Shortened OP Edition // Previous Thread: This is a thread for amateur and aspiring game developers and anyone interested in the field. The OP you're used to is here: >pastebin.com/geTiMLWZ
Give game idea that will make a bit of money so i dont have be a neet
Connor Sanders
Say I have variable, x. x is calculated from the level using a random number who's limits increase with the level, this is then used in combination with a natural log function. What would be the best way to achieve this?
Jace Nelson
You'll still be neet regardless
Grayson Allen
Read some books, watch some movies, look at concept art online, walk around outside. Inspiration will come to you.
Cooper Campbell
Minecraft but with spheres
Charles Scott
DO NOT POST: -anime -racism and offensive memes
POST: -video games
Jacob Ortiz
>shortened op >source in op CAN YOU F U C K O F F SHITFAM
Aiden Long
Thats a load of bullshit
Ryder Scott
Wasn't me tbhf
Anthony Martin
A multiplayer open world PvP/Zombie multiplayer game that actually works properly
Jack Gray
STOP SHORTENING THE OP
WHAT IS THE POINT, IT SAVES LIKE 200PX OF SCREEN SPACE
FUCK YOU
Thomas Murphy
You're a load of bullshit
Ryan Reed
Anything is okay as long as they're not liberals or fags.
Isaac Sullivan
...
Charles Garcia
MODS
Nicholas Edwards
...
Tyler Campbell
All caught up >sourcefam had a gigantic meltdown last night because someone called his boyfriend rotate a fag >got all his posts deleted >comes back to false flag about what triggered him >gets all his posts deleted kekarooo
Luke Sullivan
...
Thomas Jenkins
Which engine would work best for a 3D beat em up?
Angel Wilson
how 2 make vidya without doing any work or having any ideas?
Jeremiah Scott
>Shortened OP Edition
Gabriel Brooks
Have money, hire devs and artists.
John Roberts
what if i do'nt have money???
Luke Harris
i prototyped an item container a few days ago, but it didn't quite work out as well as i wished it did, so i'll be tweaking it more i made this stage start caption though
Oliver Allen
UE4
Jason Allen
That's what I figured. Thanks man.
Kevin Perry
There are several ways for you to suicide then, just pick whatever fits you.
Blake Butler
whats wrong with that? less useless garbage to scroll past now.
Carter Bell
Liberals and fags need to fuck off from my /agdg/. I may not have made this thread, but /agdg/ as a concept belongs to me and I know what's best for it. Liberal literal faggot nodevs have to go, before we make them go.
Liam King
Noice. Very smooth.
Kevin Wright
I don't think that post is serious user
Henry White
Yes because having to scroll a fucking mouse wheel is so much effort. And that useless garbage might be useful for someone else.
Blake Richardson
So in GameMaker how do I make stuff... "right".
I see tutorials where the keyboard and stuff directly controls the player which is fine for a really basic game, but if you want to do stuff like navigate menu's it seems terrible.
If I was doing it in anything else I'd do a control class that took care of everything, managed states and handled all input (menu, game, etc)
Same thing in Gamemaker? Just make an invisible object in the room that is your control class/input handler?
I assume it's the same for most things like that.
Trying to build it right out of the gate instead of fucking around and fixing shit later. All these tutorials I'm watching are garbage for any kind of game that isn't -just- control the character.
Lincoln Rodriguez
sorry but us liberals control the media, you conservicucks can control it when you make something that people actually like.
Jayden Moore
Not an argument.
Isaac Morris
Guys I'm trying to implement player collision with terrain and stuff and I can't figure it out. Right now I've been determining player z based off a heightmap, but if I add extra geometry like houses and stuff it wouldn't work because I'd have to adjust the heightmap accordingly and that'd be too much of a hassle. How can I go about determining the vertices nearest to me out of all the floor geometry in the entire map (ground+additional geometry like houses in order to determine player height based off of the plane between the nearest three vertices) without cycling through all of the vertices in the current zone since that'd be way too resource intensive?
Carson Ross
Good goygem
Levi Morales
Go monkey go! Teach agdg a lesson for triggering you last year!
Dylan Hill
>us (((liberals))) control the media
Grayson Taylor
>21. Original content is original only for a few seconds before getting old.
