes because you already won
>less than $0.10
>>
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Anon, I want to make music for your game!
https://soundcloud.com/user-255042164
>>
>>320852489
Neat
>>
>>320846004
What exactly do you do? I wish I could quit the retail job I have on the side but it's been making me decent money for 2 days a week. I can draw well but I don't think I'd want to make it a job.
>>
>>320852489
sounds good
>>
>>320852489
How ok are you with making music for a porn game
>>
>>320852489
pls gib money k thx bai
>>
>all these arguments about which engine to use
>one of them is literally called "game maker"
>mfw it's so obvious as I want to make game
>>
>having a blast gamedeving
>adding new features left and right
>this is an interesting design problem
>take a couple of days to figure it out
>ok now we're talking this is really fun!
>time to add some user interface
>ok, stop slacking off, time to add some UI
>ok brain please just let's get this done, let's work on the UI today
>well a little side project to keep it fun can't hurt
>back to step one
>>
>>320852679
>>320852906
Thanks!

>>320852946
Sure, email is in the sidebar, hmu

>>320853139
no u
>>
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>>320853456
>working on pixel art game
>time to add fonts and text
uh oh
>>
>>320853456
UI is pain in any engine.
>>
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new year's really fucked me up
still in a state of extreme unproductivity even two weeks later
>>
>>320845881
you know presenting a render as gameplay is illegal right? that's why they have those "not actual gameplay" disclaimers
>>
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>>320853456
>his game isn't entirely UI-based
>>
>>320854037
nigga. access denied
>>
>>320853967
>not uploading his videos through a shell company in a copyright haven
top kek how dum can u b
>>
in my roguelite the player gains xp when they clear a sector, but each sector has different things going on, could be a combat sector with a lot of enemies or a choose your own adventure where you settle something diplomatically or maybe you just explore and find something, so what do you think would be a good way to award xp in a fairly uniformly way? I was thinking giving each sector a "difficulty" factor and then awarding a flat xp rate, so the player isn't punished for avoiding combat
>>
What books on math should I read for game development?
>>
>>320853456
I'm still looking for ways to completely avoid having to make a UI in games, outside of stuff like display settings.
>>
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>>320854037
>game isn't entirely UI-based
that's what i'm doing. trying my hand at making a 100% UI based management/strategy game in Unity with pixel art graphics. wish me luck bros
>>
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>>320854650
>>
is the key to abandon engines and return to gamedev toys (game maker, construct, clickteam, etc). Oh wait none of these are open source forget it.
>>
>>320854585
I think your way is the most fair. It however doesn't reward players for exploration since everyone who completes the area will get the same amount of XP. You can encourage exploration by introducing a reward that isn't XP perhaps.
>>
>>320854905
you sound like a godotfag but you've never heard of godot. curious.
either way you need not apply
>>
>>320855026
well you see anon, godot isn't that good. use it seriously and you'd see that. it's unstable and gdscript is horrible for managing a codebase, you'll notice that as your game gets bigger.
>>
How do you guys go about staying in control of your code? I'm switching to Unity and want to keep on top of things a project I'm about to start.

I sunk 300 hours into one unfished gamemaker game and it got to the point where it felt unmanagable.
>>
>>320854650
linear algebra
>>
>>320855307
comment and document
>>
>>320854585
Give more xp based on how much they explored. How you decide to calculate how much they explored is up to you.
>>
many pages and many tiny functions. still not perfect but pretty manageable. where talking like massive games.
>>
>>320855307
By writing good code.
>>
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>>320845198
Feels good to be back to items and props modelling
>>
>>320855592
you should probably even divide pages into different sections of the game input. i know you can do it but i have not found perfection yet.
>>
>>320855704
2002/10
>>
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>>320855704
>>
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>>320853456
I'm making a mostly UI based game. I've been revamping the UI over the last few days and it's a lot less intimidating than it was starting out. Some stuff is still a bit of a chore, though.
>>
>>320854585
If the player has the choice of which sector to enter you can just set the XP then they can decide. Otherwise you would want low variance on potential XP if the player has no control on what sector they could enter, they could get mega fucked by randomness I imagine.

>>320855437
I wish I could just be civilised and actually consistantly comment, I feel like experiencing those pains already will help motivate me.

Any particular way you document your game?
>>
>>320856128
I like to write out the logic of the code in comments first, then write the actual code, then you just leave the comments in
>>
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your game doesn't look like this, right...?
>>
>>320855974
Looks sweet. Camwhore Management Sim?
>>
>>320855974
>I've been revamping the UI over the last few days and it's a lot less intimidating than it was starting out
I've always been impressed with how much some devs are able to get out of renpy. What's the customization process like and how much can you alter it to your needs?
>>
>>320856319
Pretty much. I'm pretty far with the actual game development part, so a lot of my time goes into content creation now. Still not sure how to market this thing or where to even release it.
>>
>>320856128
>If the player has the choice of which sector to enter you can just set the XP then they can decide
they do, and they have a vague idea of what the sector is but not necessarily what it entails, things like "distress signal" or "ancient ruins"
>>
>>320855704
comfy
>>
>>320856316
no, it looks like nothing
>>
>>320856531
It's Unity
>>
>>320856557
Maybe the solution would be to show the player the XP Awarded for the area, maybe as tags like low, medium and high.
>>
damn I love typewriter text
>>
>>320856680
Wow. I thought the bar at the bottom was the renpy bar.
>>
>>320854037
>>320854748
What's the point in even using a game engine if its 100% UI based?
>>
>>320856935
He's using naninovel and the bar you're talking about is the default naninovel control panel prefab.
>>
>>320856935
Makes sense, I used Ren'Py as a standard goal to meet and started reproducing features from there. I'll probably revamp it some more.
>>
>>320854585
Dungeons and Dragons has the same dilemma and, generally, people seem to prefer a flat reward upon completion of an encounter.
>>
>>320857106
so you can make a game with game mechanics using a proper game engine that helps you make the game
>>
politics are gay.
and if you're gonna be gay at least make a game about it.
>>
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>>320854748
>pixel art
>UI based
>2D
This is unironically where Godot outshines Unity. Pretty much the only use case too.
>>
>>320854585
Flat XP is a fine solution, but another option is rewarding XP for a something completely unrelated to the encounter. Like mining for minerals in Deep Rock Galactic.
>>
If you don't like making UI then you are ngmi
>>
>>320857254
neat. keep shining, king
>>
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>>320856901
>>
>>320857401
>This is unironically where Godot outshines Unity.
that may be but i have little interest creating a bunch of UI elements from scratch. i've got enough work ahead of me. thanks, juan.
>>
>>320856556
buy twitch ads on titty streamers
>>
>>320857663
>creating UI elements from scratch
Godot has more UI elements out of the box than Unity + Unity community's UI extension asset. Godot Editor is a Godot Game. Everything in Godot Editor is available with 1 click for your game. Literally everything from every UI elements to all the fancy API to load, edit, parse files and more.
>>
>>320845198
How the FUCK does one market their game? HOW DO YOU EVEN GAIN TWITTER FOLLOWERS FUCK
>>
>>320857682
how did she age 20 years under just 10?
>>
>>320857961
your game has to be interesting
then, show the interesting parts of your game
post it in as many places as you have time for
tag it properly but don't go overboard
if your game is good, that's it.
if you are posting on reddit, you need some clever titles too.
>>
>>320858130
But won't it be looked at as desperate shilling? I guess that's pretty much what it is but on 4chan you'd get destroyed for that kinda shit
>>
>>320853967
but it is still misleading
>>
>>320858284
It's not desperate because everyone else does the same thing. You're only going to get called a shill if you spam it all the time here. It's fine making a post saying "here's my game check it out thanks."
>>
>>320858447
I guess there's a big difference between going HEY CHECK OUT THIS COOL NEW GAME I FOUND and HEY I MADE A GAME BOYS MAYBE YOU'LL LIKE IT
>>
>>320858284
You have to be kinda classy about it, penguindev does shilling really well, watch out for his posts.
You know, social skills? You need basic social skills for marketing. You can't just go on the internet and say "HEY GAIS LOOK AT MUH GAME :DDD" and post a 5 minute webm of you fiddling around with the menu.
Your shilling needs to add up with the culture of the place you are posting, even if the videos you are shilling are the same on all platforms. Use 4chan culture on /v/, reddit-speak titles on reddit, twitterisms on twitter etc. This is the one time in your life where shitposting experience is useful because you are familiar with the different cultures of the internet.
>>
if you could make a game with only one usable gun
what gun would it be?
>>
>>320858603
Magnum
>>
>>320858573
what the fuck is a "social skills"
>>
>>320858603
railgun
>>
>>320858603
magnum railgun
>>
>>320858731
That thing everybody was learning in elementary school while you were playing make believe by yourself.
>>
>>320858603
BFG9000
>>
>>320857961
Post webms in /agdg/
>>
>>320852489
Anon, I want to make love to you!
>>
>>320857862
>Godot has more UI elements out of the box than Unity + Unity community's UI extension asset.
Is this true, anons? You don't have any obligation to do my research for me but I have always heard you have to create everything you need in Godot from scratch whereas Unity's issue is that they have too many half-baked features.
>>
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>>320852763
Don't ask me questions. I'm forever damned
>>
>>320858603
Depends on the gameplay and theme.
>fast paced hitscan handgun game
>stealthy sniper game
>wave shooter minigun game
>>
>not making your 100% UI games using Windows Forms in Visual Studio
>>
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>>320859264
jokes on you, I'm enjoying working on games and putting the effort.
>>
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100% ui based fast paced arena shooter
>>
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A question about learning C#.
I've been looking around for good books and came across this one (its going to be released in a month or two).
Would this be good for someone starting with C# ?
>>
>>320859809
>use buttons to move
>use buttons to shoot
>no graphics, just a bunch of meters and gauges telling you your location and enemy locations
>>
>>320860124
no, use godot.
>>
>>320860124
>waiting months to start learning the easiest programming language
for what purpose
>>
>>320860264
>no, use godot.
Is the 3D going to be better in 4.0?
>>
>>320860124
https://docs.microsoft.com/en-us/dotnet/csharp/getting-started/
>>
>>320860124
How would anyone know if it's not even out yet?
>>
>>320845198
Hmmmmm
>>
>>320860308
yes, it will surpass unity.
>>
>>320860385
I'll just stick with SDL2 until 4.0 comes out.
>>
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First progress post, godot is so nice to use.
>>
Lads... can I do PSX style assets if I can't into art?
>>
About to start a project on a 2D game and want to do the art myself. I'm ok using free assets then making them my own.

