would make a catboy game but i don't know how to art
Juan Peterson
>there are people RIGHT NOW, in this VERY THREAD, that have fake loading screens in their games.
Sebastian Bennett
Because all the other ones are dead and it's not the same ;-; good post
Ian Brooks
i know, right? fucking disgusting.
Jose Moore
How else am I supposed to show lore to my players?
Owen Young
who cares
Nicholas King
nice dark souls clone
Blake Hall
Maybe they'll come back I miss CGG Who do you miss?
Liam Garcia
>Implying I don't need a 10 sec loading screen to generate my random racing tracks.
Christian Martin
>not having a fake loading screen with a loading bar that suddenly turns into an enemy that attacks you
do you even meta commentary on video games?
Oliver Lee
>loading screens between menu options >loading screen in the inventory >loading screen when the player dies >loading screen when entering new areas >They're all fake, every last one of them
Brayden Fisher
>Why aren't we celebrating I am!
Angel Cook
wait what
Jonathan Wright
>LOADING neon sign >taking too long, what the hell did it lock up >hit some keys >it's a FPS, at night, standing in front of a sign that says LOADING >the true game begins
Jonathan Cook
Charlottedev posted charlotte progress 2 threads ago
Jack White
CGG is apparently still alive. I always liked Catmouth but wished he didn't force that non-game and just kept modeling cute things.
And there was that one cute pink game I forgot everything about to actually describe it properly
Liam Bell
>Enter the gungeon
>tfw the cause of my procrastination at the moment
Nathaniel Roberts
Asking again, from last thread: I'm googling around, and there are some good solutions to situations where the starting position and the ending position are the same, but my end position, the player, keeps moving. Please help me. End my suffering.
Jonathan Hughes
name 5 games that do this
Jackson Baker
It was never dead I told you guys
I miss frequent Facade updates
Pink game? By sugar?
Nathan Bailey
I'm going to make a game like Psycho where halfway through the main character is brutally killed, and for the rest of the game you play as someone else.
How do I stop people spoiling the twist?
Angel Lee
>tfw I want to procrastinate with that game >tfw I'm a poorfag m-maybe when it goes on sale.
Dylan Gutierrez
RIP Sunnie is so cute
Carson Morales
Yeah sugardev.
Brayden Sanchez
i say round it and the force the camera to the correct position
Tyler Ramirez
You don't. You just keep all press material to the first half of the game and keep in intact that way.
MGS2 and Bloodborne for example. Everyone knows the twists now, but it's the fact that the twist was there, hidden, that still makes it alright.
itch.io/jam/wj2016 This epic OP thought it would be epic to change the URL because waifu jam is dumb amirite??
Dylan Hughes
>dog in the OP Coincidence?
Aiden Lopez
Hey guys. How would a make a rock-paper-scissors type game, except turn based?
Jacob Thompson
I think knot
Luis Peterson
>waifu jam
Xavier Flores
literally pokemon
Jace Williams
why are aren't you making a cyberpunk game?
Hudson Long
when will someone make lewds of pink? This is bullshit.
Jaxon Ward
Ive really been pushing it with being so horribly un-optimized to this point, (no LODS, sparse culling of foliage, millions of faces rendered constantly) but ive been trying to reach that point where I took a hit from something Ive been doing poorly, Im just surprised it came about by a simple moving point light instead of my disregard for standard optimizations.
I have been reworking lots of meshes and settings to optimize performance lately, and its not fun but its been rewarding at least knowing that im making it less shit. I realized ill have to replace the dynamic light with shaders that will be much cheaper, it just seems strange that the performance hit came from something that isnt a complex shader, and that they are overall cheaper than dynamic lighting.
This shit feels like it never ends, there is always a new issue or area to learn upon advancing a bit more. I really hope greenlight goes well, Im always doubting that what ive done is enough and that I need to make it better or that it will never be good enough. I enjoy the shitposting here and banter but the worst critic I have is myself, I feel like no matter what Ill never be happy with what I make.
Hudson Cook
Soon at this rate This game is going to be the next undertale, but actually good
Charles Evans
pokemon is a bit more complicated than RPS desu.
Liam Johnson
I suspect the new nin mobapp of doing this. Every action and event and state change in that fucking game has loading.
Eli Miller
I need a good sailormoon doujin now.
Sebastian Sanders
Which engine will give me the easiest time making an srpg?
Grayson Morris
It's been proven that if you don't have many loading screens, your game appears weak. No gamer worth a damn will respect that.
Tbh you've mostly shown us graphical improvements and your bugs/tear things, I've still got no idea what the actual gameplay is like. Is it because your're making a walking simulator[\spoiler]
Thomas Hill
What's the best tutorial for learning how to make textures for 3D models?
Nicholas Ward
is it ok to post links to galleries and blogs?
Nathaniel Hernandez
>loading.gif
Austin Cox
why not just learn C++ and get a job in a gaming company?
Easton Gutierrez
>get a job in a gaming company
Ryder Diaz
yes
Nolan Williams
They won't let me make the games I want in a company
Wyatt Campbell
only if yo post here regularly
Wyatt Jones
why learn C++ when you can learn C
Jacob Cruz
>working in a game company You couldn't pay me to do that
Adrian Murphy
they do in japan :^)
Logan Davis
You can't learn C++ without learning C so it's implied
Lucas Garcia
You can Modern c++ is practically a new language
Evan Cooper
exactly
Cooper Long
Because I want to make games, not make somebody else's games.