Tyler Lee
We need to build a wall around agdg
Austin Edwards
>check Steam for American Psycho >it's real When did Steam add movies?
Noah Thomas
>when you make something that people actually like. Remind me...................... Where is your game?
Ethan Morales
Just download RPGMaker and take their sound effects.
Luis Jenkins
With GML If I want to set up an array/queue/stack that stores objects another object carries, should I put it in a script or in the object itself??
Chase Morgan
Hi again anons, looking for feedback on the fog and snow effects for my snow area. So far thinking I should make the fog more pixelated. What should I change to make it look better? Should I make the snow the same color as the ground? Feedback very much appreciated
Benjamin Murphy
Not progress. Post progress.
Chase White
Wow man, just like shoot out a raycast or two to see how far away stuff is from the player.
Or wrap the character in an invisible object that has collision with the world.
Jaxon Diaz
Progress, Lads (n' Lasses ;] )!!!!
Carson Lewis
So I'm thinking of making a RTS/Econ sim like Cultures. 2D or 3D doesn't matter, but I'm trying to decide on a game engine that can handle a bunch of AI driven units at once, pathfinding, and complex AI. I'm not sure how far I'll get with this considering I'm a novice, but I'd love to try out programming AI.
Charles Baker
Well for one thing, fog isn't a thing in sub-freezing temperatures.
Angel Martinez
The fog is a little too dense for me. The character is standing on ice, right? If so, everything reads well and looks good.
Dylan Allen
I guess that's true, do you think that is important to note in a fantasy setting or can I get away with something like this? Any idea what I could replace it with for some more atmosphere?
Thanks, I agree the fog is a bit too dense, I'll lighten it up. And yes that's ice. Thanks!
Benjamin Bailey
That thing is tiny. What's the point?
Elijah Edwards
Unity/Unreal would do
Jaxon Wilson
I feel like it moves too quickly right now user.
If you pixelate the fog I'd hope it matches visually with the snow falls and if you have rain, it match that visually. I think it looks good as is, but maintaining a consistent visual style will help you stick to creating assets and moving forward.
Don't fall victim to analysis paralysis.
Blake White
This is great! Very inspiring.
Andrew Ramirez
idea guy here
its like pokemon go except its race wars
Jeremiah Jackson
buttplugs aren't supposed to be big also it's probably travel size
Ethan Collins
You can probably get away with it. Your game is fantasy: weirder things are probably happening, anyway.
James Sullivan
unreal does pathfinding for you and it has a visual implementation of behavior trees which is really convenient
I haven't used anything else though
Noah Martin
FRIG OFF
Blake Ortiz
You need to stop mixing high res realistic lighting and effects with the pixel art you have, it doesn't fit at all, your art still is too simple for that. Same problem you had with your lighting in the dark area
Asher Walker
I'm developing a VR mecha game. Here's a demo of the hand tracking. What do you guys think?
Aiden Lewis
You're not stuck in one spot right?
Carter Sullivan
Thanks for the feedback! I'm going to pixelate it and slow it down. I often do the opposite of analysis paralysis, which is why I'm asking for feedback before I move on to other things.
Brandon Bennett
Sorry for the stupid question I've just never done a 3d game before with terrain and stuff more complex than just a heightmap. I don't really know much about raycasting or how to program it, I get the concept I just don't really get how to determine if things intersect with the ray w/o checking if it intersects with every polygon in the collision mesh. Are you getting what I'm saying? I can't find raycasting related stuff thats not for creating 3d perspective from 2d maps. Could anyone point me to like an online article or anything regarding it?
I'm sorry I just don't have the anal capacity of a pickup truck like you do. It does it for me.
Christopher Sanders
it's cool but like with all VR games the lack of haptic feedback means you're going to get into tons of situations where the display can't actually match the player and then you'll be out of sync
Eli Rodriguez
What's better?
5 HP and attacks deal 1 a piece
or
500 hp where standard attacks deal 100 dmg a piece
in other words should I have big numbers for the sake of having big numbers?
Kevin Jenkins
this is why it's a good idea to use established engines who have already figured all this stuff out and have tons of documentation
this is where things like quad/oct-trees and stuff come into play to minimize collision comparisons
Tyler Hughes
For now, but I'm going to implement ZoE-style boosting movement. The player will never be out of sync, since it shows the player's hands inside the cockpit in addition to the giant mecha hands. As long as "your" hands match IRL movement, it should be fine.
