I'm still working on battle system. Do you guys have any idea how to make "Guard" more interesting? Currently it makes creature: - regenerate some life and mp (which is good, because it won't be so easy to regenerate it during adventures) - take less damage - take damage in place of some other creature.
James King
>Mixels
why tho
Bravely Default gives you extra turns in future if you defend.
Tyler White
fuck programmers
Evan Thomas
fuck artists
Julian Brooks
nth for Godot 3.0!
Matthew Morgan
first for gogem is a hack
Levi Turner
with pleasure
Josiah Cooper
fuck you
Nathan Gutierrez
Hey guys, a programmer looking for an artist to work on a game full time.
Post your portfolio if interested.
Dylan Mitchell
>there are nodevs ITT shitposting instead of making a game It's sad, really.
Gavin Rogers
You mean those hp bars of enemies? There is a big chance that I will change them later, but I didn't felt like creating them when many things are still changing.
Thanks for suggestion, but I will pass on that for now. I'm not sure if it will fit other battle things.
Parker Edwards
Only if they're of the transbian variety.
Ryan Young
hi friends idea guy looking for programmers just drop your portfolios and games you've finished recently :)
I started messing around with making 8bit music loops. What do you think?
Thomas Martin
Is anyone, in the entire world, participating in Monster Jam?
Connor Walker
>can't finish a project
David Martin
post code post ideas
Colton Cox
Pretty sweet little loop.
What program are you using?
Levi Nguyen
fuck everyone here
Nathan Carter
Well I'm a programmer shitposting as an ideasguy to draw shame onto programmers because I have 0 ideas so I'm hoping the other guy conversely has something I can use.
Christopher Powell
...
Luke Carter
It could be worse at least you didn't make Aerannis.
Lincoln Barnes
heres an idea:
paid shitposting tycoon: you're in charge of a political org that pays people to participate in internet arguments. over time you get so good that you can influence the people paying you to push specific arguments that are your actual opinion
Landon Johnson
Is Unreal or Unity better for building the kind of GUI and AI I'd need for an FPS-RPG?
Jackson Lewis
the pathetic ones even try to blend in
Bentley Lewis
Unreal's GUI and AI editors are pretty sweet
Brandon Myers
"Dialogue development interactive" Nice, taking this one.
Jaxon Bennett
Now, to make your retro Ancient Egyptian dungeon-diving experience even more authentic:
Sprite limit flicker and slowdown!
Brayden Torres
Took a short shitposting break, back to making assets
Xavier Gonzalez
>Sprite limit flicker this better be opt in fuccboi
Elijah Robinson
FamiTracker; with it I'm able to export NSF files that run on 2A03 chips which is essentially the sound chip that sat in the original NES consoles.
Thanks for the compliment
Brody Anderson
If your game is UI heavy then I would use UE4. UMG is incredible.
Joshua Walker
Yup, along with the subtle CRT filter.
Kayden Ramirez
>tfw can't into proper grid-based movement Show me your ways, /agdg/
Easton Thomas
Just found a small 8-hour hackathon game I worked on
The character bounces left and right. The character's height is controlled by how loud you moan (It's with gravity so it basically feels like a jet pack)
Jonathan Bailey
separation of game logic and graphics/animation is the key
Jaxson Reyes
Send it to all the twitch whores
Alexander Brooks
fuck posting, remember agdg
Dominic Gutierrez
What is even the problem?
Kayden Rivera
Very ominous, not happy.
Evan Russell
I think I might actually post it on my twitter, as a Senpai Screams promotion.
Seriously, if you had turned this into a proper game, a sort of flappy birds clone with moaning, it could have turned some heads.
Nolan Thompson
This egyptian furry is blending with the background
Evan Williams
Decided to continue with my NotPersona RPG.
Working on the overworld now.
I just made mine smooth, what's wrong with yours?
Nathan Davis
Thanks lads, I'll check it out.
Robert Anderson
Sounds like the "dark world" version of a level select screen
Sweeeeet.
Not this guy, but I've tried grid based movement in Game Maker, where 'separation of game logic and graphics' is a joke It's not very fun
Cooper Edwards
>literally interactive simulator combat pedophile game >kids jam >little cute easier love >anime banned >improve pedo children, thanks >added fuck >bad porn >bully later >quality (
Owen Gomez
>Very ominous, not happy. >Sounds like the "dark world" version of a level select screen Maybe I'm emotionally retarded; I'll change the title.
