You fuckers always make me almost double post new threads.
Blake Allen
LDJAM soon, fellow devs!
Luke Bell
>new website >have to make another new account eh, I don't like having to make a new account
Josiah Ross
What's the theme of the RPG? What kind of combat system are you going to implement?
Levi Nguyen
Yep yep. Going to be my 4th and I'm glad it will be scored unlike that hippie love fest bullshit last time. When there's no scoring you end up with a race for (You)s instead of a competition with metrics of your performance.
Colton Gonzalez
You see that mountain? You can climb it.
Carter Torres
>see that tree? >you can spend thirty seconds holding down a mouse button to collect a trivially important resource from it
William Hill
That's the spirit
Christopher Harris
At it's base, it plays roughly like a jrpg more than something like baldur's gate. Classes basically just manage the level to which you can increase certain skills, but multiple classes can share multiple skills. Like all fighters can learn sword fighting, but maybe only Knights can reach the highest levels and archers can only be novice swordfighters.
Luis Barnes
So what's the deal with Sim Loli? I've only ever heard about it and the creator seems like a creep, but the concept is interesting in a purely fictional context.
If I can't talk about this here, sorry for sounding like a retard.
Andrew Campbell
That's a pretty bitching mountain how'd you make it?
Nathaniel Campbell
>excelling in one area means players will be forced to make compromises in other areas yup it's a leveling system
Jeremiah Fisher
>jrpg Dropped.
Benjamin Perez
Has anyone tried developing with a Vive in UE4? I just opened up an old project I was working on and my right lense is all fucky. The lower half of it is black and the upper half has black lines drawn along the lines of the lenses. I'm wondering if I have some post-processing effect that's not rendering correctly, but it's been a while since I worked on this.
It works fine in other games and in new UE projects so it's not that the head set is busted, it's just this project. Anyone seen it before?
Brody Myers
Pfft, it's only like 5 seconds. Thanks, it's just heightmap data applied to the terrain.
Justin Brooks
His game is about raping kids and not everyone can look past that making it feel like you're posting your game next to a pic of someone's dick out or something. Nobody wants to share their work in an environment like that, even if all other people see is a game, which in all fairness was an autism simulator and not really a game anyway.
Luke Perry
its a surprisingly detailed simulator type game about a very controversial subject
in the end its a game, and yesdevs are welcome here
John Evans
someone post link to this
Owen Butler
>in the end its a game in the end its a game >yesdevs are welcome here how many years has he been posting that game? he's not going anywhere with it. more like a plebdev.
Brayden Wright
>If I can't talk about this here You fucking double nigger, this is Veeky Forums, we BETTER be able to talk about it here or else the numales have won
Adam Roberts
it also attracts shitposters en masse sadly due to it being argument fuel
Alexander White
hi /pol/
Logan Long
I don't mind if people talk crap about Clarent. It's nice seeing people care enough to discuss the game. Whether or not they say good or bad things has no bearing on our ability to make the game we want to make. :^)
Liam Cruz
0-3: Stealth with unnecessary puzzle elements with too much scope 4-8: Horror survival rogue-lite in spess with way too much scope 9: Techdev
Brandon Nelson
I'm assuming because we're posting in /agdg/ that we're talking about the single player side of a game, and actually making playstyles that people bring in from other games viable is an important part of that
When I'm talking about Dks1 I'm specifically thinking about the launch experience, when stacking vit and using flash sweat and such was an easy route to cheese the game, and not the PvP variant with pursuers and whatnot
and its not just about nebulous role-playing feel, but about keeping your game from being about some boring detail and focus it on the things you actually want it to be about. I'd actually argue that segregating your builds with a class/skill tree makes it more likely that different builds emerge because they can't all use the same broken thing.
Landon Adams
whatcha working on, agg dag?
Ian Perry
Learning stuff
Isaac Harris
Research for >Horror survival rogue-lite in spess with way too much scope by watching Event Horizon for the fifth time.
