i like that pic much more than the stupid anime shit
Wyatt Allen
blurst for doing your best each and every day
Matthew Foster
Demo Day is almost here!
You are gonna make it this time, right?
Christian Evans
no, it's gone for good this time
>nyaa sukebei died >hundreds of obscure japanese dlsite porn games lost forever >can't steal assets from them anymore
truly a sad day
Jaxon Morris
No, but mostly because I'm having really hard time making the level generation system of my game.
Jose Young
pls help I think I fucked up
Elijah Thompson
I'm thinking of making a visual novel with some token "gameplay" tucked in to attract the kind of people who don't normally play VNs, à la Ace Attorney but with a high school setting. Should I go forward with it?
Landon Gray
How about some clues as to what the fuck your problem is?
Jose Evans
/noobdev/ here, using Unity.
should i learn and use the Unity UI features to make my buttons instead of just making them gameobject and coding them my way? what are the advantages?
my buttons will need to be: -pixelperfect and pretty -move around the 2D scene -have "drag to target" properties. Think Heartstone targeting system.This mean i will have to differentiate between clicking and releasing elsewhere.
Jackson Russell
Segmentation fault
Lincoln Moore
Gonna need more than that.
Isaiah Miller
I don't know if you're the only one making OPs but please remove the "mayang.com/textures" link because it's a dead domain.
Jeremiah Bailey
definitely not
Kayden Fisher
The owner removed the site for good because he's scared about a recent law change in EU where the server is. Some people are building mirror sites based on old database snapshots though. It's a sad day.
Gabriel Martinez
I'll be making anime OP threads from now on just to make you mad
Gavin Hernandez
Ace Attorney's gameplay is still quite fundamental to its design, more so than it might seem in a casual look at the games. They're not just VNs with gameplay thrown in. If your gameplay really is just token then it's not going to attract anyone. Just make a VN if that's what you wanna do.
Zachary Cruz
>tfw finally working on my gdd >suddenly my game starts to become an organized concept that follows a structure instead of being a pile of notes behind a tech demo
Huh
Nolan Ortiz
I've commented out my whole main func body and that shit still shows up.
Angel Thompson
you shitting me right? and I've been refreshing the fucking pages like an idiot whole day fuck where am I supposed to get 2ns season of Oregairu? and this shit happens right as I get hooked on something after fucking years of not watching anything...
Isaac Reed
Sounds like it worked before. Try restarting your computer.
If you're still having problems, you may have some corrupt system files and need to repair them (look it up) or format / reinstall.
But I don't know any specifics. Get googling those error messages / .dll files, don't download anything shady
Chase Robinson
Shit works fine when I run it though, it's just the debugger spazzing the fuck out.
Oliver Clark
just go to the irc channel of your sub group you've been downloading and get it from their bots
if you don't know who is subbing the 2nd season of the show just check the channels of some of the groups they will have it in the join message what they are planning
or just ask /a/ on a thread
Adrian Bennett
>irc Gross
Wyatt Butler
remember the bubs group, gonna try looking it up myself first damn this is shit, that site was good
Matthew Price
>not-irc gross
Jacob Perry
Oh, weird. Also you should have said that from the start (not that I can help you).
Jordan Baker
Veeky Forums is not IRC
Joseph Perry
well when I used mirc it wasn't much slower to type xdcc send #1, read the .txt, then xdcc send the number i wanted, let it wait in queue and dwonload when ready because mirc auto-accept transfer requests, not much worse than go to website in web browser, search the show, copy the torrent / magnet url., and paste into torrent client. except that with irc download you can watch it while it downloads because it isn't in random byte order, back when internet speed was only 512kb adsl1 that was useful
Luke Anderson
0-4 - opening menus/design 5-9 - work on camera transitions
Thomas Adams
hah, fell for the boring shit
Dominic Lopez
Can you set up an RSS feed that automatically downloads the shows you want as soon as they come out on mIRC?