Should I go for Pixel Art to keep it simple? Though I would not be able to use Spine with it for animation.
>>
>>320860124
Why do you need a book to learn C#? If you're new to programming, use one of the many available code teaching websites. If you know how to program, just have the C# documentation ready.
>>
>>320860272
I can get the 8.0 release that's out now, but since the new version of the book is going to be released soon anyway I might as well get that version.

>>320860338
I always prefer learning from books, far less likely to get distracted that way.

>>320860343
There have been a few in this line of books (I think one for every version of C#). The 8.0 version is out already (as well as versions for previous releases of C#), but since 9.0 is coming out soon anyway I might as well go for that, no point in getting a book thats already two years old.
>>
>>320860574
>can I do PSX style assets
yes
>if I can't into art?
yes but they'll be ugly
>>
>>320860654
c# 9.0 is only applicable to .net 5, if you're learning it for unity they're still on c# 6 or something

learning the few new features won't be much of a hassle, and you probably don't even need them
>>
How powerful is gdscript? I've heard that anything computational heavy will slow it down big time.
>>
>>320860574
unironically yes
>>
You cannot design a sanity system that doesn't end up being a pain in the ass and a detriment to your game.
>>
>>320860657
>>320860886
Thanks :)
I'll make my cavern exploration FPS with PSX graphics and destructible voxel environments now... it'll be awesome! arigatou gozaimasu!!
>>
>>320855974
This, but with vtubers
>>
>>320860938
wrong
>>
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>>320860535
Looks more grid based now.
>>
https://www.youtube.com/watch?v=oDXxRs3RUSw
>>
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Hello friends I need some advice on shading
These are from left to right:
1. standard
2. flat/cel-shaded kind of look
3. smooth mesh
4. smooth+flat shading
None of them are final, but I'm not sure which way I should go.
I certainly think the smooth variants are better, but I'm not sure if I should go with the flat shading or not.
>>
Using gdnative/C++ modules or even C# with godot loses one of the perks of godot that you can write once and it'll work on multiple operating systems with little to no trouble. Might as well use my own engine if I'm going to not use gdscript.
>>
>>320862001
right is going to look best, but still needs a lot of cleanup
>>
>>320860938
Eternal Darkness did it.
>>
>>320862001
third one
>>
>>320862038
yeah those 0.96% of people gaming on linux or mac sure are going to be disappointed
>>
Got an idea for a game and I am gonna make the combat turn based. I can't decide on whether to do it on a board like final fantasy tactics/vandal hearts/xcom or lik suikoden / final fantasy.
>>
>>320862001
Number 3 looks best here but number 4 could work if you make the shading more subtle.
>>
>>320860938
don't starve's is really good, it let's you increase the game's difficulty voluntarily to get access to high level weapons.
>>
>>320860938
Tabletop games do it pretty well
>Kingdom Death Monster
>Arkham Horror LCG
The humanity system in Demon Souls was an interesting implementation albeit a bit too unintuitive and requires wiki-usage to appreciate fully
Dark Dungeon is thematic, but I would agree is a pain in the ass
I think the key is to make it more than just another health bar. Higher insanity should add quirks to the game; both good and bad.
>>
>>320862001
Right one has the most potential but third one is the best right now.
>>
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>>320860214
Blind Gunslinger Game.
>>
>>320862654
Yeah, or those 30 to 40% of people going for Android and iphone.
>>
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>>320860214
>PvP submarine game
>>
>>320862219
>>320862612
>>320862925
>>320863180
Yeah the lighting is a little messed up on the flat one and I really need to smooth the mesh.
Do you think the last one could work even if I keep the terrain like it is? Making the terrain flat looks awful and I haven't found a good middle ground.
>>
>>320862786
>can't decide fundamental part of his game
sounds like you have an idea for a theme/story, not a game
make it turned based, but like slay the spire without cards
>>
>>320862038

For your use case, this is highly likely to be bullshit.

If you are implementing game logic, chances are your engine module won't need any extra work to run on any other platform, obviously if you use a new third party library that library has to work on that operating system. e.g GodotSteam.

If you are just using it just to accelerate game logic, or to bind to a third party library, it's highly unlikely it won't be multiplatform, modules being part of the engine don't depend on being able to load dynamic libraries, it should work everywhere.

When it comes to GDNative it is platform dependent, but for Android/Linux/Windows it just works, I don't know if iOS works, but AFAIK it does.

For my experience, I developed a few GDNative modules that are currently in production use in my game, those modules are written in Rust and they work without any extra work, only thing you need to do is compile the dynamic library and ship it with the game, and it just works (tm).

For those that don't know:

GDNative is a way to bind the godot scripting API (the one used by GDScript) to any other language, this way you can expose the same API to many languages, python, rust, C++, Lua... whatever.

Engine modules are actually built as part of the engine, and they have access to the whole C++ API that GDScript may not have access to, most of the engine is built like this, this is why you can do things such as build it without 3D features to save on binary size
>>
>>320863265
You have to click in the direction where binaural audio queues are coming from to kill your enemies.
>>
>godot 3d ragdoll doesnt work
of course it doesnt. why would it?
>>
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>>320863535
genius
>>
>>320864347
Does using gdnative have a possibility of running into platform specific bugs aka a bug that only happens on os A and not os B?
>>
>>320859264
ngmi
>>
>>320864129
That would be accurate, very early stages here. The combat will be the fundemental and most core part of the game and I'm thinking through pros and cons of each approach. I haven't even worked out if I'm doing 3d with 2d characters or just straight 2d yet.

I'm leaning towards either Heroes of Might & Magic or Vandal Hearts. I'm a really big fan of grid based combat.
>>
>>320860938
>>320862951
>>
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>>320859109
Godot exposes the same UI elements that are used in the editor, so you can do a lot of shit with relative ease.
>>
You’ve gotta make a statement of intent.
>>
>>320864594
>AGDG independently invents a successful game
holy shit we made it bros
>>
>call of duty zombies but not gone to shit
Thoughts?
>>
>>320860938
Bloodbournes insight was a good system
>allows you to see horrors beyond the veil and unlock certain interactions/items/enemies
>can be spent to buy items, lowering your insight level
>higher levels make you less resistant to certain effects such as frenzy
>higher levels make some fights more difficult by unlocking enemy moves
>>
>>320865238
That's just another horde mode that's becoming popular nowadays.
>>
Alright I finished the first game maker tutorial and made a little beep boop space game. What do I do now. I can't make any decisions on my own or think for myself.
>>
>>320846283
love it, maybe make the wing thicker.
>>
>>320865285
Make a porn game about stalking and raping little girls
>>
>>320865285
congratulations you have ascended from ideasfagging, enjoy never having any ideas ever again
>>
>>320864761
Everything has this possibility, not just GDNative, all engines abstract away things that at the end of the day are platform-specific.
Essentially, with GDNative all you are doing is binding the internal gdscript API to a dynamic library, so of course you can run into platform specific issues, but that can also happen with GDScript, with C# on unity etc.
>>
>Here’s my game by the way I know you didn’t ask but I have a brain tumor
>>
>>320865983
upvoted this just so i could downvote it twice.
>>
How do you iterate through a Godot Array in C#?
>>
>>320865983
I for one, hate cancer. Cake day on me sir.
>>
>>320866071
I don't get it..
>>
>>320858603
gravity gun
Or a silenced pistol
>>
>>320866372
learning to draw is white supremacy
embrace your style
>>
>>320866372
it's gook cope
>>
>>320866071
>learn western art in a western country
>surprised when western art depicts westerners and is dominated by historically western artists
why not learn eastern art in an eastern country then instead of appropriating western art style?
>>
>>320866372
your ingroup bias is bad while his ingroup bias is good
>>
>>320866095
Godot Arrays can iterate just like anything else in C#. Just use foreach.

>example
foreach (Node child in myObject.GetChildren())
>>
>>320866694
Post modernism by the CIA killed western art as we know it.
>>
>>320858018
>how did she
She went from being a waitress to being one of the most popular people in the entire country and probably even in other countries. That probably ages people fast I assume. Also people grow up in 10 years and look different sometimes, especially going from like 18 to 28 so your question is kindof retarded.
>>
>>320866090
>Downvoting a guy with cancer
Woah bro, that's not cool.
>>
>>320866998
>your question is kindof retarded
Well I'm kindof retarded too.
>>
>>320860574
>if I can't into art?
Nothing stops you from learning.
>>
>>320866998
I wonder which congressmen she's fucked in their chambers.
>>
>>320866998
if you know the answer to that guy's question about a politician's early background history then you are paying too much attention to politics, my friend
>>
>>320867440
I tried once and it didn't work.
>>
>>320866071
>spends his entire life drawing a single picture of an idealized aryan man
no wonder he's so shit, he needs to draw more
>>
The biggest issue with wanting to do things drag and drop wise seems to be finding tutorials and shit for it that don't suck. I guess I need to learn GML. Fuck it. I did a bit of c++ in college this should be fine right.
>>
>>320866071
>all the white people are blonde hair, blue eyes
based
>>
>>320866694
90% of eastern artists' style (anime) is just disney-lite, pioneered by, you guessed it, a dead white guy.
it's dead white guys all the way down.
>>
>>320853967
Consumers never pay attention to that little warning at the bottom. Just look at console fags.
>>
>>320867440
Learning is for nerds.
>>
idk how to make good FPS movement, so I'm just gonna look at the Doom source code and hope I absorb it via osmosis or something because Doom was very smooth feeling
>>
>>320868108
position += velocity * delta time
>>
>>320867763
I did c++ in high school and that wasn't enough for me to learn gml.
>>
>>320868187
I still need to see how Doom calculates velocity, I really like the "wind up" running in Doom has, although desu it's probably the delicate weapon sway that gives the illusion of buttery smooth.
>>
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>>320867647
Try it again. It's not that hard to have some good results without too much work.
>>
>>320868224
Why are you being like this.
>>
>>320868224
was*
>>
>>320847604
What was your mistake anon?
>>
kill all dead white guys
there I said it
>>
>>320868316
I mean, I tried 2D for one year and I got a little better at drawing, I mean, I think I'm average than the average person. But I'm still years before I can be considered "good".
Never got into 3D but it doesn't seem that hard to do blocky low-poly stuff.
>>
>>320867879
all modern art originates from ancient egypt
>>
>>320868314
velocity = velocity + acceleration * delta time
>>
>>320868764
okay well I need to see how Doom accelerates the player
>>
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Got my Binary Space Partitioning working!
Now I just need some real room generation logic.

