Would you play a Civilization game without any of the gameplay?
Camden Phillips
I played Civ 5 didn't I?
Brayden Richardson
>play >game >without gameplay Per definition impossible.
Jeremiah Ross
...
Joshua Brown
Do building/tycoon games need objectives and failstates?
How do I casually encourage people without it becoming uncomfy in failure?
Julian Richardson
So I know a few games have done it but what do you think of basing your characters off action movie leads?
I have this concept of a top down shooter in the works but I wonder if I had characters that are basically NotRambo or NotArnie would the game get compared to BroForce or Expendabros? Or even worse would people see it as a ripoff from these games?
Gavin Collins
If the player is in debt for x amount of turns he loses.
yes, typically the fail is going bankrupt or getting bought out by the competition
victory is more difficult to define, depends on the theme really
Oliver Roberts
Do people say BroForce is a rip off of Contra or Metal Gear Solid?
Unless you're literally making a 2d co-op action platformer, no one will care.
Dylan Sullivan
The failstate is already given by going bankrupt. If you can't go bankrupt in a tycoon game, call it a sandbox mode and implement the bankruptcy. Objective in sandbox mode is whatever the fuck the player wants. In scenario mode, give some slightly creative objectives, meaning other than "get x money by y date". Go for "have 99% population above the poverty line" or similar.
Nolan Parker
Top down shooters with !Rambo and !Arnie have existed decades before BroForce. Some of them even ditched the !.
Charles Gonzalez
Daily reminder that if there isn't both a winstate and losestate it's not a game, it's a toy "game overs" are not a losestate unless you actually lose all progress with it. If you can continue right where you left of, there's no point of having lives at all
i always see a bunch of people who make 8directional movement a giant wall of ifs and elses involving all possible combinations for directions but this little thing works out just fine for me
is there anything wrong with it that i'm not seeing?
Aaron Ortiz
yes, remove the if else completely, no input will still give 0 speed
Camden Martinez
i already checked it without the if else and it drifts away because the direction is set to 0 but the speed still exists
Gavin Ward
That's the basics. Good movement code however will try to keep the player from getting stuck on edges in collision detection. Being blocked by a single pixel is frustrating. If you have no collision in your game, this will suffice. Although you should really account for speed /= root(2) when pressing both axis at once so you don't move faster by going diagonally.
Brayden Lewis
Anyone want to check out my autistic attempts at trying to modify autoexplore behaviour?
It appears some of them actually provide reliable results, but I only checked a few times, and it might just be specific to the type and size of map/los/etc I'm using.
I plan to actually do statistical tests a little later, and just do away with all GUI/rendering - but only when I have all the properties I think are worth testing.
It's fine, but you might want to do a little verification (do you restrict movement to certain ranges, do you precheck tiles if you use grid based maps, etc)
Using direction enums just makes things simpler in the long term.
Brody Cox
i think states in tycoon games are fluid in that they're not real. if you mismanage your economy and your thing is garbage, you're in the failstate. that doesn't mean that you have to force the player to end the game. instead, make it fun to watch the burning pile of garbage and offer tools to put out the fire.
Anthony White
who /neet/ here?
>tfw staking my future on making money from a game in the next couple years
Ryan Richardson
>Although you should really account for speed /= root(2) when pressing both axis at once so you don't move faster by going diagonally. He did.
Jason Wright
oh you're using a direction vector, right
why are you not using a component vector? just add the two inputs, normalize and multiply it by the speed
Camden Long
Actually, now that I think about it, I think I'm using the same random seed on both explorers.
What are the chances that could influence my results?
Zachary Ross
Shit, yeah. It's late.
Caleb Parker
You need a failstate.
I've been playing a lot of Software Inc, Game Dev Tycoon and OpenTTD recently. When the game is too easy it really becomes unfun but the main draw for playing those games a long time is the freedom to sandbox your own challenges.
For example I've been trying to do an "Everquest" playthrough of Game Dev Tycoon where I launch a Fantasy MMO at year 19 (1999) and keep it running until year 32 (the games end date).
Its really hard because the game is kind of designed like shit and the MMO server cost vs profits are bullshit. If you have 20 million people playing your MMO and you release an expansion you get the money for a couple of months but when they stop paying money you still have to pay the server costs as if 20 million people were still actively playing your game. Essentially MMO's are designed to be terminal after a certain point even though that doesn't really reflect reality very well. Even if you release expansion packs constantly the drain from the servers is fucking insane and it will bankrupt you almost instantly once your subscriber count gets mythically high.
James Harris
>staking your future on indiedev RIP
Caleb Moore
>Playing Game Dev Tycoon instead of the original Game Dev Story which isn't a shit game
How can you do this to /ourguy/?
Brandon Ortiz
Say I have a hundred sprites of moving mobs to render. To make it so I draw them in order of their x-axis position or whatever, would I just have pointers to them in a self-sorting list where the beginning of each frame sorts them first, and then draws them in order?