Ayden Carter
0-1 - anime 2-5 - shaders 6-9 - drawing
Chase Phillips
0-4 work 5-10 fap
Jaxon Taylor
Currently working on some HUD stuff
+ Icons for cores, husks and shards. They're a little boring, I'd like to make them dance/bounce a little bit, but I have to see about doing vertex animation on the actual UI material because hand-keying the animations every time I use an icon will be nightmarish.
+ Save system updated to remember the "actual on-hand counts" for Cores, Core Husks, and Core Shards. Where before we only calculated world totals collected, now we also have the current count available TO the player (for opening worlds and for synthesis). There's also an HUD display for this which updates whenever one of the Core components is collected.
+ Implemented the Core Synthesis "mechanic". It's not actually an active process; basically, 20 shards + 1 husk becomes a core. I wanted a way of making that process clear to the player without them having to go talk to some NPC or engage in some pointless button-pressing task to actually "craft" the fucking things, because I hate games with crafting systems. There's a little animation on the HUD that makes it clear what's happening, so the numbers hopefully don't feel like they're arbitrarily changing when you collect a husk ("wait, why do I still have zero? Didn't I just get one?")
I still have to do some edge-case testing with this; the increment/decrement mechanics are all done via bluff numbers and the final on-hands are updated simultaneously at the end of the count, so even if you yank the power cord out of your system mid-countdown, you shouldn't be able to "lose" half of the materials. The issue is what happens if you collect a shard/husk, the countdown starts, and you quit; you'll have all of the parts to make a core but the process won't be triggered.
Alexander Nelson
:(((
Dominic Price
Please take a look at how to mix colors
Angel Nguyen
0-9 i'm actually only shitposting and never had any intention to do anything, that's why i put in options not related to dev
Nicholas Scott
Where to start?
Joshua Taylor
...
Thomas Young
yeah okay, not exactly but if you were going to do that you would script it except you wouldn't use rss
becasue most channels irc bots send an automated message like
>[email protected]> added [Weeb]IWantMySister.Ep12.DEADBEEF.mkv send /msg weeb XDCC SEND 432 to get it while its hot
so you'd just write an mirc script that scrapes those messages and sends the command, and have mirc auto-accept send requests, and you'd get the same effect as the rss feed torrent so long as you left your pc on all the time to catch the message
if you can code a video game you can code an irc bot
Alexander Rodriguez
>Unity >pixelperfect and pretty >2D no
Carter Morales
I'm somewhat familiar with color theory, I thought you meant something else by "mixing".
Dominic Smith
>tfw I realize we are all procedurally generated beings
Dylan James
color wheels are fucking terrible literally set back color theory by a hundred years
Elijah Adams
Let's see your color.
Lincoln Allen
wow... gamedev
Levi Wilson
They strike me as a sort of "circle of fifths" for colors; a thing that's moderately interesting for a few specific uses but that people insist on treating as a compositional answer key, and producing absolute dogshit as a result.
Jaxon Lopez
muh color schemes
Adrian King
>tfw the color wheel and google's material design shit and boner for pastels ruined graphical design forever
Austin White
literally my mom's analogous colors unironically fuck material design
Matthew Walker
>It's a low poly/pixel graphics rogue-lite with procedurally generated levels built using Unity
Wyatt Roberts
For the longest time I only knew that as a fractal. Shit blew my fucking mind when I saw it in person.
HEY ITS THAT FRACTAL WHAT THE FUCK
Josiah Bell
You getting enough sunlight, user?
Anthony Phillips
The "I'm only here to make a quick buck" starter pack
Justin Nelson
Fractals are a great way to generate a lot of content with just a little bit of code aka DNA.
Colton Flores
set in space!
Benjamin James
Procedural content is the biggest scam and for some reason players still see it as a feature and not a massive red flag for low effort and repetitive gameplay.
Pros: >INFINITE LEVELS Cons: >None of them are good
Charles Morgan
>literally just came out of a fractal and you guys are talking about this
Brandon Rogers
The trouble is people use it because it's less effort.
If someone put as much work into their generation than they would have had to put into designing a suite of levels, it might actually be good.
Ryder Johnson
Idea for a game: a ten-level game with 40 levels, and every time you play a new save each level is randomly selected from one of 4 possible options.
