Friendly tip from an user who can't draw to save their life: if you can't draw from mind or get your proportions right, don't be afraid to use some sort of 3d modeling software to make your base pose so that your proportions and perspective are good.
Jack Scott
Anyone know a simple program for making webms?
Nolan Russell
>Wanna make monster girl game for lewd jam
>Brand fucking baby new at coding
>Okay at art
I will produce some sprites and see if someone wants to codemonkey
Ayden Smith
webmcam
otherwise sharex and webm converter
Blake Morgan
WebMCam
Caleb Evans
seems like there won't be any humans in this jam
Owen Howard
Webm for retards has such an insanely sexy Gui that I dont even care if the author is insulting me.
Nathaniel Carter
Im down to codemonkey shit for it. Drop some contact
Thomas Clark
OBS for recording and Webm For Retards for converting to webm.
Zachary Mitchell
post art, even if not lewd
Alexander Young
Humans are decidedly inferior to monster girls and less fun to draw
Besides, monster girls are imbedded in Veeky Forums's DNA. I only ever came here back in 2005 because I heard it was the best place to find Monster Girl porn. /v/voted MGQ as it's game of the year one year. /v/, Veeky Forums and /d/ are obsessed with them, and as of the past couple of years so is /a/ (and by extension, /e/ and /h/).
How is a normal human lady supposed to beat a magical sex spider lady or whatever? It can't be done. She comes with built in bondage gear.
Brandon Bennett
Posted this in the last thread but is dead now this any better?
Lucas Cox
On my phone at work, and I want to have something put down so that I know I'll actually do it. I'll drop something in the thread in a few days.
Angel Gutierrez
Post yfw Lewd Jam was just the thing to bring out all the lurking artbros.
Jackson Wood
>name + trip fuck off
Hunter Mitchell
Sort of. I don't understand what's going on with the legs considering the perspective, however.
The perspective shows the camera is from her left, but her right leg (relative to her, not the camera) is larger than her left leg.
Hunter Rogers
Getting there. Much, much better than your initial post.
Elijah Ward
Human girls can have the charm of plainness
Logan Scott
That's... that's the most normie thing anyone can ever say.
Robert Hughes
You're right, actually. And that's a miracle of the universe that few men understand; you are clearly an enlightened individual. But that's the only arena in which they can compete. A human woman trying to be buxom and sexy will always lose to a plant girl who's buxom and sexy and also filling the air with irresistible pheromones in order to steal your semen. It's just science.
Cooper Roberts
...
Joseph Harris
>Humans are decidedly inferior to monster girls t. beta male, too shy to start interaction with girls and needing powerful "monster waifu" to dominate him and initiate the contact
Cooper Lee
Thanks comrades.
Benjamin Allen
I like how slow the gameplay is, this really would make a comfy walking simulator with bits of lore scattered around interesting locations
Bentley Phillips
t. sad projecting normie who thinks real girls are all there is to live for
Cooper Hall
Alright, thanks guys i changed the perspective of her legs here a bit anything else thats important?
Connor Walker
There's a nice rhythm to fighting those two enemies.
Camden Phillips
t. Uncultured pleb
Asher Gomez
Leg is MUCH better
I assume the strange head size is a style thing?
Shading/shape of her left arm seems a bit weird but not too bad.
Henry Martinez
I wanna make a small game for testing out combat between a wizard and a knight in a real time 2d setting, which engine would be best for this?
I want to try and make combat between the two in real time actually fun and balanced.
Joseph Walker
Portrait and sprite art for on of the main protagonists of my rpg Any comments/feedback agdg?
William Moore
She resembles a human now! One leg is shorten than the other though, and the feet positioning doesn't make much sense.
The face shows that the camera is directly level with the target. The shoulders/torse area show that the camera is slightly elevated from the target. The legs show that the camera is much higher than the target.
Fix your perspective and it'll look fine user.
Charles Wright
Torso is still long compared to the legs, just not as hilariously so as before
Jaxon Kelly
He is shaped like a cock
Blake Lopez
It's intended to be like the original castlevania. Slow but, punishing. I only have simple enemies at the moment though.
Justin Butler
...
Christian Perez
>he's a dick
Lucas Nelson
Game maker
Cameron Sullivan
Only problem with Webmcam that I've experienced (and can see you experiencing) is that scrubbing the webm on Veeky Forums breaks it for a moment. Don't know why is does that but keep that in mind.
Wyatt Sanchez
>tfw no VR rape MMO
Sebastian Ross
If you're going for the original Castlevania, I'd recommend upping the walk speed just a tad. Simon wasn't quite that slow.
Angel Peterson
castlevania was faster and more snappy rather than sloppy
Nicholas Green
>platformer physics why is this shit so god damn hard to get right
Jason Bell
Retard
Jose Jackson
alright thanks for the critique guys now to move on the to 6~ other characters
Samuel Nguyen
Really boring design.
Zachary Wilson
Resolve based on everything at once, not just per-block.
Eli Torres
progress! a basic walk
also implemented "soft billboarding" because I never want the player to be able to look at the side of the sprite straight on (it would be thin like a sheet of paper and break the illusion)
the effect is emphasized when the camera is far away
what do you mean? it's literally nothing, just a bunch of textured models
Ian Taylor
I've just compared the video side by side with the game. And recording seems to have slowed it down quite a bit.
Elijah Bell
that is horrible. Give it some more frames.