Had some real brainlet moments getting this to work
>>
Silent or spoken protagonist?
>>
>>320869463
>spoken protagonist
>protagonist is a phrase
never seen that, could b cool
>>
>>320869463
a protagonist that communicates, but only above frequencies that humans can hear.
>>
>>320869463
Partially spoken. They only have voiced dialogue when they say witty quips.
>>
>>320869463
silent girl
>>
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>>320869463
A protagonist that talks to his numerous inner voices.
>>
I need a drink so fucking bad. Anxiety kicking in. How can I finish a game (or anything at all) being a fucking faggot. Jesus Christ
>>
>>320869463
Define "spoken". Are we talking 'says things without your input' tier or just 'speaks' the dialogue choices the player makes to whatever NPC theyre talking to?
>>
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>>320869463
>I'm gonna make the protagonist silent so the player can insert their own personality!
in reality you just made your protagonist a creepy mute asshole who breaks the player's immersion whenever they're expected to say something
unironically making them only ever say "huh" is a massive improvement
>>
>>320869463
Written dialogue, but the dialogue doesn't continue until the player reads it outloud into a mic.
>>
>>320867879
The japanese have been drawing big eyes since way before disney was even alive. The rest is just semi realistic style that disney also didn't invent.
>>
I just spent 3 days prototyping a game i thought would be fun, it's not. fuck.
>>
>>320870702
Those aren't the same thing as modern big anime eyes and you know it.
>>
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>>320870624
>>
>>320870740
That's great, I wish I could prototype so fast.
Imagine being those guys on r/gamedev working for 5 years on the same unfun game.
>>
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>>320870856
Haha...imagine that...
>>
How does someone release a metroidvania in early access? The non-linear nature of this style makes it very difficult to keep adding updates without much frustration.

Does anyone knows a success case like this?
>>
>>320870856
>Imagine being those guys on r/gamedev working for 5 years on the same unfun game.
Haha, imagine working on an RTS roguelike where you play as an adventurer that rescues cute girls.
>>
i am a C# software dev by day. can someone redpill me on monogame?
>>
>>320871470
Hollow Knight had a DLC but I'm pretty sure the base game was finished.
>>
>>320871470
Add porn, it's the reason people go back to Future Fragments.
>>
>>320871470
just make 3 inverted castles
>>
>>320871470
https://store.steampowered.com/app/1253920/Rogue_Legacy_2/
>>
Thanks to whoever suggested the Unity UI Extensions. Half the content looks like it's from 2015 but I'm seeing recent commits from a couple days ago and posts in their chat from yesterday so I guess it's up to date. Lot of neat stuff that I don't know why Unity didn't just include themselves.
>>
>>320871590
Monogame is a framework that gives you exactly what you need to make a game and nothing more. In general video game programming can be the best parts of enterprise programming (complex systems) without all the bullshit devops or integration or boring, crappy stuff, so a framework that lets you just do that without having to deal with an unfamiliar engine or expansive API is great.
Basically it's FUN if you already find programming to be fun.
>>
Stop using automatic weights.
>>
>>320871545
Sounds fun, probably more potential in it than my strategy typing game.
>>
>>320870581
Worked for undertale
>>
>>320872238
they're not first party
>>
how to be good at math?
>>
>>320871590
Just use Unity
>>
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https://flaxengine.com/

anyone using/used this?
What can you say about it positively compared to godot/unity?
Negatively?
>>
>>320872238
Unity likes to release half baked features to please investors
>>
>>
>>320873025
Post this shit on >>>/g/ not here.
>>
>>320870581
>Make your character silent
>Have every NPC constantly say shit like "not much of a talker ay"
>>
Arthur, I have a plan...
We have to create WHITE EHTNOSTATE, Arthur, and I know the perfect place for it.
Godot.
>>
>>320872186
Roguelikes get away with it because players will be doing runs over and over anyway
>>
>>320873103
>>
>>320872629
>they're not first party
that's what i'm saying, that they should have been first party.
>>
>>320873025
$37k for a CS degree isn't that much.
>>
>>320870581
pmt
Silent Gertie Freemont worked in HL1 because of how primitive the interactions were, his presumed speech was abstracted away and the player never thought about it.
In HL2 though, there are full-on scenes such as a stage play, with everyone interacting around Gordon like he is the audience, which is super immersion breaking, and by Epistle 2 they were already showing signs of running out of ways to convincingly have everyone talk at/around the player.

Either go full mute, like Chell in Portal, or just have selectable dialogue that the player reads in their own voice. Even if the dialogue choices are effectively meaningless, the act of choosing and reading puts the player in the shoes of the character.
>>
>>320873025
The only guy I know with a CS degree who doesn't have a sub 2.0 GPA who CAN'T find a job is a guy who's been working at BestBuy for 6 years now because "interviewing for a big boy CS job is tooooo scary". If you can handle being uncomfortable for just a few hours you can increase your income by an enormous amount. C'mon PAUL.
>>
>>320873476
>>320873025
you will never have a game
>>
>>320873025
>TFW you're an ugly religious white male with no soft skills
sucks to suck I guess.
>>
>>320868434
Not above anon, but my mistake was to join the Gearbox QA team in early 2014.
>>
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>>320872879
Looked interesting, so I downloaded it and went to install, but I guess it's a scam.
>>
>>320873025
Kinda sad that we're stuck in the era where people are discouraged from taking risks by starting their own businesses or having the initiative to be self employed.
>"Naaaaaaah, I gotta work for someone else"
>>
>>320874162
um discrimination based on religious beliefs is not cool man. /r/athiesm is that way -->
>>
>>320870809
They're closer than disney style eyes.
>>
Why are techno barbarism type worlds so fun? Like ancient forgotten technology combined with unga bunga hit things with a sword makes such comfy game worlds.
>>
>>320874482
It combines fantasy with the future hellscape that we all envision, that's why.
>>
Simplified my enemy aggression logic. Before, I was doing periodic dice rolls, but it felt kinda awkward. The rng sometimes just made things not make sense. Now the way it works is:

>Enemies have three hidden stats: compliance, evasiveness and aggressiveness
>Compliance is raised based on the number of officers around them and the distance to those officers. Eventually there will be less-lethal weapons like bean bags, tasers, and flash bangs to help get compliance up
>Whenever they are given a hands up command, they check their compliance against the commanding officers authority stat. If 100-compliance > authority, they comply and put their hands up.
>The amount of time they have their hands up is based on their compliance stat. A timer is set.
>When the timer expires, they do an rng check to flee (against evasiveness), put their hands in the hands lowered state (what is in the picture), or draw a weapon (if they have one and pass an aggressiveness check)
>once their hands are in the lowered state, another timer starts based on whichever is higher, aggression or evasiveness. After the timer expires, they will flee or draw.

While having these things on a timer does make them more predictable if you know their stats, the player will never see their stats so it shouldn't matter.
>>
>>320874639
I hope you're holding your son while sitting at your PC
>>
>>320868567
>Never got into 3D but it doesn't seem that hard to do blocky low-poly stuff.
It's not, and don't listen to the few autists that say you need to learn to draw before you can start learning 3d.
You will probably want to get good at perspective drawing to hash out concepts and stuff later when you are pumping out original designs but color theory and anatomy are something you can pick up straight from 3d. you don't need to be making the mona lisa before you start.
>>
>>320845198
Why does every Indie RPG that makes it’s way into the spotlight have to be a “le quirky” Mother-like? Why can’t I have an urban RPG that plays itself straight for once?
>>
>>320874482
Fantasy and post apocalyptic are already the best settings. Combine them and your game stands out on theme alone. Plus it opens up a lot of opportunity for funny/clever references. Like, check out all these giant football stadiums with sets of armor. This must have been where the ancient ones fought in epic duels for the gods to watch.
>>
>>320874797
not that guy but my 4 year old son keeps trying to kick me off my PC so he can play Portal reee
>>
>>320874797
He's in his swing, right next to my desk.
>>
>>320875059
gamedevs are deathly afraid of sincerity because then they really don't have any excuse for when people rightfully criticize them.
>>
>>320874853
I'm an anon that can draw very well, and I find 3d much easier. I always was taking a 3d mental image and translating it to 2d mental photo and trying to further translate that onto paper. I find sculpture is a simpler practice than drawing to learn, and sculpting on a computer is easiest of all since you can just undo any mistakes.
>>
>>320872879
What is even the selling point of this?
>>
>>320869463
Whatever works for the story you're intending to write, why is this even an issue?
>>
>>320874298
you are a fucking idiot.
>>
>>320861589
How do i make this in Unity? When i use Vector3.moveTowards() the char only moves in Global, but i need to move in Local.
>>
>>320875182
Adorable. I figure it's formative for him to be present. I had to teach myself to read. Give him everything you never had.
>>
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>>320875824
k flaxshill, go peddle your maleware somewhere else
>>
>>320875340
no idea, hence why i was asking folk possibly more knowledgeable.
>>
>>320875892
I'm using Godot and have 0 idea about Unity. Here I'm using Vector2 as a position and I add a vector pointing to the right direction depending on the input I give.
>>
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40 to 60 games release on Steam alone EACH DAY.
About 350 games in the week around your release.
AAA release? Successful release AAA or indie, in your genre? BOOM you are done.
Also, not only are you competing with other new releases, but the entire backlog of games on every system a player owns. :)

Take all the "indie success stories" you can think of in the past 10 years and divide it by the number of devs in that time who have tried (again, 50 games a day, 1500 a month) and there's your historical likelihood of "making it."

Steam cut, higher self-employment taxes, no benefits, no retirement, AND to top it all off: Your sales diminish over time, so even if you hit this "mediocrity lottery" you'll have to do it all over again in a couple years.

>He thinks that indie gamedev can provide a sustainable primary income in 2021
Hahahahaha

H O B B Y
O
B
B
Y
>>
>>320872186
Huh.. I didn't know they made a sequel..

>>320873378
Not a roguelike.
>>
>>320876448
I completely agree with this post but why do you feel the need to post this? If some retard quits his job to make pixel platformer #472384 and goes bankrupt, what do you care?
>>
>>320852489
what software do you use to make your music anon?
>>
When will someone make a crafting simulator to end all crafting simulators?
>>
What do I do you do when you have an idea for a game but don't have the skills to make it a reality?
>>
>>320875059
What do you mean "plays itself straight"?
>>
>>320877073
jlmg
>>
>>320876448
What if you just have a game idea thats been constantly in your day dreams for years and years and you feel like if you don't make it will never leave your mind because you're kind of obsessive? I don't care if it makes money I just want to be able to show people these ideas stuck in my head.
>>
>>320876448
And out of 1500 games released in a month only about 1 or 2 are worth playing, let alone paying for.
We will all gonna make it, anons.
>>
>>320877229
That's a perfect reason to get into the hobby of amateur game development
>>
>>320877019
Crafting simulator simulator?
>>
>>320877386
Terrific. Well I can't program worth a damn and I never finish projects, but just making a bunch of 3d models and learning how to texture them has been a nice way to let off some of this creative steam that makes my head feel ready to burst sometimes.
>>
Daily reminder that you should never feel bad about purchasing assets, even if you don't use them
It's completely acceptable to invest in your hobbies, guitarists do it, woodworkers do it, home cooks do it, etc.
>>
>"infinite games in 1"
>game that procedurally generates a video game in any random genre every time to boot it up
Thoughts?
>>
>>320875059
what game is like this besides undertale
>>
>>320877489
A game in which you craft basic manufacturing infrastructure until you are able to craft pc parts, which you can then use to craft games, culminating in crafting a crafting game.

