[ a / cm / ic / sci / tg / v / vg / vip / y ] [ index / top / statistics / report bug ]

/vg/ - Video Game Generals

View Post

File: 609KiB, 1920x1080, 1469380790188.jpg [View Same] [Google] [iqdb] [SauceNAO]
254192260 No.254192260 [Reply] [Original]
Quoted By: >>254202279

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

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

> 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: >>254098974
Previous Demo Days: pastebin.com/M8xVhUQu
Previous Jams: pastebin.com/ZNPSfbJ9

> Engines

>Puppers Are Hella Cute
Stay Away From the Garbage Anime

> Models/art/textures/sprites

> Free audio

> How to Webm

>> No.254192357
File: 2MiB, 1198x956, Fireplace.webm [View Same] [Google] [iqdb] [SauceNAO]

get cozy

>> No.254192440
Quoted By: >>254192757

Cowtits > flat

>> No.254192476

no bro aggyhorry is my ticket out of neetdom stop making cool shit!

>> No.254192479
File: 110KiB, 750x484, aggydaggy.jpg [View Same] [Google] [iqdb] [SauceNAO]

I love and believe in all the yesdevs.

>> No.254192569
File: 204KiB, 502x374, tough place.png [View Same] [Google] [iqdb] [SauceNAO]

>mfw Working on my first game while I'm still learning python to keep myself motivated
>mfw based on what on what has happened to others, I'm going to have to completely scrap my current work because there will be some critical mistake that can't be patched or there are so many patches that the program is more spaghetti then game

>> No.254192586
File: 1MiB, 1016x680, Unity 2019-05-23 21-09-04-02.webm [View Same] [Google] [iqdb] [SauceNAO]

ripples and transparency now
transition from waterfall to ripples looks kind of flat still, but i might be overthinking it, been staring at this for a couple days now

>> No.254192598

Looks like a horror game

>> No.254192601

Nice and warm

>> No.254192696

Burn the house down.
Burn it to the ground.

>> No.254192757
File: 2MiB, 400x225, 1551660341015.gif [View Same] [Google] [iqdb] [SauceNAO]


>> No.254192778

1 bit games are viable. What about 2, 3, or 4 bit games?

>> No.254192852
Quoted By: >>254193697

Yo, this waterfall is looking much better than the one you posted last. This is some good progress. I think all it needs is some mist spray particles at the bottom, that should help the water to ripple transition. Although mist particles might not fit the rest of your aesthetic. Either way I think it looks good as is.

>> No.254192876
File: 2MiB, 1310x956, Just like go outside.webm [View Same] [Google] [iqdb] [SauceNAO]

that's because it is

>> No.254192882
File: 39KiB, 374x347, 1558655960013.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254193174

>metroidvania but it's a psychological horror game

>> No.254192889

>is this variable true or false?
>true => win
>false => lose
deep gameplay

>> No.254192902

wtf this looks so good.

>> No.254193020

no bro i can't take this anymore i wanna be a yesdev

>> No.254193026


>> No.254193034

I like the part where the water flows...

>> No.254193053
File: 2MiB, 1368x956, Shake_That_Steak.webm [View Same] [Google] [iqdb] [SauceNAO]

>> No.254193078

I think I'm going to stay inside and be comfy tyvm

>> No.254193092

Gameboy was 2bit. Many old computers were either 3bit or 4bit.

>> No.254193174

So, Sonic the Hedgehog?

>> No.254193376
File: 2MiB, 720x558, fuck you mom.webm [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254193787

>> No.254193697

I can try particles, maybe water splashes or some white smokey particles
particles can fit the style just fine as long as they don't have any transparency

>> No.254193787


>> No.254193857
Quoted By: >>254194684

neat is this a custom shader you're making yourself?

>> No.254194390

black, white, red, green are more than enough. If you have more than 4 colors in your game you're doing something wrong.

>> No.254194528
File: 119KiB, 690x257, 1543563635786.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254195928

anyone have access to a library of old interviews, videos, etc of game development? Im on the low end of motivation and I need to get back to my commercial project Im working on

>> No.254194684
Quoted By: >>254194940

i made it but it's based on this

>> No.254194703
File: 212KiB, 800x600, test.gif [View Same] [Google] [iqdb] [SauceNAO]

Pls rate.

>> No.254194841
Quoted By: >>254194963

at least use a girl cris

>> No.254194854


>> No.254194874

my unarmed fighting stance was going to be similar to this, but now i'm deciding against it.

>> No.254194940

modesty will get you nowhere

>> No.254194963

there will be a harem of girls you can fuck.

>> No.254194973

>Yes, I was born with a tiny left leg
>Yes, I was born with a noodly long arm
>Yes, I was born with a flap of hair growing out of the side of my head

>> No.254195180
File: 35KiB, 457x439, Reeees+in+anime+_4f0b5a2af8a1bf5abe9d6b4095194c6b.jpg [View Same] [Google] [iqdb] [SauceNAO]






>> No.254195272

Based Pateron

>> No.254195353
Quoted By: >>254195538

>you have to pay money for people to donate to you
You're being scammed

>> No.254195534
File: 2MiB, 1000x437, theguys.webm [View Same] [Google] [iqdb] [SauceNAO]

gotta make them blink now so theyre less freaky

>> No.254195538
Quoted By: >>254195667

patreon still only takes like 5% while tiktok takes 50% of donations

>> No.254195594
File: 249KiB, 577x433, devilengine.png [View Same] [Google] [iqdb] [SauceNAO]

Holy shit he's making it. Devil Engine is going to be a millionaire

>> No.254195667 [SPOILER]
File: 145KiB, 660x660, 1546805353155.png [View Same] [Google] [iqdb] [SauceNAO]

Well you know what they say
Hit or Miss
I guess they never miss huh?

>> No.254195807

except his publisher gets 50% lol

>> No.254195883

>hates his publishers
>stuck with them anyways
>game is amazing
>they literally didn't promo it
>the people who promo it are some how fatter then AVGN's fat crew

how didn't he make it even harder until now?

>> No.254195928

http://shmuplations.com here you go fren

>> No.254196025

the game isn't that good

>> No.254196103
Quoted By: >>254209617

is it really 50%?
how come people don't give publishers 10% only?

>> No.254196149

A yoyo shoutout is worth less than a reduz retweet nowadays.

Why did he even get a publisher? How are there people that still fall for this meme?

>> No.254196395
Quoted By: >>254219301

i kept trying to ask him that i don't know
he seemed too honest for this world...

>> No.254196664

my progress posts get more than that lol

>> No.254196743

I really doubt the YoYo games account has much influence on anything

>> No.254196797
File: 341KiB, 544x510, 142134845812.png [View Same] [Google] [iqdb] [SauceNAO]

How do I actually learn GML? The few youtube tutorials I've done were helpful for learning very specific things but I don't feel any better with the language as a whole.

>> No.254196894

I'm not Google. Fuck off.

>> No.254197025
Quoted By: >>254197464

pirate udemy courses

>> No.254197331
Quoted By: >>254197464

convert currently existing drag n' drop code into gml

>> No.254197449
Quoted By: >>254197569

Post porn of her

>> No.254197464
Quoted By: >>254197702

Will do

I was under the impression drag n' drop gives you bad habits?

>> No.254197519
File: 434KiB, 789x720, 1554304228609.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254197709

>dialogue choices
pick 1

>> No.254197541
File: 3MiB, 1280x720, camera lockon (3).webm [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254204963

Added lockon and target switching, attacks dont home to the target yet

>> No.254197569

is the shota MC.

>> No.254197702
Quoted By: >>254198295

if you don't know GML very well, is there any option other than to use the drag n' drop? if you aren't already using the drag n' drop, then disregard my post, i was under the impression that you were using it but wanted to switch to gml

>> No.254197709

I pick lasers.

>> No.254198000

This was Dark Souls before Dark Souls. The only way you could improve on this game design is by getting rid of quicksaves and making the viewable area smaller like in MGS3. I have a vision.


>> No.254198141
Quoted By: >>254198242

nobody cares about your MGS dream game until you have something to show for it

>> No.254198241
File: 136KiB, 1100x1074, 1529071765082.jpg [View Same] [Google] [iqdb] [SauceNAO]

Yes, and Age of Empires was Bloodborne before Bloodborne. What a genius comparison.

>> No.254198242

idea discussion is the best part of /agdg/

>> No.254198295
Quoted By: >>254198568

I don't know how to code period. I can follow tutorials, but when I'm on my own I'm in a constant state of not knowing what the fuck I'm doing. I just need a solid grasp of the language.

>> No.254198332

not when you're a deluded nodev stringing on the same dopamine hits for weeks at a time

>> No.254198568
Quoted By: >>254198890

only way you can get that is by doing it. are there any concepts in particular you have a difficult time wrapping your head around? i could probably give you a QRD

>> No.254198641

I want all of /agdg/ to be a part of my game. I want to combine forces to make the best most /v/-approved game ever made. Idea discussion is fun. We could all make a triple-A quality game with my ideas.

