When did you realise you'll never be good at making games?
Wyatt Phillips
nth for i love you all and i wish your games a successes
John Ramirez
stay woke
Ian Cruz
Time for progress
Gabriel Brooks
last week.
Blake Davis
what the FUCK is a godot
Nathaniel Baker
A meme. Ignore it
Joseph Edwards
considering switching to godot from ue4 desu
Josiah Green
First for UE virgins getting mad at others
Connor Cox
>trying to come up with an original scene for my game >everything has been done
Adrian Cox
I really dislike how obnoxious you UE4 memers have become. You're starting to taint an otherwise flawless reputation of UE4 devs behaving well. Fuck off.
Xavier Jones
Daily reminder that you're a stupid sack of shit if you think a jam has to be anything more than a good excuse for devs to practice their skills on a quick project.
Elijah Evans
The same time I realized I have a dysfunctional sense of how learning/improvement works.
Zachary Baker
>anime >"daily reminder" >shitposting about jams 3 strikes.
I hope this is the pregnant version of this game, not that sting piece of shit.
Charles Torres
>people think I'm some sort of artist when they see my game and think I must be very creative to have come up with the things I have >ive literally just copied almost every scene I have from other games and mixed things around
Sometimes I look at my game and think wow, I'm actually pretty talented! Then I remember I'm just playing someone else's idea that's been repackaged by me.
Jonathan Bell
is ASCII the pixel art killer?
Jason Ramirez
What are the best game engines for pixelart type games? I just wanna make a quickie 3-level game that could be completed in under an hour in the vein of like a megaman game.
Christopher Reyes
Game maker, hands down
Blake Cruz
unfortunately that's also not an argument
Jack Edwards
...
Levi Sanders
game maker, but I don't know shit
Anthony Hughes
A lot of art is just ideas repackaged. New shit doesn't just pop up from the void most of the time.
Carson Green
im considering running my rooms in game maker at 120 fps, the obvious benefit would being able to have instances occur on inbetween frames like
frame 3 at 120 fps is actually frame 1.5 in 60 fps
would that actually take into account user inputs for 120 frames? im not sure how exactly it would work
Jaxson Peterson
There is no best just try something out and stay with what works for you.
David Cruz
I got my map tool to draw the map. That's enough for today I'm using Tiled CSV export mostly for maps but I'm making a tool for things like the map properties, hand-drawn paths, quick edits, etc The biggest problem with it is that my maps are in like 5 files and I have to hit "choose file" every time. If it gets too annoying I'll create a server API
Bentley Bennett
Hey Anons. It took my awhile to complete my minigame. Sorry squaredev if i haven't been able to pass it in loli jam. Please play it though. I'll really appreciate it. If you have any problems sakuyoi.itch.io/gochiusa-minigame-study
Tyler Russell
-If you have any problems please leave it through the comment section.-
Chase Cox
>writing game in fucking c, targeting DOS >and yet going full retarded in the other direction and making the map tool in javascript What the fuck is wrong with you?
Eli Rogers
I didn't want to learn how to write a gui and browsers already have one that's really easy to use
Leo Parker
>/Christian/
Blake Anderson
/our/ cristian spells his differently, but i guess the bakaness runs in the name.
Andrew Perry
Added some simple armor and weapon types, and added a basic interface for equipping/unequipping items
Julian Rivera
(here it is working on a test map. I don't really have any good maps to show)
Lincoln Martinez
Turning my assets into a standard size now so my map builder can place them in the auto generated maps.
It looks like you could turn those 5 files into 1 using json or whatever
Good progress
Looks good, do you sculpt your models or how do you go about it?
Noice
Josiah Lee
Hey speaking to all artists here.
What do you normally expect when making assets for another persons game?
Pay by the hour or by assets? How much? Would you be willing to work for a game for free and get compensated only if its successful?
I, personally, don't think anyone should be paid only if the game was successful, but I'm broke af and I'm trying to gauge how much itll cost to hire an artist.
Thomas Taylor
a shitty play.
Lincoln Thomas
This is probably the wrong thread to look for artists. The answers you will get will be assumptions pulled out of thin air. You can do your own research though, check out fiver and sites like that, see the artist portfolios, send a couple of emails asking for price estimates, etc.
Ayden Ramirez
-------- AGDG WEEKLY RECAP -------- Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting. Submissions will be accepted for at least the next 36 hours.
>It looks like you could turn those 5 files into 1 using json or whatever Now that I think about it, there's no reason for the BG, FG and collision to be in separate files. I'll totally put those three in one file I wanted to keep the properties file separate so I could reuse the same map with different properties, and I wanted to keep tilesets separate to prevent duplication
Ryder Wilson
Btw, your game looks really neat!
Matthew Clark
----[ Recap ]---- Game: City Night Dev: xian Tools: SDL, Allegro, OpenMPT, Blender, Aseprite Web: not yet Progress: + almost finished map tool + turned it into a vs project - nodevved a lot the past 2 months
Reminder that even if you had a finished game, with my steam wishlist and purchased backlog, I absolutely won't be playing your game.
Easton Hall
----[ Recap ]---- Game: Ghost Knight Victis Dev: Anomalous Underdog Tools: Unity, Blender, Substance Painter, Photoshop CC Web: hypertensiongamedev.tumblr.com Progress: + Added "flinch resistance" to enemies. This means rapier attacks no longer immediately make enemies flinch. Instead they need to get hit in rapid succession enough to finally flinch. Enemy flinch resistance is naturally restored over time while not being hit (like stamina). + Added pooling system to the game. This speeds things up since assets like hit particle effects and healthbar displays in the GUI are recycled as needed. - Reverted project to using the older version (Unity 5.5.2) because of some bugs in the GUI. (Previously, had to update to Unity 5.6 to be able to build to Mac OS X properly). Finding the cause of the GUI bug took quite some time. - Had to work on my Asset Store plugin again (fixed bugs) which ate up some time. - Still no player respawn but I am working on it.