Easton Gutierrez
Here's mine
John Foster
Writing callback functions that play sound effects at certain points/frames of an animation.
Seems like it could get messy later, but it looks like the most sensible way to handle sound effects at the moment.
Hudson Butler
Trying to learn how to setup a project correctly and when to use blueprints and c++ in unreal 4
Camden Turner
What are YOU working on?
Bentley Torres
just working on some sprites also working on getting better at drawing anatomy and and structures
Kayden Thompson
that's a bit easy to do
a bit too easy
Camden Peterson
>I'd actually argue that segregating your builds with a class/skill tree makes it more likely that different builds emerge because they can't all use the same broken thing. That argument doesn't make the slightest bit of sense. If people are going to all naturally gravitate towards a particular build in a flexible system, they're just as likely to gravitate towards a particular build in an inflexible system. Creating strict divisions in class in no way prevents people from finding the exploitable class/build/setup, which is once again not a question of the relative merit of either system, but rather of the developer's ability to balance within the confines of those systems. I can name two games with much stricter class systems than PvE Dark Souls (Valdis Story and Dragon's Dogma) which both still have extremely exploitable setups that players who have no taste for variety gravitate towards. Your argument has no legs.
As for "keeping the game from being about some boring detail", that's some subjective vague bullshit I can't begin to address. In any game with builds, flexible point investment or strict class trees or otherwise, players are going to be putting consideration into how they build their character. For a significant portion of RPG players, that is very much the point.
Luke Sanders
stage 1 is cave and stage 2 is hell. rather than drawn text, the stage names are all subimages of a sprite and are drawn depending on the current stage value. since the test room i have doesnt have a stage value, the ui freaks out a littlea
Lucas Kelly
Trying to learn how to 3D model. Organic models are still really hard, but I feel like I'm getting better at mechanical things.
Nathaniel Miller
Themes aren't really about difficulty though they're for fun, in the end no matter what the theme is the best dev wins, whether the theme is easy or difficult to pull off.
Henry Wright
Making some adjustments to the engine geometry of my space fighter model so that it fits the effect better.
Blake Price
neat design
Jackson Richardson
neat *tachikoma
Hunter Campbell
fuck, meant to reply to
Jose Turner
...
Carter Thompson
>every mech and robot must follow my 2016 robot design standards dude seriously fuck off with that shit
Michael Butler
>how to flyingdebris This is such a great reference image.
Jonathan Harris
Is this suitable for a basic main character model?
Nathaniel Perry
If the camera is topdown and the gameplay is really good
James Cook
You mean mecha design that has been standard for 20+ years? It's just a reference guide on how to make generally nice looking mecha, not a "you must follow these designs exactly" guide.
Eli Thompson
if anything call it a placeholder and continue with the rest of the game
Kevin Edwards
Trying to find where downloaded fonts go in Ubuntu.
Luke Kelly
i mean that in as like in design not exactly in programming
Mason Moore
>It's just a reference guide on how to make generally nice looking mecha, not a "you must follow these designs exactly" guide. No, its a "you didn't incorporate my 'acceptable mecha features' checklist, so correct yourself by following my guide" guide.
Alexander Perry
autism.
Lincoln Jenkins
What is wrong with you
Lincoln Lewis
Does having a gf increase or decrease productivity? Right now I am so lonely i nodev out of despair. But I wonder if a gf would actually be any better
Oliver Lopez
Yeah, posting it in response to every single robot that gets posted here is pretty fucking autistic.
Sebastian Campbell
It doesn't get posted every time a robot gets posted. You're just being extremely triggered for no reason.
Kevin Garcia
>It doesn't get posted every time a robot gets posted. It absolutely does.
Jack King
Feeling lonely makes you more productive than having a gf you have to invest in. Basically you want a gf for the companionship but you have to nurture that so it becomes a hassle.
Nicholas Martin
>Letting a succubus steal your mana
Goodluck not having the energy to dev anymore.
Liam Harris
Decrease, big time. I didn't do anything productive for weeks when I was with my last girl.
