Help me come up with an attack pattern for this boss. I have this animation, idle, and a fire breath. Bullets flying everywhere have been a theme with most other bosses. Additional enemies spawning is also an option.
Luke Lee
>Never give up >My son Sup
Logan Diaz
Did someone ask for another Etrian Odyssey ripoff? Because that's what I've got.
Grayson Butler
What's the best engine for someone who never coded?
Oliver Sanders
Let's make this a thread without memes.
Cooper Johnson
libGDX.
Brayden Edwards
Hell yeah, I'm looking forward to this. Will you also make it so the player has to fill in the map themselves as they explore? I loved doing that.
Kayden Peterson
Hey aggy, If anyone wants to get started with music production, ableton just released a great introduction to it: learningmusic.ableton.com
Eli Garcia
Clickteam Fusion
Alexander Watson
rpg maker
Angel Clark
You just don't get it, do you. /agdg/ IS the meme.
Benjamin Wright
Need some mechanics ideas.
Here are some valid examples of interactions and their resolutions on hit:
Weaponless into weaponless - push defender away, pushing into a wall deals 1 damage instead Weapon into weaponless - deal 1 damage to defender Weapon into weapon - remove 1 weapon from both Weaponless into weapon - deal 1 damage to both Wings - fly 2 spaces (instead of default 1) over any obstacles into an empty tile Hook into weapon - remove weapon from defender Hook into weaponless - swap attacked and defender positions Weapon into shield - remove weapon from attacker Shield into weapon - ???
Feel free to come up with stuff (teleports, spawns, floor holes, duplicates etc.).
Henry Myers
...
Jackson Barnes
Yeah, that's the plan. I'd let players choose between that or an autofill map.
Kevin Brooks
Cool
Dominic Foster
Shield into weapon, remove weapon and push away seems the obvious choice.
Christopher Price
When a class owns some data, it gives that data a context, and that context can sometimes limit the ability to reuse the data. Adding functions to a context can bring in further data, which quickly leads to classes that contain many different pieces of data that are unrelated in themselves, but need to be in the same class because an operation required a context, but the operation also required additional data. Normally this becomes hard to untangle as functions that operate over the whole context drag in random pieces of data from all over the class meaning that many data items cannot be removed as they would then be inaccessible.
Caleb Flores
Those are wings, right? You could let them switch between flying and grounded mode which gives them different bullet patterns.
Landon Allen
Push away without removing anything
Jackson Gomez
Maybe he could shoot out some of those spikes at the player as the fight progresses, or maybe some sort of tail whip attack that the player can jump over
Austin Richardson
So?
Tyler Wilson
And how would one fix this sort of thing?
James Brooks
>but need to be in the same class because an operation required a context False. This is why object communication exists.
Levi Moore
>it's another topdown shooter with rotating guns >it's another sidescrolling platformer with a gimmick >it's another sidescrolling rpg with roguelike elements >it's another room-based, semi-procedurally generated roguelite >it's another metroidvania >it's another space game with fancy lighting
Carter Brown
Yeah, it's pretty intuitive. I thought of making a huge infographic about music once, but I just realized interactivity adds a whole new level of learning
Adrian Clark
It's a rotating gun game
William Carter
>>it's another space game with fancy lighting I still don't get this one.
Aiden Mitchell
Give the player a Roc's Feather ability
Carson Lee
When we consider the data from the data-oriented design point of view, data is mere facts that can be interpreted in whatever way necessary to get the output data in the format it needs to be. We only care about what transforms we do, and where the data ends up. In practice, when you discard meanings from data, you also reduce the chance of tangling the facts with their contexts, and thus you also reduce the likelihood of mixing unrelated data just for the sake of an operation or two.
Connor Martinez
>tfw my game doesn't fit into any of these
Leo Thompson
>it's another space game >it's another mouse game >it's another control game >it's another escape game >it's another shift game
Caleb Miller
It's even worse than rotating guns, nodevs take a walking simulator, paste a space backrgound and add some neon lights. BAM LE NEW GAME
Luke James
Joke's on you my game has no controls
Xavier Perez
name one game
Luis Thompson
>it's another "post monster jam ideas" post with a monster girl image attached Post monster jam ideas
Jackson Powell
I don't understand the indie space autism
Samuel Fisher
Please don't use SBaHJ for this low effort shitposting, thank you.
Luis Gutierrez
> When we consider the numbers from the number-oriented design point of view, numbers are mere quantities that can be interpreted in whatever way necessary to get the output numbers in the format they need to be. We only care about what transforms we do, and where the numbers end up. In practice, when you discard meanings from numbers, you also reduce the chance of tangling the quantities with their contexts, and thus you also reduce the likelihood of mixing unrelated numbers just for the sake of an operation or two.
Cameron Wood
kys
Jose Adams
There's barely any space games in agdg
Robert Wilson
kys yourselves
Henry Thomas
>mfw all these people actually falling for my "space" trolling
No wonder Hoboo shills here
Thomas Davis
...
