i matched the model to the skeleton so the center of balance needs to be tweaked. these guys are going to be passive NPC's that populate certain areas.
model by theonian.
Josiah Gomez
they are totally not
Gavin Baker
why
Jacob Edwards
I hope the NPCs stumble down and do those flips as they go about their normal day to day business
Anthony Fisher
fuk u
Ayden Bennett
>tfw making a village by first making the natural landscape, then clearing the trees and playing out the history of the village, making buildings one at a time
how retarded is this
Dylan Watson
>all of a sudden it throws a round kick So out of character for a bot like that it's great
Nolan Gomez
God I cannot believe how much better looking you've made Whimp look in such a short time.
Brandon Phillips
that depends, how many decades from now do you want your game to come out? But seriously, if it's only a few buildings this seems cool
Bring back bully cube
John Morris
>This is existential nightmare fuel. Excellent then. To put it simply: Its an isometric rpg where you explore the Dreamlands. There's various stuff to do and encounters are turn based. Most of the "classes" are variants of witches & other occult specialist and the encounters use a simple card system. I'll tell you more when I can actually show an encounter but it should be interesting.
Mason Long
Based on yesterday's feedback I made some changes to the UI.
Left is fleet overview, which shows all ships in fleet. Clicking a portrait will switch to that ship overview and inventory.
Centre is the ship itself, split into internal/external view. External shows hardpoints and point defense, internal shows compartments, bays and command staff.
Below is crew and plants. Crew are like weapons/trinkets/items.
Plants are like potions/food.
Right top is the currently selected ship inventory. Below that is the shared fleet inventory. This makes moving items between ships easier and more streamlined.
Nice thread image. I'm so sick of that fucking chicken.
Thanks user! My secret... it's all about the ferns But yeah in the last week or so I've worked on removing black outlines, a system that lets me dynamically add parallaxing rock structures, and made those new environment layers. It goes a long way
Blake Thompson
This is the internal view.
Ship is shown in wireframe with compartment locations. Mousing over compartments shows the stations, which officers/support staff can be assigned to (Officers are abilities, Support staff modify abilities - like PoE gem system).
Bays are support skills and Command staff are items (rings and amulets).
Lincoln White
Awesome. I get a real vintage scifi novel vibe, it even looks like the aesthetic of one of the covers. That's one of my favorite spooky aesthetics, keep it up
David Perry
Thanks user.
Jacob Price
Этo мecтo пpeвpaтилocь в нeвынocимый SJW PC тaз бyквaльнo зa пocлeдниe 3 мecяцa. B кaкoм cocтoянии вaш кoмьюнити и ecть ли cмыcл тyдa пepeбиpaтьcя (я нe из paшки)?
Jason Lopez
kek'd at the filename.
Bentley Phillips
Your game looks so high quality I feel like you are wasting your time posting here. You'd probably manage to gather quite the following if you would post on reddit or something.
Yo Whimpdev, just saw E3, sorry that Nintendo stole your game
Luis Rogers
This looks great. Massive progress from when I've last paid attention. Do you have a twitter I could follow?
If you were looking for a gimmick for the big gun then maybe a general "heavy" weapon class that has some mobility downsides like lower max boost time and maybe slower movement while aiming? Could also add some overheat stuff to the gun itself and maybe a minigun style spin up time.
Also you better implement a rocket lance to charge people with in the future.
Nicholas Morgan
It's all good, if you go back far enough I basicaly stole theirs. I was nervous at first but realized it'll be fine
Austin Perez
AGDG provides a lot of good feedback, believe it or not.
The game would look a lot different without AGDG input, so I kind of feel obligated to stay here.
We got other team members, our programmer uses reddit and the others use different platforms. Divide and conquer.
Adrian Peterson
that would result in a black hole
Gabriel Lee
>good >good
good
Bentley Moore
...
Colton Kelly
HAWKEN LIVES
Henry Thomas
...
Kayden Anderson
I've noticed that, it's a very american thing to call things just "good" or "bad", with no arguments
Xavier Lopez
bad post
Jace Brooks
...
Liam Ramirez
in the quoted instances though, "it's all good" is an expression, and "good feedback" just has to denote whether the feedback has a net positive or negative effect. It doesn't have to be that descriptive
Blake Gomez
sure.
Austin Gonzalez
Thanks mate. Only have the youtube channel for now but I'll make a twitter when I finally come up with a good name for the game.
>maybe a general "heavy" weapon class that has some mobility downsides It weighs a ton so that already reduces the speed, I think people wouldn't want to use if it slows down the mech even more. Also think of the Heavys, they are already slow, no need to make them even slower. I was thinking of making it a 2-hand weapon so that the player can't equip another weapon in the other hand but rev-up time and/or overheating is a neat idea too.
Nathaniel Wright
>Right now it's just a super heavy machine gun, so I want to give it some kind of gimmick, not sure what though.
Are you flirting with my ideaguy tendencies?
Knockback. For the enemies and/or for the player.
Bentley Collins
what are good indie TBS
Adam Russell
I want to make phantom crash.
Andrew Taylor
top kek.
He/her/xer doesn't have a game
Chase Adams
>I write constants in UPPER_CASE
Austin Roberts
It's hard to tell but those short range arcing spike shots go through other revenants, so squaring up against a pack of these guys in melee is not a good idea unless you get in fast and wail on them with power sword strikes. I was trying to showcase this but skeletons are uncooperative assholes.