Caleb Davis
C is still a part of this language so if you haven't learned C you haven't really learned C++.
Ryder Hernandez
>landwhale no they definitely don't
Anthony Cox
the fog makes it so much more comfy, noice
Gabriel Reed
Should I post progress on my super-amazing text smut game here, on /hgg/, or /d/?
Gavin Kelly
Ah yes, I love nigrigging basic strings with char arrays and nigrigging fake-classes with struct workarounds.
C sure is fun.
Sebastian Evans
No, im not making a walking simulator. I want there to be mechanics and logic for puzzle solving. Lately it evolved from just the first area being comprised of Speed boosts items and jump boost items, and you using them in conjunction to advance from island to island until you gain the ability to plant them as a reward (which allows you to explore different areas), to now implemented the bug AI and pawn which brought about a new mechanic to tie into the two simple ones.
Ive began to redesign the entire Island area now to implement this bug mechanic with the others to make it more interesting. Prototyping the ideas is the hardest part and making sure im certain they can be used with each other.
I want the progression to be well done. i.e, Learn flowers boost speed, learn they stack, jump flowers boost you upwards, they combine to launch you at high arcs, lure bugs to activate switches/events, events grow more flowers, areas are now revisited with the bug lure item, environment changes with each bug lured to "switch", then you acquire the ability to possess bug, you can now enter small areas that you didnt know were there. Limited time to control the bug (minigame of turning into a bug essentially when you acquire the item). Etc etc. Im good with level design but im getting hung up on the feeling i need more and more elaborate mechanics. I decided I would go Greenlight with the aforementioned mechanics showcased so I can give everyone a feeling of what the puzzle solving will be like but not showing the level design. The entire thing is platforming/puzzle solving and at some point I cant just continue to show the actual design of the levels or im ruining the entire game.
Jack Stewart
He didn't say you have to use it, just learn it so you know how shit works.
Ryder Taylor
Don't they censor gore in japan? I won't be able to make my games like this.
Juan Campbell
>Text Should be fine.
Andrew Walker
Thanks, that was thanks to a recommendation by an user here. He doesnt like how ive got flat black unlit areas mostly but the fog idea was great either way, it adds the depth recognition that is needed for objects far in the distance.
Someone also made this as a recommendation to how it should look. I dont like ground, but I think the pink lines in the sky might look good.
Oliver Lewis
Kobolds pls I don't need to write a basic sorting function to know how sorting works. I don't need to write a basic average finder to know how averages work.
Telling people you should learn c before c++ is misinfo /g/ bullshit.
C++ is its own and much better language. And the day ISO drop legacy support will be the best day.
Henry Miller
add a knee-bending effect upon landing. It'll make the physics appear more realistic.
Connor Ramirez
>why learn english when you can learn latin >you can't learn english without learning latin >you can, modern english is practically a new language >latin is still a part of this language so if you haven't learned latin you haven't really learned english
Chase Myers
actually none, texturing is simply drawing skills what program are you using?
Michael Powell
I know there has been a huge push in the AAA industry to release games with next gen graphics but I see that they show off 'in-game' visuals in trailers which ends up having to get significantly downgraded in the final product.
Has anyone here experienced this as indie/amateur devs? Have you ever gotten too excited too show off your game in its current state with amazing visuals but as development continues you realize you need to downgrade many aspects in order to increase performance/optimization? Has your game suffered from downgrade syndrome? When it happened to you, did it give you down syndrome or were you able to keep pushing and deliver the product you envisioned?
Josiah Gonzalez
having influence in != being a part of
William Brown
I disagree. You can get the same benefits simply by learning how the various STL features work. There's almost no core language features of C++ that are meaningfully different from C when it comes to performance. There's two exceptions: exceptions (heh), which are zero-cost in the case that an exception isn't thrown, and RTTI, which just shouldn't be used.
Hunter Hughes
Sounds pretty fun actually. If I were you I wouldn't worry about adding more and more mechanics. In puzzle games, quality is ten times more important than quantity. See Portal; one of the best 3d puzzle games, and pretty much only one main mechanic, and very few secondary mechanics. Make sure the interactions between the mechanics you do have are fun and increase difficulty not with more mechanics, but with more complex puzzles, that'll take you a lot further than succumbing to feature creep. Imho, anyway.
Thomas Smith
>why learn english when you can learn old english >you can't learn english without learning old english >you can, modern english is practically a new language >old english is still a part of this language so if you haven't learned old english you haven't really learned english
Chase Williams
most of the indie games i played are fairly lightweight, even 3d ones
Logan Garcia
>read thread >I don't remember going to /g/ today >check what board I'm on >its /agdg/ >you haven't learned c++ until you have learned to make literally everything yourself in C. >make sure I'm actually in /agdg/ and this isn't the twilight zone. >/agdg/ has become the retarded C devs
Truly we're advancing towards the future.
Jaxon Cruz
exactly
Carter Lee
Thank you, that is brilliant. A bit of recoil/dampening upon jumping and landing would help a lot. The camera is much too stiff as it is.
Lincoln Howard
then why they teach me c++ in highschool?
Caleb Morales
To make you give up early on
Elijah Rogers
I need some help, if anyone with good GUI knowledge is around.
Im trying to make it so the sprites in a HUD that does not use Canvas, reposition accordingly to different resolutions and aspect ratios (the reason why im not using a canvas is because it breaks pixel perfect and creates mixels.