>> No.254198735
Quoted By: >>254198875

I'll be the publisher

>> No.254198742

Ideas are worthless and you don't have anywhere close to the personality and likableness to lead any group, let alone /vg/ + /v/
Give up.

>> No.254198874

I have 300+ followers on twitter, how many should I have before launching a kickstarter?

>> No.254198875

I'll be the face of the company

>> No.254198890

No, but thank you anon. I'm going to find a course and mess around until it starts to click.

>> No.254198914

fuck off crab, stop trying to drag others down into your crabby sludge pit

>> No.254199023

I understand otherwise. We can make a banger. Just imagine being up there with Rockstar when we release an actual triple-A quality camp WW2 masterpiece. It can be done

>> No.254199086
Quoted By: >>254199206


>> No.254199118
File: 37KiB, 620x443, IGiveUp.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254264107

alright boys, i can't do this anymore, i give up

>> No.254199206
Quoted By: >>254200093

God's Gift dev didnt have 10,000 before his kickstarter

>> No.254199218

Also, I don't give a rat's ass about money. I'll take a hit. I just want to make the best WW2 singleplayer game ever made, with a high skill ceiling.

>> No.254199390

I can't tell if this is a meme now or not, you've been saying this same thing for days.

>> No.254199447
Quoted By: >>254200582

i am fucking besides myself with your ideaguyitis. try making a tetris clone and then come back to us on your revolutionary idea, anon

>> No.254199612

modest kickstarters ($5-10k) almost always succeed if there's enough content to show and you're not making some offbeat weird shit

>> No.254199749

but I was gonna be the idea guy...

>> No.254200067

how do u have a 2D mode with 3D perspective?
a 3D camera with ortho camera?

>> No.254200093


>> No.254200164
File: 63KiB, 600x686, 1550163686686.jpg [View Same] [Google] [iqdb] [SauceNAO]

>Hundreds of animation functions split between ten classes all completely devoid of documentation
>Not a single person has experience using any of the animation systems
>Have to reverse engineer everything to get basic functionality
>Have to use get() and set() to manipulate undocumented hidden parameters to implement basic conditionals.

>> No.254200286

the follower count is meaningless, what matters is how engaged they are

>> No.254200459

>Hundreds of animation functions split between ten classes all completely devoid of documentation
You mean 2 nodes and a few resources all with function documentation and links to tutorials in the docs? Push F1

>> No.254200508

im afraid you should have taken the love2d pill, but you didn't. now you WILL lie down in your grave, and you WILL like it, you hear me boy?

>> No.254200510

This. But also >>254198332 this
Nodevs can sometimes have good ideas but most of them are poorly thought out.

I wish there was a means for the devs here to post their reasonings behind their designs in long winded fashion and have them stick around for future reference. Kinda like Gamasutra but for agdg.

>> No.254200582
Quoted By: >>254201016

Yo I had an idea: nazibros idea but it's a tetris clone.

>> No.254200814

>dunning kruger: the post
I don't even understand how people have trouble finding the class reference and docs, it's right there in your face

>>Have to use get() and set() to manipulate undocumented hidden parameters to implement basic conditionals.
learn how the class inheritance works, all variables are automatically documented

>> No.254200893
File: 25KiB, 650x638, 1521469512317.png [View Same] [Google] [iqdb] [SauceNAO]

I'm going to make my harem interracial loli shota videogame, not sure if I am going to make it porn, seems pretty unsafe if I want to sell it, also making it that way some doujin people will make porn off it already.

Basically the story is about some shota who survives off a sci fi coloners crash and the only survivors are a bunch of lolis.

The gameplay is basically like AoEII mixed with gnomoria.

>> No.254201016

too bad ideas are all you have

>> No.254201027
Quoted By: >>254201103

>Kenshi with children

>> No.254201103

I'm sure I'm going to just hint at sex using cuddling and kissing.

>> No.254201117

cool thanks for the bihourly blogpost cris

>> No.254201308
Quoted By: >>254201545

Cris, you can't even finish a match 3 game. You're never going to finish that.

>> No.254201421
Quoted By: >>254201545

is this going to be in Godot or do you hate it at the moment?

>> No.254201518
Quoted By: >>254201805

Is this the power of unity?

>> No.254201545

my idea is really simple and the story will be mostly text.

I like godot.

>> No.254201805

>literally says godot
so this.....is the power....of nodevs..........

>> No.254201848

>a 200-page design document detailing nearly every aspect of the game.
I hope you're doing this for your game

>> No.254202034

If your game design docu is reaching 200 pages then there is no fucking way you'll be making it

>> No.254202064

sounds like a procrastinating nodev's wet dream

>> No.254202097
Quoted By: >>254202308

the design doc for my current game is about 7 pages long

>> No.254202206

you used the word game twice in your post and yet there's no game at all, why?

>> No.254202279
File: 83KiB, 640x640, Dreo1VdU0AABGXs.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254202751

With the help of the initial Element Power of the world, beams of light are produced from the bright core (Uni) of the rainbow circle, which are formed into elements that, when compacted among themselves wisely, form the opposite power of the initial one - Elementalic power, with the help of which - elementals (Players) arise.
Elementals control elements , growing plants, making apple pies and creating castles. Interacting with elements and other elementals in a fruity way, players evolve, gradually moving to the state of etheric elementals, begin to emit rainbow beams of light, forming them into magic and harmonizing with the nature of the game world.

In the process, ethereal elementals get the help of Element Power, which allows them to create their worlds with new elementals. That is, the players themselves become new Uni and move on to the next level of (new game), and the previous Element Power of Uni can no longer touch it, and the player becomes the creator of new fantasies to form elementals
And the game world gets a fractal-flower structure of magical rainbow.


>> No.254202286

My first steam review!
>Refund it if you can.
thanks, guys, I owe it all to you

>> No.254202308
Quoted By: >>254202821

Cool, for what game is that? Do you reckon it helped much?

>> No.254202362
File: 127KiB, 680x574, wojak.png [View Same] [Google] [iqdb] [SauceNAO]


>> No.254202443
Quoted By: >>254238170

>anime brainrot isn't r-

>> No.254202634

maybe if u posted ur game we could have saved u

>> No.254202751
File: 87KiB, 799x1200, DrEzpd9V4AAXq-q.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.254202821

It's for a little puzzle game I'm making. I'll be sharing my development of it sometime in the next few days here, its development was supposed to take place over the course of one week, but I ran into some problems with my engine (i guess is one way to put it), so it's currently on hold, i have about 6 days left still to make it, so i can't really say whether or not it helped, but it did really help me flesh out the mechanics of the game, and other details (how to reward the player, how scoring should work, etc).

>> No.254203071
File: 351KiB, 3216x2052, HAHAHA WHY WOULD WE WRITE DOCUMENTATION.png [View Same] [Google] [iqdb] [SauceNAO]


>> No.254203086

The value of a GDD is the fact it forces you to make concrete what is nebulous in your head. The clarify brought is worth more than any reference.

>> No.254203158
Quoted By: >>254203784

Trying to get familiar with godot and found these videos https://www.youtube.com/playlist?list=PLv3l-oZCXaql20IlPe7gfBEzomnPSLekY
Are they outdated or good enough?

>> No.254203467

yeah, that's been my experience. i'm not allowed to develop the games at all except for the idea/mechanic that i was originally inspired with, to help keep its development solely within the week i have to make it, so it definitely was fun to allow myself to finally explore this idea more in-depth, and the document helped me do that. i'm not sure how well it'll serve as like a cheklist of ideas, but i guess we'll see soon enough

>> No.254203545

Are you retarded? All those are just nodes for the animation blend tree which has plenty of info, what exactly are you have trouble with?

>> No.254203679

imagine if you put that much effort into simply googling stuff

>> No.254203780
File: 42KiB, 604x604, 1551310853197.jpg [View Same] [Google] [iqdb] [SauceNAO]

I don't have any problems I'm just shitposting.

>> No.254203784
Quoted By: >>254203859

extremely outdated and extremely bad, the only halfway decent youtubers are GDquest and kidscancode tbqh

>> No.254203842
Quoted By: >>254204305

Well I look forward to seeing how that pans out especially the "rewarding the player" stuff because that's a field I don't give enough attention too. I keep defaulting to negative feedback mechanics rather than positive feedback ones.

Absolutely. It helps so much with just clearing up an actual vision. I feel the same way with concept art. Just doing some scribbles of what I want is MUCH easier than jumping straight into modelling something.

>> No.254203859
File: 24KiB, 320x320, 1499235045214.jpg [View Same] [Google] [iqdb] [SauceNAO]

lmao i guess godot really is for children, thanks for the reminder anon!