Recursive crafting sim
>>
>>320877489
gimme a sword crafting simulator where you roleplay as a blacksmith in a chinese cultivation sim and toss on some otome side quests
>>
>>320877639
People who play magic do it
People playing Warhammer40k do it
Painters do it
>>
>>320877536
Sounds like a great start!
>>
>>320874639
>you will never have lazer beams coming out of your crotch
why even live
>>
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>>320877709
>A game in which you craft basic manufacturing infrastructure until you are able to craft pc parts, which you can then use to craft games, culminating in crafting a crafting game.
the perfect game. but first you gotta start by building the universe.
>>
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>>320876448
minimal wage in my cunt is 250 USD per month.
Average wagecuck in my cunt makes 500 USD.

I only need to make 1k per month to live like rich.
>>
>>320877864
Just put some lazer pointers through your fly anon
>>
>>320877639
I write off games that use pre-purchased assets because it tells me they did not have a vision for their game, or they were willing to compromise their vision instead of learning how to craft it properly.

I'm sure I've missed plenty of fun games this way but I must abide by my principals.
>>
>>320874408
Its because failure is infinitely worse than it ever has been.
If I wanted to start my own business in the 1900s I'd just go do it, if it didnt work I could go back and live on the family farm.
Now if you want to make your own business you need to sink your entire life into it, and if it fails you have to live in your parents basement working wagie jobs.
>>
>>320877967
Gamedev is not the best way to get a set amount each month unless you plan to sell subscriptions.
From what I've seen (GDC talks, etc) you get the most money on release usually and then a long tail of sales.
>>
>>320877967
american, but basically same boat.
>>
>>320877665
how would this even begin to work.
either it generates the game from a combination of finite things you've created beforehand with subtle tweaks, in which case it's not infinite in any actual interesting way, or you create a program capable of writing decent game code in which case you've just put everyone out of a job and will make millions.
>>
>>320877967
just move to the US and work at a gas station?
>>
>>320878147
fuck, you're right.
>>
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>>320877639
I spent $300 on Spine and I'll probably never use it
>>
>>320877925
>a simulator in which you start as god, crafting the entire universe
>then Adam, who names the animals and crafts the first clothing
>then a series of innovators and inventors who craft huge (though progressively smaller and more granular in scope) leaps in technology
>then craft the modern computer
>then craft a game engine
>and finally craft a crafting game
The perfect game which is itself a commentary on the fact that it is now nearly impossible to invent something new or big, only something small and slightly tweaked from the norm.
>>
>>320877639
I mean even the big devs buy assets.
You can technically use most of OOTs sounds legally because theyre all from like 2 stock sound assets that are still around. If you have the license you could totally use the same lens of truth sound for example.
>>
>>320876448
I'll just add lootboxes to my game lol.
>>
>>320878389
Actually illegal in some countries now.
>>
>>320878374
>At the very end of the game, god stops you and tells you that you gotta craft the entire universe before you can start making your game.
>The cycle begins again, forever.
>>
>Change setting on rig in unity
>Animations stop working
>ohfug
>Alt + Z
>phew
>Animations don't work with old settings now
I've fucked it, bros
>>
>>320878682
>name of the game
>from scratch
>a game about Apple pie
>>
>>320876448
actually on average only about 25 games release a day
>>
>>320878207
Makes me wonder when will somebody try to start training openAI to learn hot to code.
>>
>>320878141
Unless you play pixelshit platformers then there are lots of reasons to buy assets.
>>
>sort through twitter html to find a gamedev-related gif and download it to post here
>gifs are actually mp4s
why would they do this
>>
>>320878207
>>320879179
This would be the most buggy piece of shit even if it could compile.
>>
>>320876448
Making a good game and at least trying some marketing will still net you some eyes. Looking at the new releases, they're all dime a dozen.
>>
>>320879212
What does this mean
>>
>>320878374
in disk 12, of the 12 disk series. 69.99 each
>>
>>320847454
1MA is for NEETs, if you aren't able to NEET it up indefinitely then take the job
>>
>>320876448
I just gotta say it

I really love this hobby!
>>
>>320879708
It means you gai.
>>
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What are you working on today?
>>
>>320879708
Most games, beyond extremely limited ones such as pixel platformers, have too much going on for one person to produce in a feasible amount of time. It is okay to buy assets if the alternative is spending a month making 14 variations of tree that nobody cares about.
This rarely applies to pixel platformers because they rarely have gameplay of any complexity.

Another good example is spotting an early access survival game that has about one unique art asset to its name and has a purchased character controller.
>>
>>320880640
I added and tested an enemy.
>>
>>320880640
>What are you working on today?
Creating a background for my UI to display over top of. It's a mostly UI game.
>>
>>320876448
nice little strawman you got there, I sincerely doubt the amount of yesdevs in this thread that legitimately think they can be a Tony Stark of indie game dev is more than like, 3 people tops.
I just want to make my art, and I'll be happy if people play it, or even just watch a youtube video about it.
>>
>>320880640
finding some guys in the area to sub to my gf's OF, she's paying the bills while I make my game
>>
>>320880640
working on twitch
>>
I am making a streamer bait game. Will I make it?
>>
>>320880640
Too tired from wageslaving.
>>
>>320881246
was finding local guys her idea or yours?
>>
>>320880640
I'M STARTING A NEW PROJECT! WOOOOOOOOOOOOO
>>
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>>320880640
i was supposed to animate my player sprite today but i got drunk last night and stayed in bed hungover all day
>>
>put a ton of effort into making my content pipeline as easy as possible
>still don't feel any desire to make content
fuck me. It's not hard, just make the fucking game.
>>
>>320876448
put me in the screencap
>>
>>320871470
https://store.steampowered.com/app/1238920/Future_Fragments/
>>
>>320880640
More 3d models until im good at it dammit! I may be a no dev programming wise but I will make cool 3d art tableaus at least!
>>
>>320881754
The making content part is the easiest and most fun to me, the hard part is polishing all that content.
>>
>>320879367
Twitter is omega retarded with how they handle video on their platform.
>>
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If cleaving melee strike hits critically, what is better?
A) it crits on all targets at once (feels nice, when it happens, but also cheap)
B) every connection has its own chance to crit
>>
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Which setting in Godot fixes shadows?
>>
>>320882116
100% damage on first target
reduced damage by a % on every subsequent target
>>
>>320882181
uninstall.exe
>>
>>320882116
A is more fun.
>>
>>320878658
>like I give 2 fucks about Belgium of all places.
Players only exist to give me money.
>>
>>320876448
Here in Brazil a dollar is like 6 reais. I make a reasonable amount of money with small games to sustain myself for some months through Itch.
>>
>>320880640
thinking of a good ending before i can continue my project
>>
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>>320882348
le epic 4chan trolle :DD
u were 2 smart 4 me, I never had a chance !!
>>
>>320882116
it crits the first target, then each subsequent hit is a roll that doubles the crit damage, so if you hit 5 enemies and they all crit, it would be 2x damage then 4x then 8x then 16x then 32x damage on the last enemy
>>
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>>320880640
Gonna finish the shield arm for one of my bullgryns. Then gonna play World of Tanks for an hour. Then gonna work on some hobby software development, then gonna make dinner and watch Dragon Ball Super on Hulu.

Tomorrow is gonna be 40k hobbying/painting/playing all day because I don't work on Fridays.
>>
>>320859264
The dagger in the back is the coffee.
>>
I love rewatching this series from time to time. It's quite motivational.
https://www.youtube.com/watch?v=zxAjmicdeiU&list=PLRDhcp_8c7uAPQfE6WMBo7PCNlkQIOLdO
>>
>>320863265
>>320864389
This would be neat, you can basically already do this in FPS when the HUD is so messy that the only thing left you can focus on is sound.
>>
>>320865238
Yes, it would be perfect
>Constant expansion all the way to get out of the country
>have to kill the entire tens of millions of zombies if you settle to sit instead
>multiple endings based on what you do
>>
>>320877019
When I get over my laziness of UI. Crafting is so bad and I definitely have the better idea. People have the most soulless of crafting ideas and it's like they didn't care about the crafting part at all.
>>
>>320882498
>top
>soul
>bottom
>soulless
>>
>>320878779
I actually have a huge fear of engines for this reason, code can always be undo'd, but engines sometimes don't have those menus on the same queue.
>>
>>320882348
>godot
>uninstall
>>
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Added in patrols. They have fully realized path-finding, node-based paths, and support for cyclic (e.g walking around a square corridor) or "ping-pong" (back and forth) style patrolling.

I'm getting closer to being able to implement the first heist!
>>
>>320877019
I've been thinking about this. What purpose is crafting anyways? Usually it's to get something done or something new right? You build a bridge to get over to a new location or you build stairs to get to a higher location. Or you make things to get better numbers so you live longer, do things quicker, maybe even be able to explore places you couldn't before because of the danger. But if you only make a game focused on crafting, just what kind of game is that? A collecting game? Collect all the possible crafting pairs as the developer has to manually implement all of it and you win? A lot of games also have just aesthetic crafting like different types of storages, chairs, lights, walls, decorations as opposed to real practical crafting like a sword attached to a spear or a spear attacked to a shield.
>>
>>320885025
nice LA Noire clone
>>
>>320885025
gunning down all those penguins makes me feel bad
>>
>>320885192
Crafting encourages resource gathering, which by virtue encourages playing the game. And the reward for playing? You get to craft new cool stuff!

You cannot have crafting without resource gathering unless you make the act of crafting engaging in and of itself.
>>
>>320878207
>take source code of top 50 AAA games and change it into binary
>feed it into AI learning algorithm
>press random button generator
>compile
>???
>profit!
>>
In my unity game some of my models shadows have a small line in them as if there is a break in the model but I can't see it, how do I fix this?
>>
>>320885786
play with the bias, normal bias and clipping values of the light(s)
>>
>>320858603
rocketlauncher
>>
>>320885192
The part where most people fail at is making the crafting process realistic.
>>
>>320885765
>output = gunshin impact
I think you just described the Chinese design process.
>>
>>320885192
A big part of playing a game is the players imagination as they play the role of the MC. Crafting feels like you're actually making something.

