>> Engines >GameMaker: yoyogames.com/gamemaker >Godot: godotengine.org >Haxe: haxeflixel.com >LÖVE: love2d.org >UE4: unrealengine.com >Unity: unity3d.com >> Models/art/textures/sprites >opengameart.org >blender-models.com >mayang.com/textures >> Free audio >freesound.org/browse >incompetech.com/music >freemusicarchive.org We were so close last thread. But you fags had to shit it up with your sourceposting until people migrated to the other one.
Leo Cook
I'm smart, talented, and a great game dev. Making games is easy and fun for me!
Grayson Taylor
Filtered!
Ryder White
just let this man's soothing voice explain how easy UVs really are
Substance painter is on sale on steam is it worth it?
James Johnson
loaded question. software itself is top notch, but will you use it for your game?
Leo Roberts
>completely unrelated anime pic with logo slapped on it you get points for using proper op text though
Robert Phillips
winners never quit
Dominic King
Undertale had incoherent game design, indecent pixel art and shit cakewalk gameplay , but you know why the fans and +1 million owners on Steam liked it? Because the characters were there, they had their moments and were alive, they were designed for the fanart, the OCs, the fanfictions, the shippings and the fandoms and blah blah blah. Anubisdev's furry characters are well drawn, there's some implicit sexy elements and blushing, but nothing happens. Some tumblr furries with a passion for pixelshit will grab onto that and make the magic happen.
Jonathan Hill
gay anime op but whatevs
Jonathan Brooks
>they were designed for the fanart, the OCs, the fanfictions, the shippings and the fandoms I doubt that.
You should have stopped at: >the characters were there, they had their moments and were alive
Other than that, fair point.
Isaiah Hughes
>there's some implicit sexy elements and blushing, but nothing happens. Ahahahah user Anubis has a full-on porn version
Alexander Diaz
but you're not a winner
Caleb Brooks
because you're not playing the game you're making it
Ryan Sullivan
i can't do it i'm sorry /agdg/
Zachary Hill
toooo liiiitttlllleeeee
Elijah Gray
Whew, I didn't know that. Honestly the game could sell much more if people were left to speculate and make their own porn. >I doubt that. I'm kind of 99% sure that they were rooted towards it. Simple sprites, some backstory...
Isaiah Gonzalez
someone give me cool weapon ideas
Michael Morris
every kind of weapon for these kinda games has already been done, just copy the ones you like from other shmups
Easton Howard
A weapon that absorbs the stars in the background in a radius around you. The more stars it absorbs while charging the greater the damage. Stars disapear once absorbed and do not respawn
Luis Perry
How much in Godot should you be doing in code and how much in the editor? In theory you could generate almost everything you need in the code, or a lot of it purely in the editor. So it's unclear what the "correct" way to do things is.
Caleb Davis
Plasma Flamethrower Shooting Star Meteor Bazooka Supernova Bomb/Nuke
Hunter Lee
None Use Unity
Henry Nelson
the correct way is the one that gets you a complete game
Dylan Wilson
oh shit nigga that looks great what's yo numba baby
Christian Powell
You could code tools for do actions inside the editor. Those apply to Godot/Unity/etc Example triggers, spawners, etc. The fruit spawner in the webm spawn a fruit after 3 hits to cyan circular sprite.
Noah Russell
I guess i can always do that,
>Plasma Flamethrower >Shooting Star Meteor Bazooka >Supernova Bomb/Nuke
those sound cool as shit, thanks
tnx
Mason Moore
no but seriously do you have a tumblr or an itch
Noah Foster
Pretty cool idea So I understand correctly that for this you would have to use the "tool" keyword and then you could respond to input inside the editor just as if it was a game?
Blake Adams
It's great but the steam license is a little restrictive.
Christopher Howard
So, Winter Jam is dead, and Confy Jam was voted by nodevs that have no idea what comfy even means. So what should the next Jam be about? And when should it start?
tool = the code run in editor/game and a flag exist for test if is running inside editor or not You could look godot demos/plugins/custom_node and copy/add to any node: heart.gd heart.png
Nathan Green
>finally start learning load/save system >implement it >works fine >when I test the game though one of my UI elements is now missing >can't for the life of me figure out why >package the ""game"" >launch it outside of the editor >UI element is there, along with the save system (so I know it's updated) >mfw
Benjamin Powell
>joining cute jam with loli jam gross but i guess it's the only way cute jam has any chance of winning
Grayson Butler
well comfy already has 40 votes from this previous poal poal.me/k7h7ow
a week or two after dd12 seems okay
Jaxson Allen
fuck off weebs
Jack Morris
Are you implying that loli aren't cute?