Brayden Kelly
friendly reminder that the absolute best way to make money from indiedev is mobile games
"make bank after getting your game on steam" doesn't work anymore
Colton Sullivan
Same. Got some savings, but the outlook is most dire.
Andrew Morris
>mobile >best way
Here's the problem with your assertion: You presume mobile isn't crowded to hell and back five times harder than Steam is.
Alexander Lee
Friendly reminder that you're retarded.
You have a bigger chance of success on Steam, than mobile.
There are devs that made versions for both, and ALWAYS the mobile one does shit compared to the Steam version.
Isaac Powell
you're forgetting that mobile games take 5% of the effort of a pc game
Jeremiah Flores
To make money from mobile you either have to make an apealing puzzle game twice a year to profit off the long tail, or pump hundreds of thousands into advertising.
Ryder Collins
Why do you need to draw them in order?
Robert Bailey
>putting in no effort into a mobile game
"How to fail at making any money at all or leaving it entirely up to the whims of fate in two easy steps."
Dylan Hernandez
Since we're making shit up, you're also going to make 1% of the money on mobile as opposed to steam.
So 1% of the money for 5% of the effort doesn't seem worth it.
Camden Perry
If you are working in an engine with built-in z-layering, you can update z on movement modified by x.
Easton Jones
>5% effort of a pc game >no effort pick one
Robert Wright
...
Brayden Gray
I didn't even know that game existed because mobile games are heresy.
Anthony Hill
>5% effort for perhaps no profit at all >100% effort for perhaps 5-12x the profit your mobile app might make
pick one
Kayden Lee
That's y-sorting though. If you move an object, do z = y, so objects lower on the screen are drawn later.
Chase Sanchez
>tfw you make a comfortable living off the passive income of a couple shitty mobile games you made a couple years ago in the span of a few months
Brayden Price
Nigger, you're playing a clone of that mobile game on your PC.
Christopher Gray
I hope you're doing something useful with all that good luck, user.
Kayden Parker
This is what the depth buffer is for.
If you really really need to sort them (for example for alpha blending and other effects like that) then it depends how dynamic the objects are. If most of the objects move every frame, it might be fine to resort the entire thing. If not many of them move every frame, you should take the ones that moved out and insert them back in with insertion sort. Profile if you're in doubt.
Wyatt Wilson
if you have an engine that gives you access to the depth buffer, just use that
otherwise sorting works just fine
Joshua Bell
re-read what you just posted and tell me how the mobile game option isn't better
Kayden Morris
>Trying to learn how to draw >No time for gamedev because my free time after work is spent drawing now Eventually it pays off, right?? You can't make games without art!
Brayden Smith
>You can't make games without art! Watch me!
Caleb Jenkins
But you have time to blog about it on Veeky Forums.
Blake Clark
Yes.
I'm talking about using a phone for games instead of using my PC for games. The PC is an objectively better environment for playing games. I'm not going to sit there and hold a phone tapping a fucking screen to play games.
Sebastian Reed
>want to make horror game >can't come up with any good ideas
help?
Owen Ramirez
>trying to 1ma without an artistic background you should probably just give up now
Henry Phillips
>tfw currently making a menu only game
Art is a crutch desu
Oliver Anderson
fuck off googum
Landon Hughes
Should have pulled some bigger numbers out of your ass. This is mobile, hands down.
Brayden Green
Sure. >Spend 4 months, launch crapware, make no profit - people downrate your crapgame. >Spend another 4 months, launch another, still make no profit. >Spend another [...]
Repeat until lucky.
PC: >Spend a year or two on a game, launch, make profit -- whether it's enough to make back your time and effort is questionable. Gain fanbase. >Spend another year or two on a game, launch, maybe make more profit. Your fanbase enlarges again.
Josiah Robinson
You can emulate android on your PC really easily, and then play the game exactly the same way you're playing the clone.
You picked the best possible genre of games, you don't need any good ideas to make a horror game.
Ryder Phillips
slender but good
Wyatt Scott
The problem with that code is not whether or not it works, the problem with that code is how easy it is to break.
In my experience in game development the problem that most often arises is code that is poorly maintainable. Such as >changing one aspect will cause this aspect to break >changing one aspect will force you to rewrite this system >making a simple typo which will cause a bug without being noticed by the compiler
The code yandere dev shows is EXTREMELY difficult to maintain in that respect. For example he uses raw strings every, raw strings do not error when you type them incorrectly. This is why you use enums or preprocessor defines instead to hold such states since they will properly error if typed incorrectly.
Sure you can make a small game while completely ignoring maintainability, but adding features continually and being forced to spend the vast majority of your time squashing bugs to an expanding game is the risk you take.