Imagine Minecraft but instead of crafting maybe you have a little hand held device that allows you to buy items from somewhere and they appear in your inventory like Red Dead Online. That would not feel as fun just as it's not fun to buy items in RDO but it is fun to craft things.
>>
>>320886021
Like the part where you have an assembly line for high tech goods and have to spend hours to make anything big? Ultimately, having to get a branch to make a spear or 5 branches makes little difference.
>>
>narrowed my UI down to 3 different fonts
>they all look basically the same
>choice paralysis
>>
>>320872879
>like the tool you are already using but worse
>>
>>320878141
>not letting others do work for you
ngmi
>>
>>320886630
You could make it one font and I wouldn't give a fuck. Font has never turned me away from a game unless it's absolutely atrocious and doesn't even scale properly. I've already gone out of my way to open up your game, I might as well figure out how to play and see if it's really any fun beyond all the bad. If it is, then the font will never bother me as many games have flaws you just get over.
>>
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After a long day of being abused by guards during testing, Tux finally seized the opportunity when a guard glitched into the side of a wall
>>
>>320878207
imagine what randomly generated gameplay would be lol
Like imagine all the functions and variables that just go into how a game plays, how different they all are across genres, and then imagine jumbling them all up and pulling them randomly out of a hat and stitching them together.
>>
>>320886878
Seeing how thick that blood is makes me feel sick to the stomach.
>>
>>320878141
What's the difference between someone using a free asset or a company paying an employee to make assets for them?

Todd Howard didn't make all the assets for TES, his employees did.
>>
>>320887095
Free assets don't have a person above those employees telling them the design language.
>>
we here in /agdg/ should create a community resource of genre templates, put them all in a github or something
Then people can download it, add a feature or two, and then when they realize how much work actually goes into making a game and give up, they can send their source upstream and eventually we'll have a huge library
>>
>>320886878
God damn, penguindev! Do you have some unresolved issues?
>>
>>320878141
every single game you've ever played has outsourced assets
>>
>>320887095
based

business = delegating tasks to specialists and making executive decisions yourself
art = creating everything yourself, by hand

both are valid; it depends on where you are on the spectrum between artist and businessman.
>>
>>320878374
So like spore except by creationists?
>>
>>320887040
Don't need to. The steam store already exists.
>>
>>320887201
>Todd: Okay now make a rock.
>Todd: But like, a *Skyrim* rock.
>>
>>320846754
>thing therapists actually help with mental illness
lol
>>
>>320887095
Are you really equating empolyees being paid to make things as the directors/producers/managers tell them with some indie 1ma buying a bunch of low poly sci fi assets because he doesn't know how to anything himself? Fucking what
>>
320886878
kill yourself
>>
>>320887201
Perhaps it doesn't need a person to explain the design because it's just a standard 3D model that looks like many others.

Many AAA games use stock assets like hollywood movies use stock sounds. I think the only time you need to make your own assets is when you want a very specific look that you can't find elsewhere.

You can also modify free assets after buying them so they look different. There is no good argument to not use free assets.
>>
>>320887249
retarded and gay, people give up way before that when you tell them they need to program
>>
>>320887695
Wow! Rude
>>
>>320887776
we can't save everybody
>>
>>320887776
How to break the programming barrier? It almost feels like required education at this point in the world. If everyone could program, the world would become a better place.
>>
>>320887703
Also using free assets for things like coding solutions, like a dialogue system.
>>
>>320878374
Don't forget to include Lucifer and Lilith as protagonists.
>>
>>320887904
Nooo!!! You have to make everything from scratch or it wont follow your artistic vision!!!

You better not use an existing font either because you need to make one from scratch or it means you are compromising your artistic vision!!!
>>
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>>320886878
Poor Tux. I guess free software doesn't pay the bills.
>>
>>320888024
Right, that's why Todd uses bink video, havok, and speedtree.
>>
>>320862001
make the shadow half as dark on the right one and it will be much better
>>
always a gd string booger, never round.

https://www.youtube.com/watch?v=-VjJR7_9FX8
>>
>>320872879
Last time I saw it the main pro I saw
> C# and C++ hot reloading
Worst
> 4% every quarter after the first 25k
When going against unity which takes a one time payment for plus or pro, Unreal that only takes 5% after 1M and Godot which takes nothing, they really have to bring something new to justify this licensing I think
>>
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3dlet here. Does anyone know why certain parts of my model would be distorting in Unity but not in Blender? It's only the edge of the shirt here that seems to go wrong, and only while animating.
>>
>>320887703
>>320887904
These posts have made me realize something. People don't want to make games. They want to make a specific kind of game. And that's why your hypothetical scenario where you can use any sort of free assets doesn't work. Sure, if the dev only wants to make a game, then it doesn't matter what assets they get, but when I think about it. That is almost never ever true. People always want to make a specific kind of game. This thread is the purest example of people not just making games because they want their UI to look a certain way or a walk to feel a certain way or the tool they're working with to work in a certain way. All of those are unnecessary barriers to worry about if you just want to make a game. A jank game is still a game, but people haven't even made the jank game.
>>
>>320886878
This is what is referred to as "the Linux virgin rage"
>>
>>320888286
Is it like that even if you don't make it droopy on the left side?
>>
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>>320887876
>If everyone could program
Shut the fuck up anon. I don't need my one useful skill to get degraded.
>>
>>320888309
>people don't want to make tech, they want to make a finished playable thing

No fucking shit dumbass.
>>
>>320888024
>tfw have this mind set
Is it wrong? Should I abandon it?
>>
>>320887876
does everyone need to be a mechanic too? or an electrician?
>>
>>320888451
You are not good enough to be an elitist.
>>
>>320882181
Where is your light? Are your normals in the right direction?
>>
>>320887649
Obviously the scale between indie dev and big publisher is different but the concept of using other peoples creative works in your game is the same.
>>
>>320888419
This almost feels like mental illness. People will admit to it as if it's obvious, but take action as if it isn't.
>>
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>>320888376
I'm not sure what you mean. It's just got some slight weight on it from the leg bones since it hangs over the pants a bit, so it moves slightly when the legs do. In blender anyway. In Unity each side distorts for some reason.
>>
>>320888654
I've got no qualms about using premade assets. I'm here to just like make game, not just like make serializable dictionary.
>>
>>320888385
What have you done with that skill of yours?
>>
>>320888309
>>320887649
You guys should listen to the videos with the guy who made The First Tree. He used free assets and says no one ever even knew because most people who play games are not indie devs with knowledge of free assets and engines.

You're thinking about games from a dev perspective when most buyers are just waning to play a game.
>>
>>320888601
It is literally not the same. At all.

You think when Capcom made Okami they just hired a bunch of modelers and were like "yeah just make some shit, I dunno". They had a vision for the game and they had their team craft it as such. In no way is that remotely similar to an indie dev buying generic assets because they're incapable of making their own. They're either compromising their vision or didn't have one in the first place, unless their vision just so happened to look like this generic asset pack. If so then more power to them, but don't get made at me when I don't pay any attention to it.
>>
>>320889021
Nooooo you have to make all those tree assets yourself!!!
>>
>>320888875
That's you, I was talking about people as whole. Unless you seem to believe everyone thinks like you too.
>>
>>320889069
nobody cares if you pay attention to them or not
>>
>>320889021
I've seen his videos and I've played his game. He's a con artist and his game sucks dick.
>>
>>320888286
Might not help but only problem I've had so far is when some faces were inside out.
https://answers.unity.com/questions/567717/my-models-are-getting-exported-into-unity-inside-o.html
>>
>>320888286
Did you apply the transforms in Blender?
>>
>>320889021
Perhaps it's right that most buyers aka people who don't really care about games won't, but take anyone from a board where people care even if they don't play video games and they'll see the rehashed assets. Maybe that's just elitist of them though to believe rehashed assets means a bad game even if it's something that happens often due to the low barrier. Get burned a few dozen times and I'm sure that'll turn you off from seeing those same assets again.
>>
Assuming you dont have a time clone machine that gives you infinite time every dev is ultimately making compromises with their ideal vision.

The challenge is to identify what is important to you, what needs to to be unique in your game, what needs to stand out, what needs to be associated with YOUR game.
And then do that.

Making sytlistically ideal rocks can be a part of this but most likely its not.
>>
>>320889021
>The First Tree
Yeah I guess if you want to make a game and you don't care what it is or whether it's good or not, go for it
>>
>>320889596
why not make your own.
>>
>>320889706
Are you posting this for you or for me? Not all of us are making an MMO with science based dragons.
>>
>>320889457
Yup, always do.
>>320889386
I'll give it a look, thanks
>>
>>320889021
And he'll never make a successful game ever again.
>>
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>>320889069
>vision

I make my games the same way molyneux does. Look up his post-mortem on Populous.
>>
>>320889706
How can you know before it's done? You can't identify without peering into the future with your time machine, the brain. If you already knew the answer, then game was likely already done. Besides, most people already make compromises with their ideal visions or don't have an ideal vision. Devs already know they won't be making the next hit MMORPG with a thousand jobs and thousand attacks, but that's not a hard compromise.
>>
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the dire wolf was a gangster ass dog.
>>
> See interesting looking indie roguelike or RPG on Steam
> Friends say it looks cool, we are all ready to buy it
> Single-Player

You guys are building your game from the ground up for co-op, right? You aren't leaving money on the table, right?
>>
>>320889990
>How can you know before it's done? You can't identify without peering into the future with your time machine, the brain.
Thats exactly what your vision should tell you.
What is important for your game.
What makes your game stand out.

You dont need to make every asset by hand in your vision to figure out whats important.
>>
>>320869463
a protag that speaks through their actions
>>
>>320889596
I wonder if such people turn their noses up at games that use speed tree or havok. I doubt these people have ever noticed that many trees in games are the same and so are the ground textures and the same ragdoll physics.
>>
>>320889457
Actually I didn't realize there was an "Apply Transform" box to tick on the import settings. This seems to have fixed it for me. Thanks!
>>
>>320890146
You and your friends will be able to be eaten by a ghost starship.
>>
>>320890146
I wish, but networking is hard to start with and I refuse to make a left 4 dead clone until I have enough skill to make a good one and not pure jank.
>>
>>320890146
I've only played one good co-op roguelite game before. And no, it was not RoR and RoR2.
>>
>>320887052
congratulations! you got pools of blood in your stomach!
>>
https://www.youtube.com/watch?v=X2SLqLYzJPI
>>
>>320890368
>until I have enough skill to make a good one and not pure jank.
The fate of death for every dev.
>>
I'm wondering about art here lads.