Dylan Rivera
This is weird. Are only cute lolis allowed? Or is it loli OR cute?
Luis Hill
Oh I think I get it. It's Cute/Loli as opposed to Lewd/Loli
Anthony Reed
i dont have one yet i only really post here
Ethan Cooper
yep
>everybody adding their own answer instead of voting for existing ones This poll will be useless.
William Barnes
Used to 3D model a lot in college, just for fun. Did a little work for an indie game that never got off the ground. Did meshes, and textures. But never really did any rigging or animating, though I know how.
Is it worth it to throw myself out there and say I want to model assets for someone's game after I brush up a bit?
Dont want to help if anyone is going to be a confrontational douche though. Just want to model assets. Like props and items. I think its fucking fun on a bun. Just modeling.
Robert Rivera
When are you implementing ass girl? If you don't I'm really stealing her
Jason Phillips
I think you're better off just making and selling asset packs then.
Lucas Ward
programmer/artist/musician here
looking for a cool idea guy to direct my creative talents
Colton Anderson
Oh you are alive.
I adore this style of gameplay but yeah, visibility is fundamental. You literally can't have a good game if you can't clearly see what's going on.
Oliver Cox
Thats gay. I want to make things under instruction, and see them in a finished (ha) product.
Grayson Carter
Post some samples
Anthony Long
Mecha is the objectively best theme for after comfy jam.
Dylan Diaz
Progress: -The main character isn't a green square anymore
Cameron Reyes
I feel like there should be an easier way to do menus than just hiding or destroying everything, reshowing it, recreating it everytime.
William Perez
Any suggestions in that regard?
I tried to make it easier by slowing down bullets slightly, making dangerous stuff glaringly obvious by making it either flash or giving it a bright red color which helped alot (at least for me, can actually clear my demo stage consistently taking only 1 pt of damage), adding radar so you know where enemies are, right now the biggest issue I have is something like a missile flying in from off screen and hitting you or a stray bullet..if im ever hit it's always something coming just from the corner of the screen that I don't have time to react to.
If enemies are attacking the player they can't actually fire on you until they have been on screen for x amount of time, and I could try playing with that, I think the grace period is something like 5 seconds.
Only other thing I can think of is doing something like a bezier curve where the camera slightly pulls towards bullets that get within a certain range of the player, and im not 100% sure on how to pull that off.
Jace Robinson
we had a mecha jam already at least wait 1 year before repeating a theme
Lincoln Miller
I dunno man. I do the hide/show method. Pretty shitty but manageable when there's only like 10 different elements..
Chase Campbell
Yeah hiding and showing is the best way. Destroying and recreating stuff every time you change menu page doesn't make sense.
Grayson Lee
IMGUI
Logan Reed
Oh now I understand what the script in the webm does, it just changes the image? I just did some experimentation and made a script that spawns items into the scene, but is there a better way to do it than to use setters and getters on variables, without making a plugin?
Jason Phillips
Something about your main character creeps me out. No offense. Maybe it is his eyes.
Ryan Parker
See I sorta just thought it made sense to have all menu elements be their own class instead of having them be part of other things. So like I'd have one options menu, that was created by other classes, but there doesn't seem to be an easy way to do that and then set the visibility of the previous menu back to visible from the new menu.
Joseph Clark
You could have a menu manager class that manages all the different classes for each menu pages
Eli Perez
This is for different menu screens? You want a state machine.
Have checked the documentation over twice and am not seeing an answer to this anywhere.
I have a particle system that creates a stream of colors for a projectile from an enemy that is either blue or red depending on the enemies color. I want to use the same particle object for each.
When I create the particle_object, I pass the enemy's color using the with function with an instance create from the enemy object.
Two problems have seemed to pop up: 1: If I try to used the passed variable for color in the create portion for the new particle object, it states that the variable doesn't exist. If I move it to step, it does. Is there a way to move this to the create tab? 2. When I try and change the color in the step function with an if/else choice using part_type_color3(), it doesn't change the color, as from what I can assume, all the other part_type_functions are in the create tab for the particle object
Any ideas? I can post code if needed.
Asher Cox
plugin != tool You make plugins using TOOLS, but you could make a node without a plugin and declare as tool. In the webm changes the fruit image and update the line between the hitbox (the cyan circle) and the fruit to spawn. With this someone without coding skills could add a Fruit node and a Hitbox node (the cyan circle), connect them and visualize which fruit is gonna spawn. Here is the webm ingame of the working fruit spawner. And yes I use setters for redraw and update the fruit as you can see in the editor window from webm.