>> No.254204126
File: 10KiB, 266x239, ok.jpg [View Same] [Google] [iqdb] [SauceNAO]

>I got made fun of for being a virgin gamedev again.

>> No.254204305

>Well I look forward to seeing how that pans out especially the "rewarding the player"
well, the obvious goal is to create a motivation for the player, and you can do that by exploiting something that the player is likely to value. often, games will try to do this by attempting an engaging story, having a bunch of items or achievements to collect, or by having a multiplayer mode. with this game, i plan on exploiting curiosity, by having the graphics of the game change as you get more points. this might sound really simple, but when you get the occasional graphic change, it encourages you to try and score higher to see what the next change is, especially if the changes are occasionally dramatic. this idea was inspired by warioware's pyoro, which employs this tactic.


>> No.254204618


haha! he's a virgin!

>> No.254204705

>he's a gamedev
oof, yikes, EMBARASSING

>> No.254204963

Congrats! Keep at it!!

>> No.254205307

>two identical pieces of code not working on two almost identical gameobjects with nothing that should change the behaviour


>> No.254205563
File: 271KiB, 675x653, honesty.png [View Same] [Google] [iqdb] [SauceNAO]

Be honest, is this a good character? The more I look at it the more I dislike it.

>> No.254205601
Quoted By: >>254206025

what don't you like about it?

>> No.254205623

Reduce scope again and again. What if you reduce scope until you hate it?

>> No.254205678
Quoted By: >>254206025


the model is good, bit purple though

>> No.254205725

Then you realize gamedev is just a hobby for you.

>> No.254205808
Quoted By: >>254206025

i think it's very interesting and very good
you took your own spin on the suggestions me and the other anon gave you and made it your own

good job!

>> No.254205942

how well should you hide accessibility options? I'm making a FPS and I have autoaim but that shit needs to be hidden right?

>> No.254205962

if you think a game relies on "scope" and it will suddenly become fun once you have 200 NPCs you are sorely mistaken, have a solid and fun gameplay loop which can then be extended

>> No.254206025
File: 43KiB, 264x355, orig.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254206139

I'm not sure, which is the problem. I'm an artlet so I don't understand design.
any suggestions to fix it?
thanks, I tried

This was my original design

>> No.254206029
File: 86KiB, 640x480, 1554053541622.jpg [View Same] [Google] [iqdb] [SauceNAO]

i have close to 30 unique npcs and not a single line of dialog for any of them

when do i start making my game??

>> No.254206139
Quoted By: >>254206451

its looking really sharp bro! save the model and be done with it
your entering diminishing return lands

unless you wanna make another crow with a different cane or coat or start rigging

>> No.254206175
Quoted By: >>254206451

Looks fine to me, though I'd make the beak stand out a bit more (texture-wise) because at this angle it just sorta blends in with the rest of his head due to being the same color and all.

>The more I look at it the more I dislike it.
welcome to art enjoy your stay

>> No.254206419
File: 519KiB, 762x647, 1540440796708.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254206552

Hey if you're offering help.
Lets say I have 20 different animations for different hand poses for each hand.
How do I change between them?

>> No.254206451

I can lighten it and see how that looks, but it makes sense if I've just been looking at it too much, thanks.
Thanks for the advice, I'll stop getting hung up on it and move on to the next model.

>> No.254206552
Quoted By: >>254206578


>> No.254206564

UI is such a headache. -_-'

>> No.254206578

40 blends?

>> No.254206851

You use a single blend for the hand animations and filter it using the wrist joint. That way you can run a different animation on the rest of the body like walking or whatever.

>> No.254206857
File: 33KiB, 286x400, 1551084931537.jpg [View Same] [Google] [iqdb] [SauceNAO]

>hybrid city builder/rts where buildings and units are customizable and able to be saved as templates

imagine starcraft but with a strategic and design focus instead of raw apm/multitasking. cool?

>> No.254206884
File: 177KiB, 429x539, 1557038715626.png [View Same] [Google] [iqdb] [SauceNAO]


>> No.254206929

can only work if you can name the units

>> No.254207001

Honestly if the godot docs aren't working you can check out the unreal docs for this stuff and lots of it will apply. Godot has a pretty standard animation implementation.

>> No.254207047
Quoted By: >>254207163

But how do I put 20 animations into a single blend node?

>> No.254207116
Quoted By: >>254208167

warzone 2100

>> No.254207163
Quoted By: >>254207358

Scroll down to see the state machine section. Each hand animation will be a different state and that goes into the blend node.

>> No.254207209

I almost wish it was so hard to do that I could justify paying someone else to do it for me like with music.

>> No.254207358
Quoted By: >>254207681

I don't understand at all.

>> No.254207457
File: 61KiB, 649x815, sleepin bagg.jpg [View Same] [Google] [iqdb] [SauceNAO]

get in anon
this is your sleeping bag for tonight

>> No.254207571
File: 3MiB, 800x500, analog sticks.webm [View Same] [Google] [iqdb] [SauceNAO]

"else if" is some homo shit

>> No.254207625

for me, it's "elif"

>> No.254207681
File: 154KiB, 1494x674, Exmaple.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254209423

Let's say you had a bunch of animations for your character holding different items like a handgun, a potion and a grenade.

You create a state machine and have each one of these animations be a state in that machine. From code, you would tell the animation what state it should be in.

See here:

Then you can plug that state machine into a blend node that uses a filter (i.e. only the hand bones) so that these animations only play on the hands and you can play a separate animation on the rest of the body. (i.e. Run, idle)

>> No.254207791
File: 111KiB, 720x720, Chernobyl.jpg [View Same] [Google] [iqdb] [SauceNAO]

>tfw watching some players play your game and you wonder if it's the player's fault or your own that they're doing so badly

>> No.254207813

as syntax or flow control?

>> No.254207934

dude what the FUCK how did you create this

>> No.254208067
Quoted By: >>254208990

it's literally all store assets

>> No.254208103

the power of idtech™

>> No.254208167
File: 211KiB, 730x783, y_e_s.jpg [View Same] [Google] [iqdb] [SauceNAO]


>2100 downloads a week
>released in 1999

I'm going to make it, boys.

>> No.254208324
Quoted By: >>254208772

those 2000 downloads? all your stolen customers

>> No.254208772

more like customers waiting for a game to scratch that right itch

>> No.254208990
Quoted By: >>254209049

I know you're right but it still looks cool as heck

>> No.254209049
Quoted By: >>254209174

its doom 2016 lol

>> No.254209174
File: 92KiB, 638x1000, 1541817029638.jpg [View Same] [Google] [iqdb] [SauceNAO]

i knew that haha

>> No.254209423
File: 35KiB, 810x453, 1532499555135.png [View Same] [Google] [iqdb] [SauceNAO]

This seems to work.
For now.
Thanks, anon.
Now to automate it.

>> No.254209617
Quoted By: >>254227142

I doubt it's 50%, most publishers take around 70-80% from no-name indie devs.

>> No.254209843
Quoted By: >>254209952


nice literal doom clone

>> No.254209952

Where is your game?

>> No.254209980


>defensive on someone else's behalf when it is literally footage of doom


>> No.254210230
Quoted By: >>254210493


>> No.254210373

I have 168 IQ and I'm still retarded, I don't think IQ is the issue. It's all about arithmetic and geometric reasoning and pattern recognition, which are useful talents but not all-important even in programming.

You're only allowed to make jokes if you're a yesdev.

>> No.254210464

because a truly wise man knows that there is much to learn and so little time

>> No.254210493


Cool, feel free to post your games then boys.

>> No.254210565
File: 7KiB, 248x233, 1532695478491.jpg [View Same] [Google] [iqdb] [SauceNAO]

The true yesdev only interrupts their progress to shitpost on agdg

>> No.254210572

my game is northwest passage

>> No.254210580
File: 474KiB, 510x487, 1548058625719.png [View Same] [Google] [iqdb] [SauceNAO]

nice mental retardation

>> No.254210589

I didn't make a joke so I don't have to!

>> No.254210843 [SPOILER]
File: 76KiB, 297x315, skelly.png [View Same] [Google] [iqdb] [SauceNAO]


>> No.254211337
File: 703KiB, 2000x3000, 1537227943418.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254222651

>focused on the design, balance and progression of the game rather than the graphics
>visuals are somewhat confusing and would get shit on by autists

i'll post progress when it looks so good you fall down and weep

>> No.254211462

>game has a let's play with 500k views
>only 170 reviews on steam
what the fuck man

>> No.254211509

game wasn't worth buying

>> No.254212014

YT is a meme. GDC talked about it.

>> No.254212169
Quoted By: >>254212348

that's actually not a bad number of reviews given that viewership. For someone to not only buy it, but then write a review? your expectation should be in the ball park of a tenth to half a percent of the amount of views you get on a wildly popular video.

>> No.254212181
Quoted By: >>254213237

YT is not a meme
majority of people made a terrible game
>why isnt my meatboy clone selling?!?