Lincoln Cox
>get in contact with artist I like to get some art for my game (backgrounds) >doesn't care much for bartering, the same fixed price for every individual commission regardless of complexity >ask if I could get 10% off the whole thing because I'm commissioning 20-30 pieces >"lol no"
Why are artists such jews?
Tyler Richardson
There is no guarantee you'll actually buy all 20-30 pieces (because knowing indie devs they'll drop the project within a couple months) so what incentive is there to offer you a discount?
As an artist, the only way I would accept that deal is if you were paying for all 30 up front.
Cooper Davis
No it wouldn't. Procedural content almost entirely can't have anything interesting in it because the most interesting aspects of any game's level design are the moments when something unexpected happens; when a component that has a single function gets repurposed to have a secondary function, and the player in that moment suddenly sees the piece in a new light.
A procedural system can't ever generate something like that because in order to do so, the designer has to test it and make sure it actually works. A procedural system has to be guaranteed to generate finish-able levels without testing each unique layout, meaning it has to play it safe. It can't "think outside the box" because it can't think.
Procedural generation has a place in the level design process, in that it could allow designers to quickly generate the bulk of a level before fine-tuning the output to make something unique. That would mean more content could be created in the same frame of time. But it seems like nobody wants to use procedural generation except as a part of the finished product.
Colton Cruz
>bundle discount in anything other than simple commodities I don't hate on you for trying since that's the nature of making deals but you're silly if you think that not accepting it makes him a jew.
Leo Bell
>how about you just give me some work for free? I would lol no you too stupid frogposter
Jaxon Barnes
Not an artist, but I can see why fixed prices for pieces makes sense for them. Anyone who's worked freelance in any field has had those clients who insist that what you're doing isn't actually complex, regardless of what they're asking or how much knowledge they actually have on the subject.
It's usually easier for me to find someone else who won't make it difficult to get paid, than it is to fight you and justify my value for the privilege of working for you.
Adam Ward
>Hey Tom, it's me your manager. Since you're working 20-30 hours this week how about you come in for another 2 or 3 unpaid?
Jayden Thomas
I giving him half now and the other half after I get half my backgrounds.
I dunno man, he does regular one-time commissions to other people for the same price, just feels a bit economically unfair for me to buy a large batch(which ends up at a lotta money) and pay the same.
Maybe there's something wrong with me, but that's what I learned in economy class.
Thomas Cox
It feels unfair to you why? Because it's a lot of money to you? Are you 14 years old?
>that's what I learned in economy class. What exactly did you learn, what principle is at play here?
Kayden Young
Buying wholesale nets a discount in industries where it saves labor; when you buy a whole case/pallet/batch of something, you cut out the labor of sorting/stocking/breaking down that batch, and so you can negotiate a lower price.
In what way does having more pieces comissioned save him effort?
Michael Morales
He will still have to draw every single one of those pieces, he's not a factory that bumps out a billion pictures per day where the most expensive part of the process is the transportation. Economy of scale doesn't apply here and any discount wouldn't be economically sound but rather just a "nice gesture".
Isaiah Parker
Bulk purchasing.
>In what way does having more pieces comissioned save him effort?
You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person?
Ryan Green
>the designer has to test it and make sure it actually works Depends on the game.
Yeah a linear one needs boundaries, but something like No Man's Sky would be much more interesting if some generated planets just happened to be quite impossible to explore because of mega gravity or the planet being sentient or unending asteroid strikes. You can design the game around that sort of thing, have lots of gameplay elements to allow for emergent gameplay, let the player decide and figure out what is and isn't a good idea.
Hunter Morris
Im a professional artist, i will make it for free
Asher Carter
...
Anthony Diaz
Not him, but it's not only physical goods which offer discount for large up-front payments. Almost any subscription service will offer a lower per-month cost if you pay for a larger amount of time up-front.
The guarantee of a lot of money 'now' is typically worth a lot more than a possibility of more money over a large period of time. That may be his mindset. 30 pieces being locked in and paid for now may be more valuable for the artist than the risk of not getting 30 pieces commissioned by others in the same period of time. It was worth asking IMO.