Connor Cox
they're all shit tho
John Martin
>So it's unclear what the "correct" way to do things is. Because there isn't one.
Nathan Sullivan
So perfect for (you)
Nathan Jackson
Yeah, but I've got too much going on right now to get into it much. You're probably over-juicey right now with all the screen shake and particles. And there's not much cohesion with the very bright colors. You have blues and yellows and reds and purples all fighting for attention. Your guy doesn't look noticeably different from enemy guys. And stuff is flying too fast for an orange-ish tint to be effective for threat ID.
I'm just rambling off the top of my head but I think probably turning down the big, soft particles and the screen shake would be good to begin with. Screen shake is something that is better and more effectively used sparingly anyways.
Nathaniel Taylor
I'm not following. So you have particle_object, which is is an object resource? And in it's create event has a part_system_create() and a part_type_create()? And in its step event it has a part_type_color3() and a part_particles_create()? And then when you want to create a stream you make a new instance of this object?
Ayden Jackson
never used that stuff so far but try writing the code in draw event
Henry Roberts
Coins implemented. Those attract to nearest player and are spawned by enemies between the Bonus duration activated after 5 fruits.
Dylan Perez
>ZA WARUDO
Benjamin Wilson
Why did winterjam flop this year? Is it global warming?
Angel Taylor
yea, no one got around to making it, but we'll just blame global warming
Yeah, its a turn based game. There are three objects you need to know about in the code I've posted. One is the Brain, which holds all the arrays and lists for stats and turn order and determines whose turn is next and where on the grid things should be drawn, etc, etc.
The second is the enemy/character. The third is the projectile (powershot). The projectile houses the particle system in its code.
If I try and reference host_id (a variable that gets passed when the character creates the projectile) in the create event to set color, game maker throws an error and states host_id doesn't exist.
If I reference host_id in the step event, no problems, but the particles are always the same color.
No idea why this doesn't work.
I either need a way to pass a variable in the instance_create of powershot that is accessible right during powershots create phase -OR- a way to change the color of the particles in the step phase of powershot.
Jonathan Russell
Alright thanks for the help, I will play around with this
Jonathan Richardson
Doesn't do anything different ;/
Hudson Young
thanks man, ill try to improve on these things
Jordan Howard
>If I try and reference host_id (a variable that gets passed when the character creates the projectile) in the create event to set color, game maker throws an error and states host_id doesn't exist. That's because you can't actually pass variables to the create event. When you call instance_create() it runs the entire create event, then you're setting host_id, so it won't exist until after that point. You could get around this by changing the colour in the with(){} where you're setting host_id, or if you really want to pass things, you could get around this by setting a global.pass variable before instance_create() and using global.pass instead of host_id in the create event. If you passed a ds_list then you could pass multiple parameters, like in Lua when you pass a table.
>but the particles are always the same color. I've never had this issue, they always change colour for me. I don't use emitters however I create all my particles manually. I'd see if you can change the color of particles you create manually. I'm thinking that it's possible emitters copy the particle type you give them instead of reference it.
Landon Young
Don't buy too heavily into people who act like there are hard rules for this sort of stuff. I find the webm you posted to be pretty damn readable for the amount of stuff happening.
Lincoln Lewis
I didn't think about globals at all. That seems to be the easiest mickey-mouse way to get this working. I've largely ignored using them because they can create problems.
I assumed what you had written about passed variables not working in the create phase, I just couldn't find anything in the documentation that stated so. What a dumb way to do things, seriously. Why wouldn't you have the with function instantiate THEN run the create code, I'll never understand.
I use emitters because thats how all the documentation states you should. I'll look into creating them manually, as well, but I think the global fix should work.
Thanks so much for your help.
Luke Nguyen
That's okay, I can do it
Easton Torres
Not that other guy, but readability is a pretty hard thing. It depends on your target audience. Normal players of the genre will be able to read your game well, to the hardcore it'll be easy, to the casual it'll be difficult. It all depends on your target audience for things like that. Don't let people outside of your target audience affect your game's decisions.
Joshua Powell
so I'm working on a multiplayer side shooter that runs in your browser and uses webGL.
How can I make 2d side shooters fun?
Blake Green
you guys don't know shit
Chase Morales
how do I target audience
Jace Fisher
I will keep that in mind, I know its best to take feedback here with a grain of salt
Nolan Bennett
Anyone who thinks that the amount of colors in that webm is a problem doesn't know jack shit.