>> No.254212348

1 out of 7 steam users leave a review, that's 1190 sales, that's fucking DOG shit I could maybe live off that for a year

>> No.254212695
Quoted By: >>254212942

yeah, it takes genuine talent to make it anon

>> No.254212942
File: 166KiB, 1176x499, 1554983489978.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254213014

fuck you, man

>> No.254213014

hey, don't lash out at me anon, i'm just stating facts here, jeez

>> No.254213237

YT/twitch is a meme if you're making a single player game.
Multiplayer is a whole other bag though.
Just look at mordhau, it's chivalry with upgrade graphics but it sold like fucking hotcakes since everybody wanted to fuck with their favorite streamer.

>> No.254213271

step 1 to gamedev: temper your expectations

>> No.254213451

a lot of indies are really story and atmosphere driven, so those yt vids are as good as priating the game, unless it's a so bad it's good game and people are just shitting on it

gameplay first, anon

>> No.254213869

do post your game if you actually make it because I would fucking love it(if it isn't extreme garbage)

>> No.254213986

Let's say I have two players holding shields and I want to detect when they hit the other's shield. What's the best way to differentiate between the two?

I was thinking I could either give each shield a unique ID and check for it on impact, or maybe make all enemy equipment on a certain layer and player equipment on another.

>> No.254214007

what's the game

>> No.254214026
Quoted By: >>254231839

1 out of 7 leave a review? isn't it more like 1 out of 35?

>> No.254214083
File: 81KiB, 1280x720, maxresdefault.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254218742

>i want a vulkan renderer
>okay here's a complete vulkan renderer you can build on
>no that's high level i want low level
>okay here's a low level one
>no i want an official frontend
>that defeats the point of vulkan but here's something from khronos themselves
>no this is too hard
4.0 is going to be a disaster

>> No.254214890
File: 313KiB, 422x490, 1485197899749.png [View Same] [Google] [iqdb] [SauceNAO]

I'm a total novice looking to make a 2D Porn RPG because I am a shameless pervert. Is there anything that would prevent me from using Gamemaker Studio for this? Does yoyo have some puritanical policy against porn, and if so does it actually get enforced? Would they have issues with me monetizing the game via Patreon or Steam or the like? Should I just use Godot or Love instead?

It's /d/ content, but nothing that would be illegal within the US if that matters.

>> No.254214995
File: 10KiB, 250x250, spiderman_cancer.jpg [View Same] [Google] [iqdb] [SauceNAO]

>Unity Hub
>It's an electron app

>> No.254215270
Quoted By: >>254215473

Yes, the EULA has a clause against the creation of adult material with their software.

>> No.254215289
File: 139KiB, 352x232, 1417729246815.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254215768


>> No.254215363
Quoted By: >>254215473

Total novice? Do you do art or some basic programming or anything else atleast?

>> No.254215473
Quoted By: >>254215680

Damn, thanks.

I'm experienced with writing and have okay pixel art abilities, I just have almost no programming knowledge beyond a few highschool classes I took years ago (and did poorly in).

>> No.254215650
Quoted By: >>254216580

I'm also starting to work on my porn game. What kind of game are you thinking of making?

>> No.254215680
File: 959KiB, 1222x1381, 1523399946908.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254216580

Worst comes to worst you get a programmer to help you, but unity is pretty easy for people anyway you just need to binge a bunch of tutorials on it, or ue4 and do the blueprinting meme.

>> No.254215682
Quoted By: >>254216580

tldw: use godot

>> No.254215768
Quoted By: >>254215980

Fuck, gotta test my html5 game now

>> No.254215980
Quoted By: >>254216159

Try this. I can't find a single one that works.

the game pad inputs just completely fucked on every computer. it's not just me right? these games don't work for anyone do they?

>> No.254216159
Quoted By: >>254216573

Using a DS4 via DS4Windows. Works for me. Gotta use the stick to move though.

>> No.254216453

cute but yeah proportions are off
arms to long, left leg too small

>> No.254216573
File: 40KiB, 573x1013, 482.jpg [View Same] [Google] [iqdb] [SauceNAO]

Naniii! you are using the latest version of chrome?
both DPad and stick work on browsers that actually work so I don't know what's going on with ds4windows or how the program works. maybe it's just normal gamepads?

>> No.254216580

A Pokemon-like RPG where you train monstergirls to fight. I intend for it to be more than just a Pokemon-clone though, alongside the obvious porn additions I want to improve and refine the issues I have with Pokemon's gameplay. My ideal final product would be something along the lines of Touhou PDP's level of quality, which I hope isn't too ridiculous of a long-term goal.

Isn't Unity/UE "overkill" for a 2D game though? Granted I don't really understand what the term means in this context but it doesn't sound good.

>tldw: use godot
I understand how that (or Love) are the best options in terms of not having to worry about the whims of the engine's creators, but are they not also the most difficult to develop for? I mean I certainly don't mind putting in the extra effort but just from browsing this thread I've seen a few horror stories about using godot and I wonder if it's really worth it.

>> No.254216702

Never gonna make it

>> No.254216728

godot is completely fine for 2D, it's just the 3D that people are aping out about.
If you don't mind working with just a framework (as in no visual editor) then love2d is great.

>> No.254216795

>godot is completely fine for 2D, it's just the 3D that people are aping out about.

Ah, that's good to know. I'll try using godot then.

>> No.254216956

Godot is actually based as fuck for 2d but there's 0 tutorials yet so you'll need to be able to navigate it on your own/ with just documentation.

>> No.254216990
Quoted By: >>254217929

Isn't Godot also actually the best option right now if you want true 2D instead of the fake 2D Unity and Unreal do?

>> No.254217080

There's tutorials but they're french, beaner or cheeki breeki.

>> No.254217095

Tutorials are a terrible way to learn in the first place.

>> No.254217168
Quoted By: >>254217183

The documentation isn't any better.

>> No.254217183
Quoted By: >>254217276

You know what is? Google

>> No.254217235
Quoted By: >>254220030

Then how do you learn?

>> No.254217276

Which takes me to video tutorials.

>> No.254217286
File: 2MiB, 800x340, BabyDragon.webm [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254217929

Is this good cubic fire?

>> No.254217506

Ah cool. I'm trying to work on something like an Elona clone but with an emphasis on TF. Learning a lot of new things while working on it. It's been pretty fun, though still very early.

>> No.254217803

sounds based I love Elona

>> No.254217807
Quoted By: >>254217909


Nice, that's actually one of my favourite kinks. I actually have some plans to include a little bit of it in the game. Unlike in Pokemon, the PC herself will be a character than can be used for combat, and while she'll start out pretty weak, she can be modified later on to transform into one of several monstergirls, making her much stronger. Essentially I plan on her being something like this game's version of Eevee.

>> No.254217909

There's a porngame called portals of phareon that does this, it's a pretty neat tactical RPG actually if a bit shitty on the porn side aswell as light on actual content

>> No.254217929

>fake 2D
2D is 2D, it's just pixels bro, Unity and Unreal are just overkill for 2D is all.
you should change the particles to be beveled cube meshes

>> No.254218041
Quoted By: >>254218110

It is already beveled cube meshes its just hard to notice because of the texture.

>> No.254218042

>2D is 2D, it's just pixels bro
but fake 3d is using quads godot is true 2d even though it's not even utilizing a blitter and relying on modern 3d accelerated APIs to render its "true 2d"

>> No.254218110
Quoted By: >>254218335

Then change the texture its bad.

>> No.254218132

>2D is 2D, it's just pixels bro, Unity and Unreal are just overkill for 2D is all.
I mean shit being in 3D but having forced perspective, like hollow k***ht and gungeon get shitposted about ITT all the time for

>> No.254218335
File: 2MiB, 800x338, BabyDragon+fire_2.webm [View Same] [Google] [iqdb] [SauceNAO]

Here you go

>> No.254218424

I like it

>> No.254218513

10000 times better

>> No.254218571


>> No.254218742
File: 55KiB, 583x448, Juan2.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254232146

The state of Juan

>> No.254219301
Quoted By: >>254219389

30%, currently negotiating it down due to them violating the contract.

Consoles, and another reason you'll find out about on the 31st or when Famitsu leaks, which will probably be sooner

>> No.254219389
Quoted By: >>254219530

oh shit did they scam you hard or are you just trying to get a few extra pennies?

>> No.254219530

They're just incompetent; like taking 3 days to forward an email and STILL not paying me even though my dues which are in the high 5 digits are unpaid. They also went behind my back and approved materials I was suppose to have final say over, among other things I don't want to get in to right now.

They're screwing over Fight Knight way worse, and I fear they they'll do the same to Bug Fables too.

>> No.254219579
Quoted By: >>254219674

based as fuck go and fuck them over hardtime

>> No.254219583
Quoted By: >>254219674

Who's your publisher?

>> No.254219674

Believe me, I'm working on it. The coporate wheels turn slowly.