Parker Morales
>local/private variables begin with an _underscore
Easton Baker
>2-hand gun with knockback >1-hand gun with overheating/rev up This doesn't get easier
Henry Kelly
I swear I don't remember writing this
Hunter Gonzalez
>every public name is prefixed instead of using a namespace
Zachary Fisher
>he doesn't use enums for constants
Nicholas Price
Is this readable to you?
Maybe I'm just not used to it but this syntactic sugar doesn't help me.
Nathaniel Green
>tfw my engine is almost finished It's all drag and drop now lads
Luke Reyes
>what the fuck are enums >alright I get it now but what's the point? >wow that's a lot cleaner >ENUMS! WE NEED MORE ENUMS
Zachary Smith
>tfw used arrays instead of enums with index to corresponding things in comments
Caleb Peterson
>his enums are in the global namespace
Owen Diaz
Next weapon incoming: The Plasma Rifle!
The primary fire is going to be the classic fast-moving, globular ball of hot goo we all know and love, coming out at a semi rapid rate. I’m going to try having them bounce around up to three or four times as well to differentiate more from the SMG.
Every new ranged enemy from now on is also going to fire slower projectiles, I’ll leave the near-hitscan bullets for the TV-Bots.
I’m still debating what to do with the Secondary Fire. I could do a heat burst like in D44M, A beam like Unreal’s Link Gun or Quake’s Lightning Gun, or an even slower charged shot that comes out in an arc and does damage over time in a small area for a few seconds. Anyone with a preference?
Andrew Reyes
I make all of my variables global and there's nothing you can do about it.
Nicholas Allen
>want to keep devving >feel sleepiness drawing in
When are scientists going to find a cure for needing sleep?
Liam Scott
Starting new with UE4, do I use blueprint or c++?
Luis Baker
maybe stop staring at your phone 2 hours before you get out of bed and fall asleep and youll have more time to dev shitface
Kevin Morris
sorry I'm addicted to the internet
Ian Jones
When we can upload our memories into a robot
I wonder if humans will eventually decide that biological bodies are inferior, and abandon them completely. Instead we'll just create new robot bodies with learning AI in it, or copying our own "brains".
Nathaniel Flores
oh look it's a clone of torment tides of numeria, a game that bombed
Ethan Miller
Just two ternary operators on one line. Sure, readability is shit, but it works. Here's the basic equivalent:
Gave up on it. I'm not cut out for gamedev, and the bar has gotten higher every year. Especially from other AGDG devs, just look at this shit:
Landon Roberts
proof that its really plokdev posting
Nathaniel Robinson
its going to be nice when i can finally post some images of my game. one day...
Easton Torres
Sleepiness is normal. Just fix your sleep schedule. Summer in a city is awful though, I've been sweating for two days and my computer is shitting itself.
Both. Blueprints are super slow to write for basic stuff like math functions and lack some possibilities (I remember someone talking about generating a mesh from a heightmap being impossible with blueprints)
Gavin Green
is it okay if I don't have a cliché fiery faction for demons where everything is fire and red and lava, and they're just summoned beings instead are people gonna get mad
Benjamin Rogers
When using Blender, what would you guys say is the best method of creating a high-poly mesh from low-poly, or vice versa?
Angel Gonzalez
First time posting actual progress on this, Ignore the stolen assets and the shitty recording quality. Had this idea for zombies for this Castlevania clone I barely work on. Normal attack: you destroy the torso and the legs keep coming at you. Low attack: you destroy the legs and the torso crawls really fast at you. You can't attack the torso so you have to jump over it. Could get interesting with a lot of zombies on screen. Also I think is the first time I show the MC sprites here too.
Bentley Mitchell
the high-poly should not be anything else than the smoothed low-poly everything more should be textures
Kevin Young
>the high-poly should not be anything else than the smoothed low-poly No real point in doing just that, you've gotta add and refine details as you smooth it.
Jaxon Jones
Shit man I haven't seen a classicvania game here since that Skeleton one. You keep this up
Landon Gonzalez
>but I'll make a twitter when I finally come up with a good name for the game. You should have a personal twitter for you where you post the game, not a twitter just for the game. That way people get to follow a person instead of an entity. It can help to make it feel more involved or personal for the people who follow you. To take this further you can occasionally tweet things that aren't directly related to your game.
Camden Young
I won't promise anything because I never took this proyect too seriously, but I'll try my best for you, user. I was a huge fan of Helleton too.
Jace Watson
When working in indie or 1ma you shouldn't concern yourself with high poly/sculpting. You're better off just box modeling your game ready assets and focusing on speed over detail.
You will never finish anything if you sculpt every model.
Actual artists start with a lowpoly to get the silhouette right, then sculpt based on that and possibly retopo into a new lowpoly if needed.
Justin Sullivan
Highpoly first then use the decimate modifier to make the lowpoly. :)
Alexander Anderson
I'm actually attempting somewhat high-poly art. What I've been doing is modeling the mesh in it's low-poly state, then using multi-resolution for sculpting detail. Then of course I bake the high-poly sculpt onto low-poly.
Ethan Nelson
>tfw the language of the engine you are using doesn't have enums
Jack Moore
What are anons suggestions for a 2d engine with the code in either a c++/c# flavour? I've looked up a bunch, but I'm not really sure since this will be my first attempt at trying to make something proper.
Not unity.
Angel Lewis
haha time to stop being an ideaguy
Nolan Wilson
Unity
Ethan Morris
SDL
Benjamin Jones
SFML
>pic related
Christopher Peterson
Updated Unity, and now the Line Renderers I was using no longer work. Fantastic.