Daniel Thompson
So far, I have a bidimensional array that contains GameObjects. When an object moves, it checks if the target position is empty, and otherwise, it doesn't move. That means that objects can only move into tiles containing "null", and once they do, they will overwrite that "null" with themselves.
But now, I need a behaviour similar to pressure plates, so that if you move into a tile containing it, you will activate it, and if you step out of it, it will also turn off. That means I can't overwrite the pressure plate object with the object that stands on it. But I also need to do so, so that other objects can't move into it if it's already activated by other object.
I could just use triggers, but I would like to do it properly, instead
Henry Morales
>tfw thirsty for more la-mulana styled/inspired games >closest thing is gonna be a porny furry game
Jack Perez
Have a second bidimensional array but that one holds Booleans.
:^)
Justin Perry
Now each space needs to store two pieces of info: a reference to the object, and what type of tile it is. You have two choices: add a second array of tile types, or make a Tile object that contains the type and the reference to the object.
There are tradeoffs to each.
Joshua Johnson
This but more Spelunky rather than La Maluna
Ryder Russell
Ok, thanks.
What about this: I also need to check if an object of type A is touching an object of type B, or also if it's connected to B through another A (think electric conductivity. A is metal, B is electricity source).
So I think I need some kind of pathfinding, but I have no idea how to implement it. I guess I could check around every object A, and if I find another object A, check around it too, etc. But in which order? :S
Gavin Jenkins
>his code isn't self-documenting
Leo Lewis
Make it a tridimensional array so you can make several layers of object types. But probably there's a better way to do it instead of working with arrays.
Charles Anderson
you've got two issues with your datastructure:
A. multiple objects on one tile B. multi-tile objects there are plenty of ways to solve this but this is how you should be thinking about it probably
for electricity type stuff you want a flood-fill algorithm
Hunter Cook
Look up "flood fill" and "A*". For A*, this site theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html has a good tutorial and a working C# implementation, that you can adapt to your use case with a little work. As is, it does tend to hammer the garbage collector IIRC.
What I would do, at least to start, is to check for each A if it's connected to a B, using a version of flood fill. This will run slowly if your map is huge or has a lot of A's, but it should get you started.
Tyler Stewart
>tfw you only want to make 2D games and they fucking delay 3.0 because muh 3D
That's nice idea. I probably won't use it that way, but something like "critical defense" seems good. I will have to give it a good thought, because it can't fuck up with my counter system. Thanks for idea anyway!
Anthony Murphy
Considering that case seems to be about procedural legal bullshit, no. If you have to show up in court you're already fucked.
Charles Howard
If you live in a developed country then forming a limited company is easy and essentially free, you might as well do it
Joshua Scott
Don't LLCs help even if you don't ever enter have a lawsuit? They still protect your personal assets if your game flops and you want to close the company and owe money
Owen Hughes
Plus there are usually tax benefits
Sebastian Torres
You don't pay taxes on 0 income.
Christian Clark
Reminder that you can always settle out of court :)
Ayden Kelly
...
Jaxson Sanders
Indeed! The beauty of a company is that through clever accounting you can reduce your profits to 0, eliminating your tax responsibility while making money
I've been working on prop models all day, it's been a pretty productive day so far.
Jacob Campbell
>trying to 1MA a game with this high fidelity models Sorry user, but you are going to fail
Oliver Rogers
Yeah I got that far Is the general principle just dividing this into 9 different sections and filling it accordingly?
Chase Moore
>security cameras >hard to model tedious maybe, but this isn't hard at all if you know what you're doing.
Zachary Bell
I'm working with a few friends.
Cooper Johnson
He's saying that high fidelity models are time consuming. Unless your game is extremely small it's unrealistic to keep up that quality.
Landon Nelson
You can get away with very few models for a normal game if you're smart about using materials to give different looks to the same models.
Jason Taylor
Who said it was hard to model that?
Angel Garcia
Added dynamic blocking. Blocking can be broken by a breaker move that doesn't do any damage, it only removes the players stamina, a bit like staggering.
Hopefully I can show that mechanics soon.
Leo Nguyen
you guys like chupa chups?
Luke Martin
What about a game about monster trucks?
Chase Gray
You're only allowed to play it on SUNDAYS SUNDAYS SUNDAYS