Dangen entertainment.Good translators which are easy to poach, bad everything else.

>> No.254219803

so the Oculus Quest is breddy good

>> No.254220030
Quoted By: >>254220068

It has built in documentation and documentation on their website idiot. Do you seriously go around wasting time spending hours watching youtube videos before you code anything? Godot is so easy that there isn't really much to learn in the first place anyway.

>> No.254220068

If Godot is so simple why does Juan struggle with it?

>> No.254220072
File: 80KiB, 294x235, prob1.gif [View Same] [Google] [iqdb] [SauceNAO]

Why the FUCK do my tweens start in a delay

fucking fog of war fuckiung goddamnit fuck

>> No.254220164
Quoted By: >>254220325

Wild guess:
Do you have two coroutines overlapping or something?

>> No.254220325
File: 61KiB, 294x235, prob2.gif [View Same] [Google] [iqdb] [SauceNAO]

coroutines? The heck are those?

Anyway, I have a simple fog of war system. Each square can be black (not explored), greyed-out (explored but not currently in FoV), or clear (currently in FoV).
Each step I take, the fog of war routine updates a matrix for the squares (to see which are visible and which were already visited). The game screen is a constant 16x16 squares, so it's not like there's a shitload of squares to go through.

When I just had the colors snap into place, it didn't have any problems, and worked instantly. See gif.

>> No.254220363
Quoted By: >>254220487

try to make the fog's caculations right after the movement, put them in the same scope

>> No.254220421
File: 206KiB, 294x235, prob3.gif [View Same] [Google] [iqdb] [SauceNAO]

But when I tried to polish stuff up and use tweening on a 'visibility' variable each square holds, there's a weird delay. The delay isn't even constant. And for some reason it's based on the length of the tween itself.

See this gif where I showed the 'visibility' rating of each square - it sometimes launches okay, and sometimes there's a delay

>> No.254220487

I do, man. The Fog Of War (and the corresponding tweens) is updated after each step my character makes.

>> No.254220632
Quoted By: >>254220701

Coroutines are a Unity thing, I guess they're called "Alarms" in GMS? I still don't know what you're using.

Maybe you just need to tell it to update based on something that changes -with the input- and not based on its position alone.
If it's a tile based game, it seems like your fog is based on float x,y of the sprite, and not the "real" tile position.
If it's not that then it's just some logic problem my dude.
Look through every line with print/cout statements and see what isn't doing what you think it is

>> No.254220701

Oh, whoops - should have mentioned it before.
I'm using LOVE2D.

>> No.254220705

why did you use the character's actual position for the fog? That's your problem.

>> No.254220852
Quoted By: >>254220997

this guys has a point, try calculating the fog first and then moving the sprite

>> No.254220997
Quoted By: >>254221276


I don't get what you mean - I have to use my character's position. How would it know which squares I'm supposed to show and which not?

I should mention, that although the character sprite also moves via tweening, that's only over the hood. Under the hood, the player's data entity snaps instantly from one square to the next. As seen in >>254220325, the FoW updates as soon as the sprite starts moving. IE the data is all immidiately 'there' for the tweening process. It's just that the tweening starts after a delay as seen in >>254220421 and >>254220072.

>> No.254221276
Quoted By: >>254223928

I don't know how you coded, but I suggest for you to get the character position first inside of the input if statement, give the coordinates to your fog of war function, and after that actually moving the character sprite

>> No.254221881

Why aren't you shitposting about employees of any engine other than Godot?
peak rent free

>> No.254221954
File: 138KiB, 372x372, juan.png [View Same] [Google] [iqdb] [SauceNAO]

Why would I? Juan is peak retarded

>> No.254221989

because its funny

>> No.254222012

It's not shitposting if it's true.

>> No.254222157
Quoted By: >>254222757

if pixel art is soulless then 3D has negative soul

>> No.254222315
Quoted By: >>254227815

What do you guys think of io games? The .io domain is a bit of a meme but I quite like the way 90% of them seem to be built around a single mechanic, could make one a really good starter project

>> No.254222501

Looks much more fitting with the rest of the game. Nice.

>> No.254222651

Be careful mate, once you've been working on something for ages you start to understand it so well that you lose sight of why it might be confusing to an outsider. Get it visually comprehensible ASAP I'd say

>> No.254222708
File: 2MiB, 654x600, CloudsAbove.webm [View Same] [Google] [iqdb] [SauceNAO]

How fast are clouds suppose to move when its raining?

>> No.254222757
File: 7KiB, 283x146, 1553342293980.png [View Same] [Google] [iqdb] [SauceNAO]

pixel art is only soulless if it is low effort nes era imitation shit

>> No.254222781

This is good advice, think of any single game you enjoy - I guarantee that there's some highly restricted vertical slice you could take of it that would still be fun, scope just keeps you playing for longer it can't make it fun in the first place.

>> No.254223017
File: 300KiB, 573x311, aa.png [View Same] [Google] [iqdb] [SauceNAO]

Those are very fast clouds. Also the bottom of your vehicles are see through when they climb up.

>> No.254223671

Depends, what you've got there gives off almost an "end of the world" or "magical tempest" vibe, if you're looking for standard rain I'd slow them by at least half, maybe more.

>> No.254223687
File: 77KiB, 737x557, 1538619168291.jpg [View Same] [Google] [iqdb] [SauceNAO]

>linear interpolation

>> No.254223713

>cars falling off the edge of the world
This is very upsetting.

>> No.254223810
File: 49KiB, 450x370, Scala chan.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254224779

What's a good library / framework to use, if I want to make a low-poly game in java?

>> No.254223928
File: 47KiB, 587x587, 1550479041917.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254224310

But hat's exactly what I did, man

>> No.254224108

Is C++ a good or bad language to make pong in? It's the only one I have more than cursory experience in, but I also haven't done any coding in several years, so if it's not a great language to use going forward I might as well learn something new.

>> No.254224190

C++ is deprecated. Rust is the future.

>> No.254224310
Quoted By: >>254225727

So when the player moves, their position must be an int, right?
Like I press up and position instantly goes from (17,4) to (17,5) on the grid?
Otherwise how the hell do you know where pressing up should put you?
That position should also be instantly changing with the player's input, and the movement tween should just be a visual thing.
So then if the fog was based on the TILE position and not the SPRITE position it would work, right?

>> No.254224387

Pong is probably simple enough to do in C++ without blowing your own kneecaps off.

>> No.254224435

how many of you started out as an artlet and climbed out of this hell? any pics of examples?

>> No.254224580

you can literally google art improvement and get millions of examples ranging from amazing to depressing

>> No.254224608

The trick is to learn the fundementals to a decent degree, then pick/make a style that hides all your flaws to the normies.
While "muh style" is a horrible strategy in general, if you just need decent visuals to get attention to eventually get an actually talented artist (Way to many of those desu) to join your team.

I mean, Terraria did that by stealing old assets from other games, slightly changing them, and making all their advances artwork (Bosses) be simple to draw and then make them look good in the context of the game (Big-ass-worm dude, the flying skeleton head with arms, you get the idea). Once the game got a lot of attention, artfags were lining up to suck his dick.

>> No.254224637

I might be ordering my PC today! I get to be an /agdg/tard too. I won't be allowed to have free access to the internet so once it's built I'll have to switch to my PS4 to ask for tips and I'll have to get my stepdad to download any assets I may need. Are there any good UE4 books you guys recommend I get?

>> No.254224779
Quoted By: >>254226357


>> No.254225089
Quoted By: >>254225545

i've improved massively but the pain only gets worse
stay far away from art

>> No.254225178

is voxel art cool or a meme?

>> No.254225323

If you're having difficulty improving you could always commission someone, or if you plan on selling your game and think they'll work you could offer revshare/royalties. I presume "just look up guides on improving your art" isn't helpful because you should have already tried that before asking here, and really if that hasn't helped you I'm not sure what will.

>> No.254225338


>> No.254225545

Took the words right out of my mouth

>> No.254225584

30% cool, 70% meme.

>> No.254225715
File: 1MiB, 1702x2471, programming.png [View Same] [Google] [iqdb] [SauceNAO]

7 Habits of Highly Effective [Gamedevs]

1. Gamedev is physically demanding. Stay healthy by sleeping well, eating healthy foods, staying hydrated, exercising, checking your posture, etc. Take breaks when you need them.
2. Have a "get it done" attitude. Work to complete tasks and finish your game. Don't get caught up finetuning that one little mechanic until it's just right. Don't constantly refactor just to make the cutest, tightest framework ever.
3. Keep it simple and consistent. Don't over engineer your game just to masturbate to your creation. Overly complicated systems just become harder to bugfix and generally work with.
4. Have a consistent way to get in "the zone". The best work you do is while in "the zone", so you need to be able to get into it. Dedicate chunks of time to working. If you're constantly interrupted by people or shitposting on /agdg/, you waste time having to resettle in each time you tab back.
5. Always be ready to learn new things. You shouldn't be afraid of learning new things. If you're an artlet that doesn't know basic color theory, or a codelet that's afraid of taking that first step into learning C#, you need to actively go out and learn those things. You'll just stay mediocre forever.
6. Collaborate. If you're having a problem with something, just fucking google it or ask to be spoonfed here. If someone else already implemented what you need before, just buy that asset and import it. Don't reinvent the wheel for no reason.
7. Gamedev is lonely. Don't be that incel constantly crying about no big titty goth gf. While your friends are partying on WoW classic, you need to study the blade.