Caleb Edwards
haha nice meme man!! memegenerator, classic!
John Hall
I'm an artist, what engine are you using?
Gavin Lee
If anything seeing how much other devs paid for their artist will help too.
Unity2D
Caleb Ortiz
idea guy looking for developer, tell me what engine you're using, your portfolio and experience, and and we can make a deal
Adam Gray
I see. Unfortunately, I have no interest whatsoever in Unity. But best of luck to you.
Austin Robinson
...
Nicholas Ward
H-how does learning/self improvement works?
Michael Adams
Hey, I'm glad you said so because you don't meet my qualifications either. Good luck!
Kevin Ramirez
cause people normally play with the slider all the way down
Evan Butler
>I, personally, don't think anyone should be paid only if the game was successful, but I'm broke af and I'm trying to gauge how much itll cost to hire an artist. this is all conjecture, but i think if you can find someone who isn't a professional, you have a bit of leeway because you can both put that you worked on a finished (or even published) game if you succeed, but thats highly contingent on finding an artist willing to do that. most artists you'll be able to find won't want to be approached to do free work, so thats going to be somewhat hard. i'm not saying its impossible, just no one ever wants to pay artists, so its a bit of a tricky spot.
Caleb Perry
Frequent practice, constructive feedback, and learning (books, teacher, etc) lead to improving. Super simple stuff.
AGDG perpetually has people who think that being shit now means you'll always be shit. It baffles me.
Bentley Adams
AH BUT I AM
Xavier Wilson
All good. Goodluck to you.
Adam Hughes
MacOS and Linux build out now. Guys thanks for playing. I swear. Criticisms are fine too. I'll need it so that i keep on improving.
Dominic Bailey
...
Blake Diaz
----[ Recap ]---- Game: dung___ Dev: user Tools: C# Web: Progress: + added enemies + added party members + added battle screen + added menus - none of those really work
Benjamin Ross
----[ Recap ]---- Game: Space Dementia Dev: rez Tools: SFML/C++ Web: rezydev.tumblr.com Progress: + Added gun sprites to aiming + Bullets spawn at proper position + Made explosions more customizable + Added fire and ice grenades + Made more player moves scale with gravity + Test boss shoots a laser + Started spider enemy
Carson Butler
I used to do commissions so pay by the assets would be nice and familiar but if you're going to go for the "only get paid if successful" then it should probably be in royalties and not "I'll pay your commission fee only after I get the money" because otherwise it's an all round bad deal. Also it'd be good to show off a promising looking prototype.
Adrian Perez
>I'm better than others mentality I don't think you've learned shit
Jason Roberts
>just like make game user show game >uhh sure thats a nice game but you really should improve [x] and start over
how much do nodevs get paid?
Zachary Barnes
----[ Recap ]---- Game: Four's Journey Dev: --- Tools: BlitzMax, opengameart.org Web: --- Progress: + Added inventory and equipment systems + Added interactive objects like doors and levers
Hunter Adams
That is an extreme misrepresentation of what I posted.
Hudson Lee
He perfectly fits the criteria you've described.
Eli Lee
What kind puzzles would a game whose main mechanic is reversing time?
Justin Watson
probably puzzles with a prince that's from persia :^)
>tfw want to make a game >still haven't figured out which engine to use I want to be good in a single engine. Could I use Unity for 2d?
Josiah Garcia
>Could I use Unity for 2d? no
Grayson Adams
What are the most important things to have in order to make my 2D indie pixel art metromania be marketable?
Hunter Wood
Cute main character.
Jackson Barnes
fuck man, nothing can beat tweening/easing scripts.
time to use it on my gradients
Adam Martin
----[ Recap ]---- Game: Monolith Dev: Team D-13 Tools: GM: Studio, Paint.net, pxTone Web: monolithdevs.itch.io/monolith,twitter.com/MonolithDevs,monolithdevs.tumblr.com/,store.steampowered.com/app/603960/Monolith/ Progress: +kleines' menu system is done, dialogue in general is reworked to handle some extra things +big chunk of fixes and polish work: timer resets properly when finishing tutorial and doesn't rise while you're in the hub, daemon and guardian have some extra graphics and sounds, seals dont spawn on top of themselves +kleines has some extra stuff to say, based on the max. floor reached +sword and razor on lockdown until further notice. +squashing now lists correct cause of death +reactor produces less earrape +new item pickup sound effects +enemy bomb bullets pass on the attacker's id to the spawned projectiles +roar +autobomb no longer prevents "hits taken" for ranking purposes +floor ??? work, plus a new enemy
Christian Barnes
Make it a furry porn game, or just a porn game in general, and you're guaranteed a cut. Patreons rake in $10-$20k a month. Even midrange DLSite titles can pull in as much as $50k after fees.
It's very hard not to make money when it comes to porn games. Virtually all of them succeed to some degree even when taking survivorship bias into full account.
Asher Foster
You didn't take survivorship bias into account and pretending you did is silly.
Adrian James
i would make a porn game if im still not living in the same house as my parents. They constantly see what i do in my computer. I can only make cute girls.
Christopher Williams
The games that do fail are generally the ones that don't even try. I'll get you some examples of the sub-$1k games on Patreon right now to give you an example of what I mean.
Also I had a typo in that post. I meant $1-$2k for Patreons, added in a zero by accident.