Henry Nelson
It looks better to have whole numbers than decimals desu senpai. You should start out with 50 HP and attacks deal 10 a piece and then work your way up. If you start with 5 hp and attacks deal 1 a piece then if you introduce any randomness you'd still get very similar whole numbers but if you start with 50 hp and attacks deal 10 when you include randomness you could get like from 1-10. Ya know what I mean?
Grayson King
It mostly boils down to your minimum damage, or if there's randomness in your damage. Like Final Fantasy having 999 max HP while Fire Emblem has 60, as there's no randomness in Fire Emblem. Little HP with randomness results in too much variance.
Luke Young
How many of you actually planned out your game and made design documents.
Holy fuck is it useful when you're actually planning to make something. Doing these in school was fucking stupid because the scope was tiny, but its insanely useful here.
Kevin Ortiz
this is something FF games do really well. you typically start around 20-30 damage and end up in the thousands by the end. there's a lot less room to balance things if you have bigger numbers and players enjoy the progression more of gaining 10 damage every level rather than 1 damage every 2 levels. that said, if the numbers are too big they start to feel meaningless and the player can't accurately judge how "valuable" an increase is
Colton Harris
>buttplugs aren't supposed to be big You aren't trying hard enough.
j/k i probably couldn't even fit that in my butt, even though I'd like to
Connor Gonzalez
>using a controller to control your stationary character using a controller
You actually just answered my question by bringing up quad/octrees. Would it work to take in all the collision geometry at the start, position it properly, then split it into essentially square cells (like a quadtree) and then do the raycasting and check for collision with the collision geometry in that cell?
Henry Diaz
Doing some documentation right now for my game. Will have to document how I want my code objects so I have a frame that I just need to implement in actual code.
Logan Morgan
what the fuck googum you've just become a shitposter these days
Adam Jones
And here's an early WIP of the player's mech.
Brandon Evans
How do you make design documents. Sounds useful.
Hudson Hill
...
Jaxson Thompson
looks like a rabbit with huge buck teeth and those arab sheik hats where they hold a cloth in their head with a band
Ryder Jackson
desu I've always liked smaller numbers. Hitting my first double-digit damage in runescape was 10x more satisfying than any 1000s of damage I did in maplestory.
Aaron Turner
My current plan is finish the demo, and then go back and write up a real design spec detailing both features and implementation plans. I think it'd be really hard to do without making some kind of prototype first, and I'm learning a lot about what I want and what I don't want, and how to structure the code better in the future.
Also reposting from last night. Implemented status effects and a minimap placeholder/clock. This is the fire spikes status effect.
Aiden Howard
It's not that bad, it's a relatively small size one (small fenrir the wolfdragon from baddragon), it's a little painful to take out when you're done and everything but it's really satisfying and filling to have it in and its actually surpisingly easy to get it in.
oof
thats gorgeous
Thomas Jackson
thanks for the advice guys
Adrian Gomez
Looks good, user. What are you making this in? Controllers are obviously Move, but is it achieved on PC with some hacks or are you actually devving for PSVR?
Also, good thinking with the "real hands on controller, robo hands elsewhere". I was thinking about something similar (Except giant robots like Megas XLR, not mechs). So I am interested in how well that idea works.
Ryan Flores
smaller numbers are the best. big numbesr are FUCKING STUPID. by the way apparently jagex is working on a new game called Runescape Remastered
Oliver Flores
agdg is useless for anything else and game dev in general is a waste of time
Carson Lee
Root motion is hard
Nolan Roberts
Die hard RPG fans tend to like the bigger numbers More casual people like the smaller numbers Depends what you'er going for
Thomas Flores
I have a really incomplete one. It's just hard for me to sit down and write out that stuff.
You are correct that it is useful though. I'm typing some extra stuff into it right now and just brainstorming because im not sure how I want to implement something
Easton Ross
Probably roughly something like that, but you'd definitely have to read up a lot more on it. I only know the basics of how they work and what they're for.
Jacob Gonzalez
dat ass
Ryan Bennett
Thanks a ton for the advice. I really appreciate it!
Andrew Fisher
>in other words should I have big numbers for the sake of having big numbers? why even have numbers?