TechLead's videos are some of the best "motivational poster" sorts of content I've come across. He speaks specifically about software engineering, but it often directly applies to gamedev.

>> No.254225727
Quoted By: >>254228108

The fog is based on the tile position.

>> No.254225875
File: 1MiB, 853x857, tl.png [View Same] [Google] [iqdb] [SauceNAO]

Always be ready to learn new things.

>> No.254225969

I was a complete artlet last year. Today, I'm still an artlet but I definitely improved, but the shit I have is not good enough to show here. I do post in /ic/ from time to time to get some feedback and I'm aware I'm still shit. This is why I've decided to comission for my game, otherwise it'd take too long for me to get good at this. I'm still grinding the skill since I've actually enjoyed it. I thought I would never enjoy drawing but I actually like it. Bonus points for it making me forget my depressing wageslave life for a few hours.

>> No.254226357
File: 139KiB, 1280x720, photo_2019-05-24_14-09-40.jpg [View Same] [Google] [iqdb] [SauceNAO]

Wait this engine is free to use and open-source?
Damn, looks dope as hell once you learn the ropes.

>> No.254226887

So if i'm a literal who and launch a kickstarter, how will anybody know my kickstarter even exists?

Do tens of thousands of people just browse kickstarters every day?

How do you make it if you don't have a fanbase?

>> No.254226913

I've updated RetroPEW! It's a websight for modern FPS-es that follow in the same design as most 90's FPS, if you didn't know.

We're always looking for games to add to this list and we have received a lot of games to add already, so there will be more updates.

If you are working on a game that fits the description and in among the rest of the games on the list, let me know, and we will add it. :3


>> No.254227001

You don't.

Person without a fanbase who tried to get somewhere.

>> No.254227023

They won't. You do need to build a fanbase. That's literally the only reason to use Twitter.

>> No.254227071

Stream while you are devving, make a twitter for the game and try to gather some people who might become interested. Obviously having a demo and good art helps. People click on good art. Only launch the kickstarter if you already have somewhat of a fanbase.

>> No.254227142
Quoted By: >>254228706

just pay some freelancers to make professional trailer and press kit landing page etc. that is all publisher do anyway (except perhaps mobile, where they do some cross promo)

>> No.254227189
Quoted By: >>254228934

Added a way to query sound.

>> No.254227815
Quoted By: >>254227964

honetly no. Dealing with network lag really hard, Imho one of three harders tasks in gamedev. Your entire engine has to be prepared for rollbacks and such and deal with inconsistent forntend/backed state. And if you want to do some cheting provention, as you should, it is even harder.
I think you (anyone) shoud do online turnbased game before he goes for online real time one.

>> No.254227964

this is the most phoneposted post I've seen all week

>> No.254228108

I noticed the fog naturally starts at 0.6
Does your lerp function go from 1 to 0 and not 0.6 to 0?
And the things above 0.6 are just ignored

>> No.254228706

I thought publishers pay streamers and youtubers to talk about your game.

>> No.254228772
File: 34KiB, 580x548, 1548084117405.jpg [View Same] [Google] [iqdb] [SauceNAO]



Disregard these posts - I'm a faggot. Accidentally called the FoW generating function from the update() as well.
No wonder it lagged, being launched every millisecond. I'll be able to fix this.

Still thanks for the suggestions.

>> No.254228934

Very nice.

>> No.254229590

So are the weekly recaps still a thing? When do they occur?

>> No.254229907

Some people will come from kickstarter. But for them to be likely to see it in the first place it will have to make it into some sort of trending algorithm/staff pick, for which you will need initial popularity from a core fanbase (or just a shitton of luck and an amazing looking game)

>> No.254230449
File: 40KiB, 1280x853, where game.png [View Same] [Google] [iqdb] [SauceNAO]

>> No.254230497

It's on my pc.

>> No.254230572


>> No.254231750
Quoted By: >>254232291

what's this chicken's lore, and why is it french?

>> No.254231797
Quoted By: >>254232509

It's a "rolling recap" now, you can submit progress to it at any time now. It does not get posted anymore though, you have to visit the website to view the recaps. Almost no one uses it anymore.

>> No.254231839

More like 1 out of 500 on average.

>> No.254232146

3.2 release when ?

>> No.254232291

it is russian flag and it is a cock
allegory to typical russian patriot-alike cattle representative

>> No.254232509

Eh, whatever then I guess.
I'll miss everyone posting their progress at the same time. Also gave me kind of a deadline to post progress at some point.

>> No.254232648
Quoted By: >>254233378

>big streamer announces gamejam
>$10,000 split between top two games
>no theme
like wtf.

>> No.254233095
Quoted By: >>254233401

just dedicate yourself to do it every saturday or something

>> No.254233149


>> No.254233178


>> No.254233378
Quoted By: >>254233569

Which streamer? Where will the 10k come from?

>> No.254233401
Quoted By: >>254233670

Yeah I feel you, I miss it too.

This is good, you can also use the #screenshotsatuday hashtag on Twitter for an extra boost in views.

>> No.254233569
Quoted By: >>254233930

MOONMOON_OW on twitch. He sponsors competitions with his own cash pretty often, but you need to be a subscriber.

>> No.254233670

Hey that's kinda neat actually, I'll do that.
Hopefully I can finish the south-facing idle animation of my character by tomorrow to have something worthwhile to share.

>> No.254233930
Quoted By: >>254234365

doesn't that cost 5 bucks a month? that's gonna be a oofin' yikes from me

>> No.254234365

Yea, but gift subs are a thing and amazon prime allows for one """"free"""" sub.

>> No.254234670
File: 5KiB, 256x224, fgof.png [View Same] [Google] [iqdb] [SauceNAO]

>> No.254234768
File: 74KiB, 1408x792, 1544167070011.jpg [View Same] [Google] [iqdb] [SauceNAO]

>people using #screenshotsaturday on every single day of the week

>> No.254234859
File: 2MiB, 540x380, 1548873080016.gif [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254235054

>people using twitter

>> No.254234962

>twitter is nothing but shameless shilling
It's almost as if this was their business model all along

>> No.254235054
Quoted By: >>254235151

Well then redpill me on using twitter as a platform to shill your game and fuelling your motivation ms fenneko. Compared to let's say right here.

>> No.254235151

twitter gets you a crowd that is mostly made up of fellow game developers

>> No.254235185
Quoted By: >>254235296

It must be Saturday somewhere...

>> No.254235296

Right now yeah, but some people posted on Tuesday.

ok that makes sense. So is the only sensible way to promote your game to rely on a publisher to advertise it for you? Or post on /r/gaming and hope for a chain reaction.

>> No.254235378

It must be Saturday somewhere even when it's Tuesday for you...

Fuck my dumb joke was ruined by it actually being Friday

>> No.254235418
Quoted By: >>254235829

>Or post on /r/gaming and hope for a chain reaction.
this is by far the best way but its obviously unpredictable

>> No.254235775

actually this is literally the opposite of what's true. Twitter is full of consumers, and in fucking droves. And whilst there's probably a ton of nodevs on aggydaggy the ratio of nodev to dev is still a thousand times higher than you'd ever get on twitter, even on dev centric tags. But devs aren't you target audience to begin with, I assume.

>> No.254235829

It worked for Clustertruck and Undertale, but unless the game has a wow effect of some sort, and provides something never seen before, I doubt it'd have the effect I hope for.

By day I work as QA tester for a small hypercasual F2P game company, that produces small games dev cycles as short as 2 weeks, and they're economically sustainable because even those short cloned games without microtransaction generate enough ad revenue to be worth it.

On the other hand here I'm working on passion projects that will take months to finish but still wish I could make a decent profit from it. Assuming I was to release them on Steam, should I price them depending on the time it takes to complete them? Are them some price window guides? Or am I expected to just figure it out or pay a biz-dev to figure it out for me.

>> No.254235919
Quoted By: >>254236037

When will you people realize marketing is all about money?
You can't make it if you don't spend hundreds of thousands of dollars paying for ads, youtubers, streamers, etc.
Your little twitter hashtags will reach like 10 people total. You could reach more by just posting progress on agdg.
Even if you make the greatest game in the history of games, you won't make it without money.
If you don't have money, the only way to make it is to get lucky and give most of your profits to a greedy investor.
That's just how the world works. Everything is about money. Nothing is free.