Daniel White
Loud noises No lights Ugly faces Send to faggots on YT Cash
Evan Gonzalez
My bad, and I do plan to do that, but the list and sort by position every frame thing still stands
I'm using only C++ and SFML, and as far as I know, I need to implement openGL for depth buffer, which I don't know much about unfortunately.
Nathaniel Sullivan
Then read the rest of my post that you replied to.
Honestly it doesn't even really matter, it's not going to be noticeable for performance unless you have a lot of enemies. In that case you'd need spatial partitioning which could be used to accelerate the sorting as well.
Adrian Barnes
>Spend another year or two on a game, launch, maybe make more profit. Your fanbase enlarges again. just like when hopoo made millions off RoR and his next game barely made a blip
it's luck just like mobiledev
Angel Flores
Added customizable controls.
Deleted the controls file? No problem, the game will generate a default one when you next start it.
Christian Butler
Well done. You have reached a new level:
Bare minimum.
James Sanchez
>DEADBOLT >35k sales before humble
He literally made over 200.000 dollars on that game, how is that barely a blip?
Jaxon White
mean.
Xavier Taylor
RoR was pretty quality and happened to be lucky. Also, 50k is hardly 'barely made a blip'.
It's not luck. On mobile you might not ever get noticed. On Steam you are likely to at least find some people. Very rare is the game I find on Steam that has less than 500 lifetime owners - but I am certain there are mobile apps out there that have even less impressions than those games have owners.
And that's really the big gamechanger in the end: Visibility. Steam isn't nearly as crowded as nearly any appstore on the web catering to mobile. You put something out on a mobile store, it's going to get buried like nobody's business unless you have the perfect name, perfect logo and perfect treatment these days.
Carson Bell
Where is your game?
Colton Roberts
what the fuck is this why isn't this maya waht the fuck who what who designed this what the fuck im going back to maya holy shit
Charles Robinson
Canceled, because I could not make the gameplay fun enough.
Still had customisable controls and file regeneration though.
Isaac Jackson
60% of mobile apps have 0 downloads on iOS.
Nathaniel Miller
>He did. I did?
Eli Jackson
If that figure's accurate, that's practically a death sentence by comparison to Steam.
Brayden Campbell
People give away steam keys for marketing purposes And 500 owners is shit anyway, even if they all bought at full price
Jayden Ross
no bully
Oliver Parker
Alright thanks. I'm just worried about the overhead of these things happening every frame as my project gets larger
Ian Baker
Because you used direction and speed.
Owen Peterson
>0 downloads >not even their parents gave them a pity download >not smart enough to fake interest by proxy I doubt that figure's accuracy.
James Fisher
I might as well dump this here, too.
John Allen
I'm not a good programmer and I've never really looked down my nose at anyone's code, as long as it works, but man, there was something incredibly gratifying about looking at Yanderedev's code. It almost inhumanly bad.
We could all make it, bros.
Ayden Hernandez
I look down on people who use webshit and dynashit languages all the time, it's therapeutic
Camden Perry
>Spend about 3 days scouring the internet for different ways of making 2d destructible terrain in unity that won't murder low end PCs or take a year to optimize. >Finally settle on a ghetto way of doing it that will will be semi effective and won't require spending 15 hours programing a custom editor to be even remotely ergonomic for map building. >Still going to take ages to perfect and have high overhead, plus I'll have to ditch rigidbody2d on my character, because it doesn't interact with tiled colliders properly.
>Google "destructible terrain GM:S" on a whim. >Three videos pop up showing superior versions of what I have planned and they only take 10 minutes or so to develop.
Well, there goes the last reason I had to make this project in unity.
Samuel Jones
There are over 2000 apps being added to iOS per day.
Are you sure it's inaccurate?
Bentley Foster
You don't need a fail-state at all, carrot works as well as a stick here.
Make it so that building more/better unlocks new stuff so you can build even bigger and better!
Achievements also work nicely as casual goals that feel nice for some people to unlock, but aren't required for people who'd rather ignore them.
Blake Jenkins
500 more-or-less minimum owners is better than maybe 10 owners by default. Also there's no way that more than 1k of those are freebie keys that were given out.
I do too - but I expect that apple would filter out your downloads as the owner - and I can see some people lacking the business acumen to get friends and family to try the thing out if they felt they could generate interest.
Jaxon Sullivan
how many times do people have to tell you that 2d unity is a meme before you believe it?
Charles Jackson
Absolutely. 0 downloads means they couldn't get a single person to fake download it. No way.
Connor Powell
My project's doing just fine in 2D Unity?
I could see someone being dumb enough to just expect that launching their app on the store is all they need to do to make money.
Bentley Bailey
Unity is perfectly fine for 2D, you're the one memeing here.
I'd prove you wrong by making a game but I can't make 2D art.
Jack Reyes
You're thinking these apps are published by 1MA devs trying to make games.
They're not, the majority of them are Chinese companies creating copies of similar apps and flooding the market.