Andrew Russell
Ironically, people who are paid per month get less moneys per hour than those who are paid per hour for kinda the same job.
Because when you're paid per month you're also paid for the time, that you'd otherwise spend waiting for a contract.
Jonathan Richardson
I'm handing out free (You)s, respond to this comment to get one.
Zachary Wood
>You really see no time/effort saved in making 1 commission for 30 different people as opposed to 30 commissions for a single person? Not really. Assuming the commissions are coming to him regardless, you aren't saving him the time of hunting them down. Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?
Jack Price
>that portfolio Haha nevermind, thanks.
Isaac Hernandez
great gamedev post
Julian Anderson
Designing a game in such a way that theoretically all of the content is optional is creating a really bad game for an entirely different set of reasons.
Cooper Bell
see It's not always guaranteed that he'd be able to fill his time with the same amount of commissions. In this case, maybe he can, or maybe he just really doesn't like user. Who can say. But it's not unreasonable to ask for bulk discount, and anyone who would get offended over that is being silly.
Isaac Sanchez
But they aren't being paid for 'now' is the problem. I assume maybe if he did offer full payout up front then they might negotiate but offering half now half later doesn't guarantee the artist anything at all if user flakes on him. Also I didn't read the artist being offended but maybe you were just making a one-off general comment.
Hudson Allen
>Assuming the commissions are coming to him regardless That's a big strong assumption. But yeah, under that case, it would make sense for him to just say "fuck you" to anything less than full price.
Jordan Martinez
>175753439 Fuck off, you're not getting shit.
Dominic Thompson
It's not about the time preference, it's about the fact that subscription services ALWAYS have vacancies and therefore are always looking for new contracts; you are saving them the labor effort of hunting for contracts by buying up-front.
You won't get typically a discount on your monthly rent if you sign a 2-year lease versus a 1-year lease. You won't typically get a discount on your hotel room booking for 5 days instead of 3. Why? Because in those cases, you're depriving the property owner of the ability to lease/rent that space to someone else, who would be paying full price.
Same with an artist; if he's doing a commission for you, he isn't doing one for someone else in that time. His labor is limited; he's going to make it available to people paying full price, assuming those people are currently coming to him. He's got the leverage.
Julian White
>Ultra (You) Woah. Cheers user!
Luke Wilson
That's certainly a good point. "Half-now half-later" shouldn't be the approach with a bulk discount.
>Also I didn't read the artist being offended but maybe you were just making a one-off general comment.
Mostly talking about the comments like
Parker King
How do I make my RPG last longer than 10 minutes?
Julian Ortiz
>tfw you writing and improving your procedural dungeon generator over a half year already and it have more code than all other parts of your game combined And I wouldn't stop until at least in 50% cases output will be on par with zelda dungeons.
Camden Gray
repeat 100x
Hunter Morris
>Why would he take 90% pay for 30 drawings when he could take 100% in the same time-frame?
Because, again, it won't take him the same amount of time. Not in the real world anyway, maybe in some fake world where every human being is as efficient as they can be.
I've commissioned artists before, and it always takes a while to iron out how you want things to look. Sometimes they'll make sketches or several different versions and ask which direction you like more before continuing. It's not unusual to trade emails back and forth, depending on the complexity of the piece or how vague your own description is. And I can only imagine that this takes even more time if the one commissioning is unprofessional or not completely sure on what he wants. Put this together with the fact that there's 30 different people with different personalities and timezones, and you can see how it would take more time than it would if you were to make closely thematic pieces for the same person.
Giving the discount or not is his decision, I'll respect that, but it'd be silly to claim that bulk purchasing doesn't offer any advantages to the seller.
Brayden Murphy
GRINDING
Zachary Long
this is what you have grind and excessively long cutscenes for
Levi Walker
...
Christian Cox
More content Procedural content (this triggers the user) If not procedural, linear shit can ensure the players will be seeing everything (therefore you can make less) More difficult gamepay
Zachary Diaz
I wish I had gamepay
Juan Reyes
>tfw you have a full time job code monkeying for a massive corporation but all you want to do is make video games