>> No.254236037
Quoted By: >>254236692

It's not, it's all about shameless self-advertising and constantly spamming clickbaits everywhere, that's literally what marketing agencies and savvy indies do and you can do it yourself.

>> No.254236051
Quoted By: >>254236573

>actually this is literally the opposite of what's true
its definitely true for most indiedevs and its not like its hard to verify. You can look through anyone's followers on Twitter. Almost every time you'll find a giant network of devs following each other. Its very incestuous.

>> No.254236378

>Twitter is full of consumers, and in fucking droves
Not a single one of them check these dev circlejerk tags.

>> No.254236439
Quoted By: >>254236479

That's why you just add random popular tags to your posts.

>> No.254236479

Marketing is not about conforming to trends, it's about standing out.

>> No.254236573

Maybe that's true for posts with 50 likes, but once a post hits the hundreds it's definitely padded up a lot by normal people that just like how it looks. Compared to here, there's probably a very very small minority of people who come to /agdg/ to check on cool new games.

>> No.254236660

Calm down. You're not that special.

>> No.254236662

If you add random tags your post will stand out as it will be offtopic.

>> No.254236692
Quoted By: >>254236804

Great way to get IP banned from everywhere. Go ahead. Try it here on 4chan. Spam your game on all boards on all threads.

>> No.254236804

Obviously I don't mean literal flooding, I think SUPERHOT is a good example of the dev constantly shilling his game everywhere, he kept posting clips of the game in every single barely related subleddit.

>> No.254236856
File: 68KiB, 526x400, 1536290545278.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254237284

>hijacking trending forced political meme hastags to promote your game

>> No.254237284

>Having a game

>> No.254237291

Looking at Unity's current prefab system, who ever thought the original one was even passable?

>> No.254237320

OK but superhot was kinda cool. Unlike your game.

>> No.254237389

Bad game bad marketing: no money
Bad game good marketing: no money
Good game bad marketing: no money
Good game good marketing: money

>> No.254237425
File: 2MiB, 240x317, 1547001098220.gif [View Same] [Google] [iqdb] [SauceNAO]

one day you'll be defending my game's obnoxious shilling

>> No.254237535

Great way to get banned from the subs you're shilling to by the mods of that sub and your post removed.

>> No.254237615
Quoted By: >>254237837

all others apply except for this
>Bad game good marketing: no money
a game can be "bad" by all conventional quality but still succeed with marketing and virality if it caters to a meme or trend. this is especially prevelant in the mobile market.

I myself created a game about a local meme in my country and managed to reap couple grand of ad revenue from kids. I did polish up the game and everything, but it had very little substance and was simply a bad game.

>> No.254237657

>Bad game good marketing: no money
you'd be surprised
I mean, just look at all those mobile games. Fuck you Voodoo.

>> No.254237679

>being afraid of advertising your game
literally ngmi, go pay a publisher to half-heartedly do the same thing for you then

>> No.254237762

Your post may be removed but people will have seen the post, which means it's still effective.

>> No.254237783

This. Publisher ultimately only do something you could be doing on your own.

Except presenting your game at E3.

>> No.254237794

wear your bans like a badge of honor

>> No.254237826

If i decide to stoop to the level of shilling, i'm not going to do it myself, i'm going to write a script that does it for me with throwaway IP addresses and accounts that i don't care if they get banned.

>> No.254237832

or you get a shitton of reddit goodboy points and 1000 redditors telling you wow looks so cool!

>> No.254237837
Quoted By: >>254237981

a lazily made game isn't automatically bad
a laboriously made game isn't automatically good
if it attracts people and correctly caters to those people then it's not a bad game, simply as

>> No.254237889

>oh, it's that game that kept being shilled on 4chan for days, I hope it flops

>> No.254237959
File: 83KiB, 550x543, 1529693451067.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254238063

>if a game makes money then its a good game

>> No.254237981
Quoted By: >>254238161

yes but you have to admit that sometimes the games that kids play for memes can be pretty horrendous on all objective metrics.

>> No.254238026

yeah everyone will buy that obnoxious game desperate for sales

>> No.254238063

Name a single good game that made no money.

>> No.254238135

Shouldn't you be asking name a bad game that made money?

>> No.254238138
File: 2MiB, 1920x1080, 4c647728f2c44ba8cda3f4d58bc59fa02e8090a8a070bfda3480afe80887f50e.png [View Same] [Google] [iqdb] [SauceNAO]

Look, Hentai Writer used to post here, even solicited for artists on AGDG. This dude donates to streamers, advertises all over reddit and pornhub with sock accounts, and constantly gets banned. Just do it, he makes 15k a month on patreon, and his game isn't anything more impressive than an average agdg demo.

>> No.254238161
Quoted By: >>254238372

the only object metric that matters is how engaging the game is

>> No.254238170
File: 82KiB, 700x460, some-photos-bridge-to-terabithia-6309804-700-460.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254238467

>anime brainrot
Yep ^!
And I think it is really fine!
I mean, when you are mentally and physically healthy it is like ultra good to live in your fantasy worlds with inspiring legends, castles and unicorns like Terabithia. Actually, one cute archmage said that fantasy and imagination = humanity. So, it is like ultra good and healthy to be imaginative and worldbuilder like Leslie, she is actually the best ethereal elemental in the Universe^

>> No.254238271

Radical heights.

>> No.254238345

Where can I steal character designs?

>> No.254238372
Quoted By: >>254238775

What I'm going after here is something along the lines that McDonalds' popularity isn't really an indication that the food itself is high quality. But obviously it's a great product all around.

Similarly, any game that is popular and makes money is a good product, but whether it's a good game is more subjective in my opinion.

>> No.254238374
Quoted By: >>254238635

God I can not stand streamers that fill the screen with text and cover 25% of the screen with their face. Why do people watch this shit? I bet he spends 90% of his time shouting out every donation and subscriber too.

>> No.254238467
File: 8KiB, 480x360, 1531177613032.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254238715

>mentally and physically healthy

>> No.254238607

this is how you advertise like a chad

>> No.254238635

because he is entertaining?

>> No.254238715

I'll have you know I can do 4 push ups and can run for over 20 seconds straight, I also meditate and visualize what my body pillow would be like in real life, I also do Sudoku.

>> No.254238775

McDonald's got huge because it was by far the most convenient fast food but it stagnated as other chains got up to their level and offered better food, you could compare it to mobileshit games that are just one tap to download and go.

>> No.254238779

All fun and games until a platform that you're spamming to decides to take things further and sues you over all the spam. Or sues the platform you're making money on, be it Steam or Patreon and your product gets pulled.

Don't listen to idiots telling you shilling and spamming your game everywhere is a good idea. It's not.

>> No.254238880
Quoted By: >>254239191

>sues you over all the spam

>> No.254238937

>sues you over all the spam
lol dude

>Don't listen to idiots telling you shilling and spamming your game everywhere is a good idea. It's not.
Name a single game that gained popularity by not advertising itself.

>> No.254238987
Quoted By: >>254239191

Right, because Twitter and Reddit are going to sue for posting your game a few times.

>> No.254239115

And you'll come back with "lul having a store page is advertising".

>> No.254239136

dwarf fortress

>> No.254239167

yeah anon reddit itself is going to take notice of your devilish behaviour and shut you down before your vile behaviour can ruin their company further

>> No.254239191

It doesn't matter if they have no legal grounds if they can draw out the process. And platforms like Steam or Patreon don't really give a shit about their creators so they're just going to pull your game off their platform rather than risk a lengthy lawsuit. It will never even get to court, a single email aimed at the right people is enough.

Most games PAY for advertising. That's different than spamming.

>> No.254239298
Quoted By: >>254239470

There's probably some limit where they would take action against you, but shilling is different than spamming a site with a spambot.

>> No.254239350
Quoted By: >>254239470

It's not whether they have legal grounds, it's about them giving enough of a shit.

>> No.254239470

No it is not. The only thing that matters is the amount of complaints it generates. A spambot is the same as shilling, except much more effective.

Its easy to just pull a problematic product off their platform to stop the complaints, so they're just going to do that. They have enough revenue that they can afford to lose one little indie game.

>> No.254239483

you're completely delusional

>> No.254239497
Quoted By: >>254239681

>That's different than spamming.
How do you think advertising works at all? Even old school advertising relies on spamming your product with billboards and TV spots.

>> No.254239681

You PAY for a spot there. That's not spamming. Just like you PAY for a youtuber to make fun of your game on their channel, or a streamer to make fun of your game on their stream. If advertising isn't paid for, its shady and will most likely cause problems.

>> No.254239869

>my game not worthy of attention, massa reddit no like posts, me lowly twitter tweets all I worthy of

>> No.254239892
Quoted By: >>254240486


>saying "hey check out my game" is shady but paying a publisher to say "hey check out 'our' game" that they had no hand in developing isn't
>donating to streamers to advertise isn't paying for advertisement
not saying spamming everywhere to the extent that you're getting banned constantly is a good idea, but I don't think you're right either.