Which will be the least time consuming for my characters & combat animations?

1. 2D sprite sheets, with 3 variants (up,down and side)
2. 2D sprites made from 3D animations (suppose its just another way of doing number 1)
3. 3D models with 3D textures

Also worth considering which would let me use characters of different size & shapes.
>>
>>320890739
1 if you can fucking draw
>>
>>320890739
how many animated actions do they have? the higher the animated actions the more towards 3D will work out. The lower animated actions the faster a 2D workflow will be. Doing it in 3D then converting them to 2D frames is just extra work on top of whatever the answer to the first question is.
>>
please give me the ideas you don't want ;_;
>>
>>320890739
2D I think. Blender is hard to use at first and nice looking 3D models are hard to produce.
>>
>>320890454
the only part of that that made any sense was 3 way, funny
>>
>>320890739
>>320890898
1 can be made infinitely easier if you look into bone animation w/ mesh deform.
Software like dragon bones will help you with that.
>>
>>320890739
It depends on what you already know how to do (drawing, 3d modeling etc), but assuming you're a beginner I would say number 3.
Having never used a 3D program before it took me about a day to make an okay model with a rig and some animations in blender.
>>
>>320890996
for what kind of game?
>>
>>320890996
A game where you try to alienate all the people in your life as fast as possible
>>
>>320890996
Mad Max + Sea of Thieves.
>>
>>320891428
I'd speedrun that.
>>
>>320890513
Nah, just make a game that can be janky without people caring. top down, for example.
>>
>>320890996
GunZ + Titanfall 2 + Quake + S4 League gameplay.
>>
test
>>
>>320890996
This is my long horded concept.
a biological mecha game.

You control a baby inside a mothers womb, like the cockpit of a mecha.
Your mommy mecha street fights other mecha mommys in supermarket carparks and shit.

all sorts of gag moves, stats etc.

now I'm sharing it, please make it happen
>>
>>320890739
option 2 is the easiest and is the obvious option if you aren't a good drawer. autists on 4chan might hate you for it though.
>>
maybe, i want to see concept art
>>
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This is acceptable art work for a game. There is no need to worry about your game being janky or not having great artistic vision.
>>
>>320890263
shit art
>>
>>320890898
>>320890940
>>320891014
>>320891078
>>320891182

Some mixed opinions here.

Yeah a total novice at game art, I wageslave as a coder/analyst. I can sketch ok and always liked drawing but am by no means an artist, I do believe in my potential to get atleast passable at it though.

Move, Punch, Kick, Uppercut, jab... probably quite a few animations. The premise is around random people being made to fight and they could have any martial arts background.

Interesting comment on bone animation w/ mesh deform I'll check that out.
>>
>>320888053
penguins don't pay bills anon
>>
>>320892015
i like it.
>>
>>320892050
>tfw no one doesn't just remake club penguin
>>
>>320892014
i also like this.
>>
>>320857961
Patience
>>
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did boku die?
>>
>>320892374
shot down in riots. sorry.
>>
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>>320892374
He suicide
>>
When it comes to gdscript. What would be considered computational heavy?
>>
>>320892552
f well at least he died how he lived like a total sperg
>>
protip: idea guy is the only game dev skill that can't be developed through effort and is purely based on innate talent
>>
>>320892845
innate talent? fuck off ideaguy.
>>
>>320892845
wrong
>>
>>320892934
>>320892980
uh huh

post you're game ideas then
>>
>>320892845
This, but unironically. You can tell some people will just never make it.
>>
>>320893031
already did
>>
>>320893031
t. non-idea-guy baiting idea-guys for ideas
>>
>>320892845
non-programming drawlet hands typed this
>>
>>320892845
100% wrong. Idea guy is the only game dev skill that can't be developed by doing something other than making games. I know making a game is a foreign concept to you, but believe it or not some people here still do it.
>>
What top-down 2d rpg enemy designs have not yet been tried?
>>
>>320893256
Octagonal grid
>>
>>320892845
True, I've seen ideaguys degrade over time but I've never seen a non-ideaguy suddenly come up with a good idea
>>
>>320892845
99.9% of your ideas are borrowed from media you consumed, that's just my assumption but i believe i'm totally correct
>>
guys note this down, im gonna make you all proud just give me 3 years to make a game
>>
Idea guys are like cartman. They're a lazy prick that wants everyone else to do all the work while they just mooch off and try to claim all the credit.
>>
>>320893752
I'll give you 1 year.
>>
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progress.

:D
>>
>>320893636
99.9% of ideas are built upon previous ideas so I'm not really sure if this is meant to be an insult.
>>
>.jpg .png .tga
What's the best file type for textures?
>>
>>320892845
Thats not a tip.
>>
>>320893904
anyone can do that buddy
>>
>>320893756
they seem to think an idea guy is kojima or molyneux.
They can both write and design games. Can also market and present their ideas and mechanics.
Guarantee 90% can't even do one of those above things to a good enough standard.
(and even then its not worth an indie dev wasting a position/budget on that.)
>>
>>320893905
Never use .jpg
>>
>>320893818
guess i'm quitting my day job then
>>
>>320894005
to be fair, i never thought of an idea like "science based dragon mmo"
>>
>>320894048
ok but what about the others?
>>
>>320893636
real ideaguys don't play video games so their ideas are untainted
>>
>>320893905
.png ideal in most cases.
.tga has extras like alpha mask layers.

fuck jpg unless its placeholder
>>
>>320893905
.jpg is worthless for textures because it can't hold the opacity layer so your texture will always be a square image. Png has opacity layer and appears to be the standard that's most often used so I go with that.
>>
sure is populated here lately
>>
>>320893905
dds is the only real texture format for video games
>>
>>320894063
No, you'll scale it down so it fits in 1 year and then with the lessons learnt and assets created you make another game, then by year 3 you'll have 3 games and the last one will be better than the one you would have made in 3 years.

Of course this is hypothetical and I could have just ruined your future as the next stardew valley dev.
>>
>>320892014
THAT is an example of artistic vision, though.

Or are you incapable of recognizing it?
>>
>>320893905
dds
>>
Why do lowpoly games always use that god awful flat shading and single colour style?
>>
>>320894169
And that's why you're not an idea guy. Talent.
>>
>>320894496
yeah I guess. Just seems something someone could do with little artistic vision by just drawing random stuff quickly like a kid.
>>
>>320894649
Give me 47 examples of this
>>
>>320876867
LMMS, Cubase, 0cc Famitracker, Audacity, mostly those 4
>>
>>320894649
its easier?
>>
How do you tastefully do an interrogation scene if you're not a pervert?
>>
>>320894854
Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble Crumble
>>
>>320894478
Nah thats fair, no way am I making my own engine anyway.

A 1 year game huh, that doesn't sound so bad.
>>
>>320894649
Sorry your taste sucks, it looks good to me.
>>
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>>320894649
it's clean and expressive which is what good game art should be
>>
I feel like gdscript will crap out on me easily.
>>
>>320852489
I'm such a musiclet. I find it so hard to make anything that sounds appealing.
>>
>>320894909
use psychological torture that's somewhat comical

https://www.youtube.com/watch?v=EPiv3EabGys
>>
>>320895385
Then you're most likely starting with something too complex.
Just start making simple I–V–vi–IV songs or something. You literally can't mess it up.
>>
>>320896048
>I–V–vi–IV songs
what?
>>
Been making good progress these past few days!

Still converting all grass to 3D grass, but at the same time I'm converting all assets from 2d planes to 3D meshes.

Additionally I've made it easier to harvest materials. Some spawn in groups and others can drop random amounts when harvested.

I've also been soulifying the game some more. Lots of little tweaks to make things look better or more interesting.
>>
>listening to video game music from childhood while working on game
>suddenly get depressed af as the weight of all your adult problems collapses on you
>work harder to distract self

sisyphus was blessed m8
>>
>>320896172
Still looks soulless anon, sorry... maybe change the color palette? Trees and chibi character look very soulless.
>>
>>320896239
So that's what makes Sisyphus so special. I finally get it now. I thought it would suck to have the weight of a boulder on you forever, but I guess it depends on what your mindset is.
>>
>>320896167
https://en.wikipedia.org/wiki/I%E2%80%93V%E2%80%93vi%E2%80%93IV_progression
Just start with 4 simple chords and work your way from there. Worst case it sounds generic, but it won't sound bad.
>>
>>320896172
I think it looks a lot better with the new grass color. Never been a fan of any kind of depth blur effect though.
>>
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>>320896172

Here is some examples! This purple grass glows at night and if you go to this field at night you can see stars!
>>
>>320896908
we know, you sperged out about it all day yesterday
>>
>>320893439
what does this even mean?
>>
>>320885025
Cute..
>>
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I love demoralizing my fellow /agdg/ friends!
>>
>>320896970
I don't think you're responding to the person you think you're responding to anon.
>>
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>>320897186

Yeah me too! By posting progress.

Here is what my game looked like over 2 years ago.
>>
>>320894909
>if you're not a pervert
I wouldn't anybody be?
>>
>>320896952
Nice, looks pretty.
>>
>>320897335
This actually looks good.
>>
>>320897335
You only progressed that much after 2 years?
Looks more like 2 months desu
>>
>>320894909

I've been interrogated by the police. It's not even bad. They just ask you questions but what they usually do is ask you several questions that will try to corner you so if you're lying you'll get caught out.

Police these days try to act nice because being an asshole doesn't actually work all that well.
>>
>>320897335
you've made a lot of progress. keep grinding, king
>>
Any gms users here has any kind of experience writing a level editor?
How would I go about making one people could share the levels made with it between themselves?
>>
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>>320897847

And you know, the whole rest of the game.

Loads of systems, a bunch of areas, something like 40 enemies, about 12 NPCs so far and over half have stuff to do and hundreds of items to craft using hundreds of materials.

Unless I want to expand it, the game is basically only lacking content. I don't need to make any new systems or anything. Even then, I've unevenly worked on content too, there is lots to explore and tons of items to gather, but at the moment there isn't much in the way of purpose so you're dropped into the game without any real objectives.