Nicholas Moore
I'm happy with this. Looks so much better than my original placeholder. I had to turn off the engine trail because it looked really bad with this new effect and need to figure out a new way to do a trail.
Cameron Edwards
the top of the ship needs a little something to break up the large surface but the backside looks 10/10 especially the area around the jet
Nathan Hernandez
Here, have some of your own medicine.
Owen Bailey
I hate this style of game. That whole Isaac, Nuclear Throne, etc style.
This may not be the same, but it looks the same.
Christopher Thompson
Damn dude, this an ignorant-ass post. I don't even know where to begin.
Daniel Martin
what do you have against A Link To The Past romhacks
Easton Thomas
There's no permadeath if that's your worry. Progress is saved as you advance through.
Gabriel Turner
That's just like, your opinion man
Ian Hall
How the hell are you going to animate that?
Daniel Ramirez
Yeah. If I think of something, or somebody has any good ideas, I'll throw something on next time I'm messing with the model.
I've been playing with the idea in my head of attaching "packs" to the back of the ship for extra thruster power, weapons, fuel, sensors, etc. The game has absolutely no support for anything like that at all right now, but it's fun to think about.
Jacob Green
Trying to get a Vector graphics with foil screen overlay look.
Ryan Turner
The horizon line cutting through everything is a little annoying
Carson Parker
Do vector graphics even have scanlines? I don't know if those monitors even work that way. Looks really cool though, user.
Lincoln Smith
I'm only asking because the dude was banned and I've heard some unsavory things about his behavior.
The game's concept and apparent quality strikes my morbid curiosity but I'm afraid just downloading it will get me put on some list.
Gavin Baker
if you were really clever you'd find a way to get the vertex glow kinda effect, where the corners of polygons were brighter because of how they were drawn you could definitely get a good aesthetic going
Andrew Anderson
>and I've heard some unsavory things about his behavior. ...Oh golly, some people who object to the treatment of some pixels in a video game told you that the creator was a bad man because reasons. That's certainly something to put some stock in.
Isaac Turner
Is it natural for a compeltly dark level to be 50k tris even though if I had a directional light its like 100k-300k tris?
Why does unity lighting use so much performance?
Bentley Turner
Because unity fucking sucks how many times do I tell you people to stop memeing it.
Elijah White
Unity sucks at optimization, you have to do all the work by yourself.
Dylan King
have you baked occlusion data yet?
lighting in general takes up a ton of performance, which is why most modern engines really lean towards as much baked lighting as possible.
back to if you want a bunch of dynamic lights, use deferred lighting. You should probably just bake your shit though
Angel Clark
You can have multiple lights in one scene in Unity with one pass . So you can have different objects each lit by a different light in the same frame with a single pass, but when you want one object lit by multible light sources you need an extra pass per light source.
Liam Scott
Yeah, well there's been advancements in forward rendering since Doom 3 came out so it's kind of pathetic that if you want many dynamic lights you have to eat all the drawbacks of deferred.
That's still not acceptable for a modern engine.
Jack Davis
unreal 4 uses deferred they recently shoved in some forward support for VR though
what engine should us modern devs be using?
Jason Sullivan
nothing is more modern than the engine I am developing right now
Joshua Perez
Well the state of the art is clustered rendering which works both forward and deferred, although I'm not sure why you'd continue using deferred. It's forward rendering, which means MSAA, transparency, etc. yet you can have tons of lights as well. It also works with reflections and portals unlike tiled rendering, and it can be used to accelerate the lighting of volumetrics and particles as well. It's pretty fucking good.
Tyler Thompson
Where's your game retard?
William Martinez
Yea but we're too amateur to implement that, so we gotta take what we got. Unity is also made to support a bunch of different platforms with radically different hardware, so it has to stay somewhat simple and compatible.
Nicholas Butler
new to pixel art, this is supposed to be a base character for a game I'm working on
do any of you guys have any advice to give me regarding how to make the sideways views of this character?