>> No.254239931
File: 176KiB, 1264x683, screen.png [View Same] [Google] [iqdb] [SauceNAO]

Should I go with an lowres aesthetic or keep this as it is?

>> No.254240019
Quoted By: >>254240197

post pic at low res

>> No.254240024
Quoted By: >>254240197

Didn't you ask this in the past?

>> No.254240083
Quoted By: >>254240486

You're literally arguing that you are only allowed to present your game if you pay a middleman to do the same thing for you, as if a social network was a TV channel with content curated by its owner.

>> No.254240197
File: 359KiB, 1263x682, lowres.png [View Same] [Google] [iqdb] [SauceNAO]

here you go
must have been someone else

>> No.254240363

Scale it up without any filtering and low res should look better imo.

>> No.254240418
File: 170KiB, 1600x664, 1_gObzr-U5tFUl-TJYmTxhow.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>254240854

The virgin OOP spaghetti vs the chad ECS ravioli

>> No.254240486

Publishers make deals with influencers for money. Why do you think there's always drama involved around streamers? Corrupt contracts, bad deals, people taken advantage of. Just like any industry, it all revolves around money and percentages.

You can make the deals yourself if you want and if you have the money, but it is time consuming and tedious. Takes weeks to get a deal done and you need to have contacts with organizations that have a lot of influencers under their belt already.

Even here on agdg, an anonymous imageboard the same applies. What happens when someone new comes in and starts posting progress? That's right. They get called a whodev. They didn't earn the spot to advertisize on this general. Since its not that big of a platform anyway, nobody really cares, but there's already hints of this mentalty right here on agdg.

>> No.254240524
Quoted By: >>254241430

I hope you realize how brutally your crosshair is clashing with the rest of the style

>> No.254240591
Quoted By: >>254241430

How much fast paced shooting is there in the game? Does it require a high contrast crosshair? Does it even need a crosshair at all?

>> No.254240662

ah yes, I, godking of aggydaggy and ruler of these lands make whodev spam a criminal offence, the next time I see unlawlful shillery I will send my highly trained deathsquad after them, as is my right as divine ruler so help me gookmoot

>> No.254240802
Quoted By: >>254241558

you would have to noticeably impact other users' ability to use the site before something like that happened, which isn't possible for a one man outfit

>> No.254240854

Is the difference between OOP and ECS literally just
>Object has these components and things inherit all those components.
>Components don't care what they're part of they just drop in and perform their functions and you apply them to the object independently

>> No.254240928

>That's right. They get called a whodev
People reply with curious banter and then quickly accept the newdev if he doesn't act like a faggot, even /agdg/ which isn't an advertising platform doesn't mind it much.

>> No.254241075
Quoted By: >>254241139

Am i a faggot ?

>> No.254241136

essentially yes. ECS makes interaction of components rather difficult while OOP makes it a pain to change your relationship structure.

>> No.254241139
Quoted By: >>254241290


>> No.254241256

OOP is an inheritance chain of objects with self-contained code, in ECS an entity's behavior is defined by its combination of components which are entirely controlled by systems who iterate over entities, game engines use concepts from both patterns but lean more towards the OOP side.

>> No.254241290

Is crumbledev a faggot ?

>> No.254241346
Quoted By: >>254241434


>> No.254241430

Yes I know, I will change it soon.
The gameplay will be slow and a crosshair is needed since you use it for keypads and picking up items

>> No.254241434
Quoted By: >>254241475

Are you a faggot ?

>> No.254241475
Quoted By: >>254241578


>> No.254241558

The point is, its not just the mods, the admins, the curators that work against you if you shill, its the people too, the consumers. People hate being advertised to. That's why ad blockers are a thing.

>> No.254241575
Quoted By: >>254241814

>hey gais wishlist me on steam
>look I put pepe in my game
>lol im holding forward and going fast
>here's my four sentence devlog like me on facebook
you tell me

>> No.254241578
File: 37KiB, 658x662, 1496086492916.png [View Same] [Google] [iqdb] [SauceNAO]

Very informative, thanks fren.

>> No.254241814
File: 53KiB, 502x417, 1437039118554.jpg [View Same] [Google] [iqdb] [SauceNAO]

Someone is a bit mad...

>> No.254242189
File: 21KiB, 500x500, 1557865757939.jpg [View Same] [Google] [iqdb] [SauceNAO]

>tfw I tried to make my animation using aseprite
>tfw It looks like crap because pixel art niggers look like shit ALWAYS except if you make an 16x16 animation
>tfw using now opentoon z for my loli rape HD anime eroge

>> No.254243221
File: 2MiB, 640x360, DrStrange.webm [View Same] [Google] [iqdb] [SauceNAO]

Almost finish with the lava visuals, the goal for the player is to finish the level without having a stroke.

>> No.254243435
File: 97KiB, 2000x2000, 1346390948257.png [View Same] [Google] [iqdb] [SauceNAO]

Have some originality, you fags

>> No.254244276

Originality is just an iteration of another idea.

>> No.254244750

Except for when i'm being original, because all of my ideas are iterations of my own ideas and have never been built or influenced by any other existing ideas.

>> No.254244787

thanks but I think I've seen this image before

>> No.254244841

Some titles are called indie but are actually published by small publishers. For example, Devolver Digital published Hotline Miami.

How does this work? What did the creators of HM get out of the publisher that couldn't have gotten otherwise? What did they give in exchange? How does one make such deals with small publishers? Would you say it's convenient to do so, rather than go completely alone?

>> No.254245121

Looks like agdg is waking up to the fact that your game wont make it if you don't have money for marketing.

>> No.254245138

For Crumble i'm going alone. Every indie studios should and are doing the same. The deals the publishers are "offering" to us is just fucking garbage, and they know it. There are just too many indie devs so they abuse the market.

>> No.254245176
File: 24KiB, 400x305, 1269750890981.jpg [View Same] [Google] [iqdb] [SauceNAO]

Retard here, need help from someone who knows math and call tell me if what i am about to explain has a name so i can go look it up.

Imagine a circle and lots of values make up this circle, in the middle is the biggest value and as you go from the middle to the edge the value decreases.

i basically wanna write a function that gives me this.

>> No.254245249

don't fall for the publisher meme

>> No.254245257

>The deals the publishers are "offering" to us is just fucking garbage
How does this happen? Did you approach them, o the other way around? What exactly is being offered? What should they be offering?

>> No.254245272

>What did the creators of HM get out of the publisher that couldn't have gotten otherwise?
Devolver actually markets its games, not all of them though and they publish a lot of literal who games which makes the publisher a useless parasite.

>> No.254245319

>What is radius...

>> No.254245380

look up kernel functions

>> No.254245505
Quoted By: >>254245941

Not him, but, from what some devs who are long gone from this place, described, they receive automated emails from publishers interested in their game.

>> No.254245649

Except you don't have a choice. I'd love to publish my game myself, but i know that it won't make any money without marketing which costs money which i don't have. Neither will yours. The most you will get is a few thousand and you already need to throw away 30% of your revenue to Steam just for that.

You start getting emails with pdf's and offers. I talked to a few publishers on discord too. The serious ones usually want to schedule a live call meeting with you. You can also find publishers yourself and email them.

>> No.254245685
Quoted By: >>254245941

They will always approach you first, most of them only wants to distribute the game on their own platform offering something similar as Steam, those are okay I guess, because they only take a cut if your game sells on their platform. The one you should fear are the real publishers who wants to take a net cut of your revenue and they will "market" your game in exchange and charge you with ridiculous fees if you want more "market".
TLDR: They are just bots who don't care about your game but only how much money you can give them.
Just do it yourself !

>> No.254245687
Quoted By: >>254246253

Why the fuck would you? For years before i got into gamedev i had no fucking clue what a publisher did, always asking myself why do a game need a publisher? What the fuck does a publisher even do?

I personally never have been influenced to play a fucking game by a publisher, every game i find out i want to play is either word of mouth, twitch, youtube or 4chan.

A publisher is essentially a way to give away your money for nothing.

>> No.254245941
Quoted By: >>254246253

Thanks. So basically what they do is take a % of the profits in exchange of what I guess is talking about you on twitter, talking to magazines, maybe help you make a trailer? I thought they would be more helpful. Like, publishers for big studios basically bankroll them, I was expecting a middle ground.

So why did the devs of Hotline Miami get a publisher?

>> No.254245996
Quoted By: >>254246253

OFC you have a choice dumb numb, I don't intend on selling my game to EVERYONE, I just need to sell my game to a core demographic that is easily accessible through social media. I am growing a persistent interest in my game directly to the people I intend to sell it. You don't need a publisher for that, you'll get even less money. I am not some AAA company with 100+ employees, my game will sell just fine with some "thousands"