If not for the fact that I was in hospital for 2 months last year and took another 2 months to recover, I was expecting to have the game finished this year. I mean all I got to do is add a few more areas and then like 20 more NPCs with a bunch of storylines and cutscenes.
After that it's just bugfixing and polishing.
>>
>>320898328
Now this looks interesting enough to play.
>>
Ughhhh I spent a lot of time today working on an action processing function only to realize that the way I set it up creates a 1 frame window in certain cases where the game is not responsive to certain conditions. It's gonna take a lot of thinking to find a way to remedy this

I'm also feeling very fatigued and don't feel like working for a while and a lot of negative real world shit has been happening recently too but my progress has been slow recently too so I don't want to drop development either

Fuck
>>
>>320898328
this is a lot of level design. creating a map from scratch with your assets is so time consuming and that's not even talking about doing it in a way that makes sense and is fun
>>
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I know there's an anon out here who knows how to marketing and he'll share some precious knowledge.
>>
>>320869463
silent, but he communicates through writing things with bullet holes. As in, he writes out words and sentences
>>
>>320896452

There's another interpretation of that myth which compares the pushing of the boulder to the artistic process.

You draw a picture, but it sucks, so you draw another picture, but that one sucks just a little bit less. No matter how many pictures you draw, you will never reach the apex of picture-drawing(get the boulder to the top of the mountain) and will likely never be happy. As such, you have to love the process.
>>
Is a game basically an interactive animation?
>>
>run into a roadblock
>ask online by providing examples
>48 hours later get a "have you tried to debug it?" or 0 replies
>entire project stalled because can't proceed
>>
>>320899254
No.
>>
>>320899254
Yes
>>
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>flaccid is spelled flack-cid
i've been living a lie
>>
>>320899313
Have you tried to debug it?
>>
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Full edge achieved
>>
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>>320898668

The game has tons and tons of content, it just doesn't give players much direction after the initial few starting scenes (which I'm going to rewrite and make easier to understand).

There are secrets in the game I do not thing anyone but me has even seen yet.
Like in one map, there is a ring of grass just out in the open. If you walk through the entrance of the ring while holding a certain item it summons a boss that is guarding a rare and valuable item. I doubt anyone has even discovered this yet.

Picture related is every craftable item in the game (minus equipment). I bet half of this hasn't even been discovered by the people who have played it.

The game has a ton of stuff already. I'm just really struggling to work out the pacing and direction in the game. So it when you play it, it just feels like there is nothing to do.

>>320898983

Each of those maps took me around a month to make. That includes the general layout, any assets it needed then things like enemies and items and a few have special mechanics that also needed to be added.
>>
>>320899128
god I wish that were me
>>
>>320899617
chuunikino
>>
>>320899128
Just like make a good game, man
>>
>>320899621
if those are all the same resolution width and height, you can collapse them into a single file and do the calculations for what to draw in the code, instead of having dozens of tiny files to keep track of.
>>
Should I invest in a decent graphics tablet I wonder. Sure I could get a non-display one for $80 but man a 13inch wacom one looks tasty.
>>
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>>320900013

You are probably right but consider this. I've got a hell of a lot of items and for me it's easier to keep track of them with a file name that an x and y position in an image.

I already struggle with keeping track of all the things the game has. I got all kinds of spreadsheets and lists specifically so I can keep track of everything. The project has gotten a hell of a lot bigger than I expected and if I don't do this it'd be impossible to keep track of everything.
>>
tfw I dont wanna make game, I just wanna worldbuild and make quests and shit
>>
>>320900391
are you experienced with them? if so, getting a decent one will probably improve your workflow. If not, then you will still have to learn how to build it into your workflow, but it still may be a good investment. Depending on where you are financially, I would say yes.
>>
>>320900013
I believe there are tools to collapse them into a single file even if they're different sizes, forgot what it was tho
>>
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What do you guys think about using the cod unlock and loadout system for single player games?
>>
>>320900417
That makes sense, but I would actually even go further and suggest creating a enum or hash object that contains the item name as the key and the x,y pair and any other data as attributes on an object contained at that key in the hash. In this way, all of your data will be in one place, and instead of a fuckload of images, you have one file with the images, and one file with every relevant piece of item data.
>>
>>320900548
The problem I've tested both on-screen and no screen and want an on-screen. According to /ic/ the xp-pen's are shit so looks like there are no budget on-screen displays
>>
>>320900391
I got a $70 one non-display like over 6 years ago and still use it to this day.
>>
>>320900556
There are, I don't know of them, but I've seen them in the past. It would be trivial to put them together with aseprite into one image

>create folder with copies of all items
>mass rename into numbered format
>open all of them at once with shift click in aseprite file explorer
>export spritesheet
>grid layout
>export spritesheet to png file
>>
>>320900630
I forgot what game I've played that's like this, but it's interesting. I think the issue lies in though that you expect the next gun to be better. Loadout systems are nice though, more often than not a lot of games don't let you swap around though.
>>
>>320900738
Sounds like you know what you want, and you would know best of anyone. If you think it will bring you a net positive, do it.
>>
>>320900712

You're probably right again, but all of my items are stored as json files for easy editing. I don't like having data as part of the code when possible.

We just have different ways of doing things anon. If this had been two years ago I might have looked into what you've mentioned, but what I have now works just fine and I've gotten use to it. Making big changes like that now are going to take time to implement and could end up breaking things.
>>
>>320900547
if you haven't started yet, you could just make a choose-your-own adventure text game. I hear twine is a good tool for that.
>>
>>320900547
Same, I just want people to live in my world, but then that just feels like a game.
>>
>>320900630
as long as it's pick ten and tokens and not level up a gun to get attachments crap
>>
>>320900547
RPG Maker is literally for people who do this.
>>
>>320901118
>We just have different ways of doing things anon
Nah, I do it the same way you're doing it. I just regret it.
>Making big changes like that now are going to take time to implement and could end up breaking things.
Same.
Btw, your item images are really cute. Pokemon clone?
>>
>>320901208
I've actually been learning Ren'Py, but it seems like more effort than it is worth to do anything other than standard VN stuff, so I think I'll just setup Godot to be a slideshow and then have any game-y elements on the side that would be easier to implement.
Then I could add more adventure-game elements if I wanted...
>>320901308
I know what you mean. For me, it's more like, I just want people to live in my world and experience my stories in the first person, but through the mechanics of a game.
>>320901494
An RPG Maker game is one of the last genres I would want to do, but you are right.
>>
>>320901345
Level up a gun for attachments is the best mechanic, change my mind.
>>
>>320901542

Rune Factory but you're an alchemist who runs a shop. You help people around the town by creating items to solve their problems (or sell them, or even just use them).
>>
>>320901049
it hurts tho spending $500 even though I can afford it, was brought up poor and spending that sort of money on something for myself kills me.

Kind of makes me want to just learn 3d modeling and do that instead... feels like I would be wasting my inherit art skills tho
>>
>>320901745
Oh sweet, I love that type of game. is it anything like holy potatoes we own a weapon shop?
>>320901719
>Then I could add more adventure-game elements if I wanted...
Yeah if you plan on extending it. Smart.
>>
>>320900547
I want to make a game but I can hardly get started because I need worldbuilding to be in every aspect of the game but I can hardly worldbuild for shit
>>
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Where do I find other anons who want to work on a freeware game together for fun? I really want to work with a team. I'm not even the idea guy. I'm the programmer.
>>
>>320901831
what's worth more $500 now, or lets say, 40 hours of your time to learn 3D, if you make $12.50 or less an hour it would be better to learn 3D, but I bet it would take longer than 40 hours to learn, and you may be able to get one cheaper second hand.
>>
>>320901950
what kind of game do you want to make?
>>
>>320886878
this is very cute anon
>>
>>320901950
It's simple. Just start from one thing and explain it then move on to another.
>Why do striped cows give clear milk? Well it's because long ago a parasite infected a cow then it bred and the parasite got passed on and now all the cows of this breed have it and the milk is made clear because all the nutrients go to the parasite, but despite that the clear milk still has its usage in many medical and alchemic appliances.
>>
>>320901868

Not really. The shop system is similar to Recettear, but you sell items you've crafted. To craft them you got to go out of town and either harvest them or beat up monsters.
You also have a garden and can grow some herbs, but it's not a huge farming field (you start with a 3x3 field, and the maximum you can get is 8x5 for 40 slots total).

It's straight up Rune Factory but you're an alchemist not a farmer.
>>
>>320902034
what engine
>>
>>320900547
You could also just write a book..
>>
>>320902436
Books are read linearly though and you don't get the same feel as visuals and small bits that aren't told through words.
>>
>>320902436
I want interactivity and immersion beyond that which is practical for a novel.
>>
Yeah anons, I think this is it. Everything I do or make is mediocre. I don't like my games nor my drawings. I fucked up my life hehe :) please don't reply to this. Good luck, folks
>>
>tfw just realized a Recettear game with actual social media or just spreading of word would be cool as social media and word of mouth can increase demand and sales
>>
Are there any other girl devs that frequent aggydaggy?
>>
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>>320880640
Props
>>
>>320902735

The only thing you can do about this is practice. P.S. nobody likes the things they create
>>
why doesnt unity hdrp have a shader graph option for tessellation in it
i have a material set up working perfectly but theres no option to have the material tessellate so i have to use boring old pixel depth offset
>>
Someone stream dev, the person who did it last night helped me sleep and my life sucks right now
>>
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>look up other games like my idea for reference
>no one has done anything like it
>built a basic prototype
>tfw it's fun as hell
Holy shit I might actually make it bros
>>
>>320902767
Are you suggesting a Recettear game where you use in game social media to market your in game store?

Or are you saying you just learned about markeing?
>>
>>320903092
>only saying might
At least believe yourself
>>
>>320902270
Game Maker: Studio
>>
>>320902853
Biological girls only post on /cgl/
>>
>>320903092

can you say anything about it without giving away your idea (since i'm sure you think someone will steal it)?
>>
>>320903092
give at least a generic description of what it is
>>
Even though I spent the last couple months learning UE4 and finally started making some progress, I just tried out CryEngine and I think I'll switch to that because it has a brush editor like Trenchbroom that is more conductive to boxing out a level faster and easier.
>>
>>320903076
have you checked the Game Development category on twitch? Most of them are making really shitty looking games, but maybe you'd find something to watch.
>>
>>320903267
The former, but based on the latter.
>>
>>320903419
I could work together with you just for the hell of it but I'm also just a programmer and can't do anything else.
>>
>>320903465
Isn't there a brush based editor in the Unreal marketplace?
>>
>go to documentation
>half the functions dont say a word about what it does
>>
>>320903616
Lesion#0539
Add me
>>
>>320903076
Maybe when I'm done with exams I could try doing one.
>>
>>320903496
Okay, well that's a really good idea.
>>
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>Aspiring Independent Game Designer
It's over
https://twitter.com/beanytuesday/status/1329218871971213314/photo/1
>>
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>>320880640
I optimized my editor's minimap, it's now a texture, idk if this is the best way to do this though.
>>
>>320903285
The gameplay is solid but I don't really know what to do for everything else.