Xavier Mitchell
When we consider the memes from the meme-oriented design point of view, memes are mere quantities that can be interpreted in whatever way necessary to get the output memes in the format they need to be. We only care about what transforms we do, and where the memes end up. In practice, when you discard meanings from memes, you also reduce the chance of tangling the quantities with their contexts, and thus you also reduce the likelihood of mixing unrelated memes just for the sake of an operation or two.
Robert Morris
Noice
Connor Torres
this doesn't sound like a monster jam idea
Daniel King
I have many monster girl ideas but I don't want to share them and they're scope's bigger than jams anyways.
Jason Hall
Anyone who likes space is a NEET who never goes outside except at night. The idea of space lets them combine the escapism of flying with the comforting blanket of eternal night, since there's no daylight in space.
Cooper Harris
There used to be plenty. But now they're gone, just like everyone else.
Justin Kelly
>AAA and unity games has a separate launcher to change controls and options >getting triggered over editing a text file to change controls
Ayden Lewis
>monsters >not furries
Dominic Morgan
Piss off, this anime is out of my comfort zone to masturbate to. I'm not a degenerate furfag.
I once went to a sensory deprivation chamber that lets you stream music through a massive speaker at the base, essentially letting the entire water tank become the subwoofer. I microdosed LSD and played Daft Punk.
Space is pretty rad, user.
Jose Scott
So now there's 3 of us? Good luck to you as well, buddy.
Aiden James
Dwarf Fortress?
Charles Richardson
>stuck trying to figure out problem >no success. feeling like shit and there's literally NO REASON THIS IS- >eat some noodles >figure it out within five seconds This is your daily reminder to remember to eat. There are already far too many spoopy skeletons out there.
Samuel Diaz
Honk Honk
Hunter Wilson
My ancient chinese gamedev secret is to take a hot shower if I'm having a mental block. 99/100 times I realize the solution to the problem.
Wyatt Bailey
my niggadev
Jacob Perry
Hey Agdg, are you embarrassed to tell people that you are working on a game?
Christian Peterson
Yes. That's why I always tell people it's practice or a technical experiment despite really badly wanting to write my ideas. This is further polluted by the fact that I'm awful at making content.
Xavier Williams
Depends what kinda game I'd be working on or working for, but overall, nope.
Nathan Turner
Not embarrassed, but I know that they would be biased to wards it. Been like that since forever to me. No matter what I do, this society is always biased towards it.
Michael Lewis
>it's another game played on video
Robert Sullivan
>see cool thing >want to put it in my game even if it doesn't fit at all every time
Elijah Baker
I'm insecure but not that insecure
Jordan Diaz
kys
Jeremiah Phillips
>tfw rewriting my engine in C89 + Vulkan
Jackson Robinson
you first
Luke James
Thanks, you too pal.
Grayson Johnson
are pokemon clones still a thing? if there's anything i've loved in a pokemon game it would be exploration (surfing, diving, fishing...), i want to steal that part
Grayson Brooks
>A Pokémon clone, but it's a TCG instead of a JRPG
Caleb Lee
Then make a game that is purely the exploration aspect.
Caleb Watson
Shut up yanderedev
Jonathan Turner
There was a Rick and Morty pokemon clone a while ago, it was pretty popular. But I don't think there are many games that copy the exploitation elements, which really is a missed opportunity. That was one thing I liked about Hoenn, diving underwater into the mysteries depths.
Jonathan Smith
>C89 That one gave us some great doujins
John Martinez
rpg maker walking simulators sound kind of like that
Landon Wright
I've realized something. Fucking arthouse indie games and walking simulators killed exploration for me. 10 years ago, I would have explored everything I could before even considering doing the game's quests, because it was fun to hunt for secrets, paths that you couldn't yet go trough, and stuff. Now there's this "just enjoy the view" feeling in so many games that it's a chore whenever a game doesn't show me a predefined path, or at least lets me notice early that exploration is rewarded.
Jeremiah Cox
Alright, third time trying to remake my camera.
Now it should be pretty much exactly like it was in TTYD from what I can tell. Shifts the center to the left/right based on the player's movement, y shifts only when the player is grounded or if they're freefalling a long distance, and the z is just basically always glued to the player.
Also, would it be worth it to have different behaviour for each combination of 2 weapons you can have? A, A+A, A+B, B+A would all cause something different. Not much other space to put things in.
Are there any particular types of music that you'd advise someone to make, if they wanted to get into video game composing? Or like, what do you personally look for in a composer, if you need music for a game?
Julian Morales
Filter "but"
Christopher Smith
they made it a long time ago
Jordan Ross
80's synthwave.
Always 80's synthwave.
Camden Wood
Changed the way the ship handles so the player has more control.
I'm having a lot of trouble deciding how the map/overworld should be structured for this game.
On one hand it would be great if the game world was completely random and I could make it feel like a living, breathing place... but I know that isn't really feasible.
On the other hand I feel if I turn it into a game where you just fight waves of enemies in a fixed space people might find it boring or too restricting.