Liam Perry
shut the fuck up cunt, let's see you're game
Julian Brooks
needs 1-2 more frames
Aaron Wilson
he right you know
also their is a weird lighting issue at the border of the sprite
Justin Ward
Not a fan of the bobbing card movement, but at least you have different frames. Soft billboarding looks good, could perhaps be a bit swifter
Nicholas Butler
hmm is it that bad? the alternative is just straight up cutout animation which I wanted to avoid
okay, I guess it's too janky yeah
Jordan Foster
...
Tyler Hughes
>that new Godot update
Isaiah Diaz
ah yeah that's because the drop shadow is a hack (literally an invisible sphere and ssao is picking it up)
thanks for noticing though
I'll work on it
Aaron Martinez
Yeah, the depth writes look like they cover the whole billboard geometry and not just the sprite, which is why you get the SSAO artifact.
Juan Hernandez
do you paint those textures in mudbox or something?
Brody Ward
Godot 2.1 stable released godotengine.org/article/godot-reaches-2-1-stable Lots of new features including >New asset sharing platform >New plugin API >Dynamic font support >Live script reloading >Profiler & frame profiler >Remote scene inspector >HiDPI/Retina support & hi-res icon theme >Drag & drop support
Hudson Morgan
blender texture paint mode
Adam Rodriguez
>even Godot has an ASSet store
Jordan Rogers
Fuck off, shill.
Lucas Harris
Seems to be more like asset sharing.
Elijah Carter
godot will be good someday
Jace Morris
wouldn't mind godot if it used a real language
Nicholas Miller
It can have pretty much anything, assets, scripts, addons, plugins, etc.
Caleb Davis
What I meant is that it doesn't seem to be possible to sell anything through it, so it's not a store.
Ian Richardson
>...it became evident that a custom scripting language could more optimally make use of Godot’s particular architecture:
>Godot embeds scripts in nodes. Most languages are not designed with this in mind. >Godot uses several built-in data types for 2D and 3D math. Script languages do not provide this, and binding them is inefficient. >Godot uses threads heavily for lifting and initializing data from the net or disk. Script interpreters for common languages are not friendly to this. >Godot already has a memory management model for resources, most script languages provide their own, which results in duplicate effort and bugs. >Binding code is always messy and results in several failure points, unexpected bugs and generally low maintainability.
>The result of these considerations is GDScript. The language and interpreter for GDScript ended up being smaller than the binding code itself for Lua and Squirrel, while having equal functionality. With time, having a built-in language has proven to be a huge advantage.
Evan Parker
They just added visual scripting for 2.2, and C# support will be coming eventually.
Jaxon Torres
>nd C# support will be coming eventually The blogpost says 2.2.
Wyatt Turner
[+] Moving bumpers [+] Re-aiming mechanic [+] Gun destroys blocks, does less damage than the ball [+] If a bullet goes off-screen the player's score is halved; if the bullet after that goes off-screen too, the score is reset to 0; when a bullet hits its target the variable keeping track of wasted shots is reset [ ] Good graphics
Benjamin Bell
Hitting the girls should make them lose close and you collect the those instead of colored balls.
Christian Carter
Shut the fuck up retard
Nathan Brown
Steam greenlight here I come
Leo Rodriguez
>being upset that Godot is catching up with Gamemaker and Unity Bet you're feeling silly for spending all that money on those engines ;^)
Mason Campbell
>people bitch about visual scripting in ue4 >hurrah! godot supports visual scripting!
Michael Gomez
You need to make the ball and the pickups more distinct from one another IMO, they're both falling balls roughly the same size.
And hide the crosshair when in play
Hudson Baker
all me
Aiden Clark
>visual scripting Literally why.
It doesn't make programming any easier for artists (Which shouldn't be programming anyway). And actual programmers hate it.
The arguments that it's easier to follow your program flow is bullshit as well. Text programming: Top -> bottom Visual scripting: Spaghetti going literally everywhere.
Samuel Sullivan
I've only seen people make fun of visual scripting when it's used for the entire game. Which is ridiculous. Most people are fine with it, when it's used in moderation.
Jason Baker
>And actual programmers hate it. No I don't
Juan Jones
>Text programming: Top -> bottom t. skiddie
Brody Torres
>Really excited for AGDG game >Turns out the guy making it put in one guys journal in it >Dropped
Why are most people on AGDG so bad at telling a story? Its like none of you guys have watched Extra Credits.
Colton Foster
What is this game called? Waifu Holocaust?
Tyler Lee
OOP is just as spaghetti as visual scripting.
Benjamin Torres
>Hitting the girls should make them lose close
That's in the works re. animation
>and you collect the those instead of colored balls.
Nah. The balls are placeholder but I'll just make them gold coins.
>You need to make the ball and the pickups more distinct from one another IMO, they're both falling balls roughly the same size.
Written it down.
>And hide the crosshair when in play
Blue crosshair is necessary for aiming bullets, orange crosshair is necessary for launching the ball.
Asher Martinez
Typing is a lot faster.
Stop using Goto
No argument there. But are you just repeating /g/ or do you actually know WHY it's considered bad?
Jeremiah Collins
fuck off shill
Brayden Carter
Reminder that it is, by definition, impossible to use OOP in moderation. It is a cult.
Dylan Morris
>>Turns out the guy making it put in one guys journal in it What does that even mean?
Hudson Walker
Ball seems too bouncy.
Jonathan Evans
>Stop using Goto Any indirect branch breaks the top-down flow. The most common example would be a function call.
Eli Sanchez
>But are you just repeating /g/ I'm just repeating /agdg/, see