>>320903443
>>320903461
It's physics based. No it's not like the current meme physics games. That's all you're getting.
>>
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If you guys want someone to respond to your progress and no one has, feel free to reply to this and I will when I can. I'm going to bed soon but if I don't get to it tonight, I will tomorrow :)
>>
>>320903989
Yes please respond to mine thank you
>>
>>320904056
Well where is it.
>>
>>320904145
I'm sure you'll find it, thanks
>>
>>320904324
God bless.
>>
>>320903935

>not like the other games

anyway nice RP
>>
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>>320903821
Take the Bloomerpill
>>
>>320903441
And /co/.
>>
>>320903782
>go to documentation
>the examples are way too complex and verbose and filled with things you didn't search for
>>
>change some light settings and restart
>ue4 freezes at 39% now
great
>>
>>320903821
Never seen such an accurate comic to life. I guess it really is time to just buckle down and disregard other people and live the life I want.
>>
>>320904673
take my upvote
>>
>>320904673
>https://twitter.com/beanytuesday/status/1329218871971213314/photo/1

this is my dream. Also I want a hoody of this color
>>
>>320902853
londong?
>>
Even if Game Development Center isn't doing it for money and just doing it while they make their own games + doesn't just appeal to the masses like the other tutorials,

My problem now is he spends too much time talking about the really obvious things like 'and this counts from 1 to 10, and then stops counting after 10 so you can't get more than 10'
And here I just wanna know how to create a .json file or modify it or whatever the fuck, not count to 10.

Maybe I'm just impatient. I skip through a lot of tutorial videoes because not all of it is what I want to do and then I find myself having to skip back and find the exact part I want.
>>
>>320845310
Holy crap, where is that from?
>>
>>320845310
>have a bunch of different prefabs for different types of camera
what's wrong with that?
do you even use unity at all?
>>
>>320905376
Be less obvious about your shilling, retard
>>
>>320905000
>My sister is a social media manager. Wow!!!
Social media manager is a true rock-bottom job, primarily for women.

>>320905634
I'm bringing it up because I'm using the tutorials now and someone before was praising the guy a lot while complaining about how all the regular tutorial guys just do platformers and won't go to events if it doesn't give them money.
>>
>>320906104

did you quote the wrong post? I was talking about wanting a positive outlook and a teal hoody
>>
>>320896970
it was multiple people and the only one who actually sperged out was this nigga>>320896172
>>
>>320906354
It's in your link, anon. https://twitter.com/beanytuesday/status/1329218871971213314/photo/4
>>
>>320906619

Oh my bad man, think I copied it from another post. I'm half asleep ignore my dumb ass
>>
Mobile game dev is really fun :)

Are there any mobile devs here?
>>
>>320907074
what game engine do you use?
>>
>>320845198
Alright.
>Weird mutant vermin come up from the earth with the intent of harvesting humanity for meat. Think The Promised Neverland.
>They fail to realize that you stand in their path, and they've made a huge fucking mistake.
>>
>>320907340
Unity.
I am making a dungeon crawler, its too ugly to show but maybe next week I will
>>
>>320907074
I wonder how much money mobile game dev gets over being a steam dev.
>>
Designing games to be as unfair as possible is pretty fun, anons.
>>
>>320907827
>make game as unfair as possible
>someone outdoes your dumb brain and reaches it anyways
This is how you make games.
>>
>>320846283
noice
>>
>make animation for when an enemy knocks back the player
>import into unity
>realize i have no idea how to actually knock the player back depending on the direction the enemy is facing

(pseudocode):
controller.Move(Vector3.Lerp(transform.position, curEnemy.transform.forward - knockbackDist, temp)

or

controller.Move(Vector3.Lerp(transform.position, myCamera.transform.forward - knockbackDist, temp)
>>
>>320888286
check if every vertex is only influenced by up to TWO bones.
>>
>>320893905
lol Im using JPEG in order to save space, no issues at all so far
>>
>>320900391
I have a very simple 30 bucks tablet.
Already works wonders for so many use cases.
>>
>>320907597
Mobile market is literally 1000x more saturated than steam. Unless you have a huge marketing budget it’s 100% reliant on luck whether your game gets noticed or not
>>
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progress.

:D
>>
>>320901719
>An RPG Maker game is one of the last genres
RPG Maker games are not a genre.
>>
>>320908063
nevermind, Vector3.MoveTowards seems to be a better solution.
>>
>>320907536
Basically
>An ancient evil has awoken and has every reason to shit itself because you exist.
>>
>>320908829
cris, what is your twitter again? ca2 something?
>>
>>320909280
https://twitter.com/ca3studio
>>
>>320907536
Not even sure how to make this idea work when a player has to start anew and not a total boss of the world.
>>
>>320908827
True, but just like on Steam as long as you're not making garbage, you can get attention if you work for it.

Also, with the ease at which you can record your phone screen these days, there are many content creators that can make mobile game videos/streams.

Not to mention, everyone has a phone. So the total mobile games to people with a phone ratio is a lot more preferable than the total steam games to people with a good computer ratio.

I have no proof or stats for anything I'm saying, but I'm pretty sure I'm right.
>>
>>320909396

switch roles, you're the mutants
>>
>>320908893
Not him but games made with rpgm are so fucking telling on the engine they used I might as well count them a fucking genre for themselves.
>>
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programmerbros???

how do we recover from this?
>>
I will always remember the time I saw cris posting on the reddit facebook gamedev group and realising he's a real person
>>
>>320909781
where's his game?
>>
>>320899617
what kind of game is this?
>>
>>320909781
This dude is a very skilled troll lol. Tweet is crafted to make artists feel the superiority they've been lacking.
>>
Are there any other game devving communities where I can shill my game that is not overrun by normies?
>>
>>320909781
15 min of clicking? Link to program so I can make a game.
>>
Looking at using spine to make animations in a 2d game. Is it possible to reuse animations face left to then face right, but keep the sword or whatever in the same hand
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>>320910014
>>>/v/
>inb4 it's overrun by normies
maybe so but it's all I could think of
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>>320909730
Ah yes the RPG Maker """genre""" with games such as Your Turn To Die.
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>>320910014
gamedev.net always seemed solid, got a lot of useful info from there
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>>320909781
He's right.

You can sell a game on the visuals alone. It doesn't have to be playable or technically functional until years later when you actually have to release it.
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>>320910095
He’s obviously exaggerating but it’s true you don’t need to know how to program to make a game these days.
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>>320910715
>but it’s true you don’t need to know how to program to make a game these days
In what world is this true?
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>>320846754
Yeah... no. "Therapy" is a fucking joke and meds are nothing but slow poison.
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>>320910702
>You can sell a game on the visuals alone.
Proof?
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Are procedurally generated dungeons usually stored in JSON in save files?
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>>320911049
People were hyped for Cuphead before they even knew how it plays strictly because visuals.
>>
My zero IQ brainlet "engine" only updates the window if it has been hidden and then brought back into sight. Successful calls to WM_PAINT with window-updating code do not appear to take effect, unless I hide the window and show it again, at which point they are revealed to have all happened.

It seems to me there is some sort of buffer that I need to flush (?), any hints?
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>>320910846
In the world where every engine has drag and drop systems that don’t require you writing any code. As in, this world.
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>>320911178
wm_paint is some ancient ass shit, windows has been composited since 2006.
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>>320911117
Depends. If it's just the dungeon layout all you should have to store is the seed and than regenerate it every time. If there's a destructive process where the player changes the data, just store those changes in whatever you want. Json or binary or xml, it doesn't really matter. More modern tools for json, I guess.
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>>320911291
Drag and drop is still programming, how can you not see that by simply looking at it?
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>>320911356
Which event ID in the message queue?
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File: 2021-01-11 16-24-53.webm (2.94 MB, 720x480)
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2.94 MB WEBM
>>320909917
A runny jumpy rail grindy sorta game
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>>320911689

this is almost exactly the game I abandoned making 3 years ago cos I was too shit. Jet set radio fan?
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>>320911689
Looks like it's going to be fun!
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>>320911646
paint gets only called when the window has been obscured and needs to be redrawn. in modern windows windows can't obscure each other because they are drawn fully and composited. only when the window is hidden does it need to be redrawn.

I assume you want it to update continuously in which case there is no message you can handle, you want to draw at a regular period regardless of messages.

use peekmessage() to avoid blocking the thread waiting for messages
>>
got it working in spite of lack of documentation
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>>320911845
Yup. Very JSR inspired
>>320911976
Thanks anon, I hope so
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>>320912010
and you probably don't want to handle wm_paint at all unless windows xp support is high on your wish list, but handle wm_move and wm_size instead.
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>>320912010
I used a timer to push WM_PAINT messages to the queue every n ms. The problem is that they don't redraw, even though the event loop does catch the WM_PAINTs (and is helpfully logging to the console my debug "got wm_paint" output) but like it still doesn't redraw.
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>>320912402
>I used a timer to push WM_PAINT messages to the queue every n ms.

Remarks
The WM_PAINT message is generated by the system and should not be sent by an application.

https://docs.microsoft.com/windows/win32/gdi/wm-paint
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some oc I made
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>>320912591
Anyone ever have this fear that if they do accidentally make it, that whatever they make next won't live up to it?
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>>320912738
my fear doesn't include me getting successful in the first place.
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>>320909781
true
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>>320912738
It has happened to me, I attribute the fact that I managed to put a game together to sheer luck and finding a game that perfectly fits my skills, I doubt I could repeat this.
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New thread
>>320912256
>>320912256
>>320912256
>>
>>320912738
I feel like the idea of peaking early is one you should only start getting worried about once you DO make it.
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83 KB JPG
>>320912572
>>320912253
I moved the draw new frame code out of WM_PAINT and into the timer callback directly, but it still didn't update until the window is obscured. It turns out the problem wasn't the WM_PAINT event, but rather I was using BeginPaint() which behaves like you describe in order to get the paint context pointer, whereas I should have been using a simple GetDC().

Thanks anyway. Zero IQ coding is fun. You can't help but learn something new every day.
>>
>>320914051
Unity will make you a monkey
Win32 will make you a man
rock on anon
>>
How to represent logical conditions in a script?Like

> hp<mp and (atk>5 or def>5)

sure I can just write this, but I want to auto-generate description text to player. Do I really need to parse into syntax tree when I'm already using a script?
>>
>>320911049
Cyberpunk.
>>
>>320912591
Me and the boys on the left.



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