The theme is "Dual Purpose Design" based on his Downwell video.
Logan Stewart
tuck it in, add a bulge on the front of the MC's dress, make the bulge bigger and more in the shape of a horsecock when she is around other people
Tyler Cook
glowing behind you right now ;^)
Jonathan Perez
Casual nudity. Modern games are too much hypocritic in this matter - one little nipple slip equals to hardcore gangbang porn and about 4-5 hours of best guro footage. Showing detailed torture and extreme violence? Yes, of course, it's for kids after all, they'll be bored without these things. Here is your 12+ rating. Showing 5 seconds worth of non-mandatory boobies? GOD FORBID TO SHOW THIS ABOMINATION!! DID YOU THINK ABOUT KIDS? THEY CAN SEE IT TOO! 21+ rating only, and never a place on the shelf!
Bentley Lewis
I'm ready for a new project
what the fuck do I make
Jack Nguyen
>jrpg >she's a party member >after main quests there are small breather cutscenes of characters chilling in camp >have a shower scene where they shower and the guys are embarassed that she's bigger than them
David Phillips
game
Angel Gomez
Definitely not because of feminists polluting our video games.
David Reyes
That wont fly
John Collins
Thats better but still to explicit. Maybe something about her pants not fitting
Nathaniel Lopez
Okay then.
Basic spell functionality is in (fire, ice and "lightning"). The enemies also have corresponding status effects (really basic atm).
Also really basic particle effects.
did I mention it's really basic?
Leo Campbell
Do people here write their engines from scratch or are you all using Unity/Godot/whatever?
Noah Young
The vast majority use engines, the rest use ez frameworks.
Unity starts screeching at me. I need to do this because I have another method which uses the audio but I don't want it to call it up every single time it uses it.
Jayden Davis
The angle at which the character stands is weird. Can you get it to face forward?
Easton Garcia
I see, thanks.
Leo Jones
I don't think it's weird and why should it face forward during combat
Jonathan Thompson
because then he's constantly walking diagonally it makes sense for him to be standing sideways when still, but that's it.
Lincoln Nelson
He should at least face forwards when he's using magic
Kayden Wood
Not gonna change it, making the player face 100% forward would just basically mean removing the right arm & sword.
Tyler Lewis
not true
Connor Watson
he is facing forward you dummies, he's just holding the sword sideways
Joshua Thompson
nope. The head is obviously looking to the right if you look at the neck
Gabriel Walker
This, I haven't made any casting animations yet.
That I might try as well.
Brayden Lewis
...
Grayson Martin
this is now official lore.
the player stands (and moves) like this.
>the neck that one pixel, yes that's the power of pixels
A voyeur game, mix between Hitman and Pokemon Snap. Shit would be cash but it's not something I could 1MA
David Jackson
I want cock in my ass so bad
Camden Morris
go back to you fucking degenerate
Tyler Baker
I need an idea before I can make progress on it
James Torres
A video game
Lucas Edwards
nah fuck that
Jaxson Cooper
im not gay. I meant girl cock
Alexander Peterson
isn't that yandere sim?
Brandon Lewis
>Have 5-6 strings of if-else-then statements This isn't the actual way to do it is it?
Austin Allen
there's probably a better way but depends on what you're doing
conditionals are the primitive that all advanced techniques reduce to anyway, it just makes it easier to type out
Joseph Ross
user is a faggot who won't at least try it out himself. I mean, as the dev can ultimately do what he wants, but he's still a faggot. Pic related literally took me 2 seconds.
Anyway, here's an example of what it might look like if he was facing forward. Note that due to the set up of the pixel art, his head has to actually grow in size to be in the middle. It can't remain at the original size because then it would always have to be off, unless he changed the rest of the body. Basically, the head is four pixels, an even number, while the body is five, an odd number. I made the head five pixels wide and moved the arm down one pixel.
Hudson Hughes
Taking pics there is a side mechanic and it's not like that game would ever get made in the first place. I'd prefer a game where you're a voyeur man or woman full time. The closest game to it is Natsuiro High School but it's extremely basic, most of your options is peeking up skirts.
Chase Lopez
looks bad
Grayson Richardson
This will be the actual way any computer will do it on the lowest level. No matter what kind of syntactic sugar you'll put on top of it, compiler will make a series of if-then from it anyway. So you are just writing it the best possible way for a machine to understand what you want to do. I don't know what did you mean by "actual way" but this is the most direct way.
Liam Collins
I get your point. But now that you've tried it for me, I can also say it looks bad. I might change it in the future, but really I don't care about it now enough to change it.
Carson Murphy
>left: shield facing enemies, sword pulled back ready to swing >right: sword and shield lowered, just cut up my shit up
Mason Gomez
Online fly killing contest
Colton Jones
In the real world almost all combat tecniques assume that you turn your body sideway when facing forward. This is done to reduce your attackable area and increase defence, and also to improve forward-backward maneuverability.
Tyler Walker
Yeah. I'm thinking if the big head version came first, it wouldn't be so bad. But the smaller head is already the standard, and what's more, I think it's a little closer to believable anatomy. Although the art is just single colors, the big head version looks more "cartoony" than the smaller head version. Ultimately, I would go for the original version. Although it facing off to the side might feel weird, at least it has an uneven, and therefore more interesting, silhouette.
But yeah, I know this is just a small thing, but I recommend devs everywhere at least try to consider feedback. If you don't agree with something, explain why instead of saying "I'm not gonna do it." That just makes you look lazy.
Henry Martin
AN important update:
trees can now catch fire.
that is all. Now I gotta drive home
Angel Clark
>mfw
Daniel Miller
Good shit, man.
Charles Collins
Shit, good man
Luis Lopez
And that's completely fine. I tried to point out the issue of how making the original sprite face forward is impossible without making its head bigger. Of course, there's also what said.
Anyway, sorry to single you out. The fact that you post progress at all means you're not lazy and are willing to work on your game. It just bugs me to see people automatically throw away feedback that could *potentially* make their work better. But yeah, feedback definitely varies too.
Isaiah Green
I like your magic system, but I think you should turn all abilities into AoE abilities and change your magic damage types.
You could do three types, metals, gases and catalysts. Alone metals is just metal dust that blinds enemies, gases just slow enemies down and catalysts cause various effects (fire, lightning etc.)
This allows players to collect different kind of metals, gases and catalysts, to create different effects. You don't even need to design these. Just get the periodic table and get the chemical reactions from there. Magnesium and Fire? Hot fire that melts enemies. Sulfur, saltpeter and coal? Explosions.
Players can slot these in from the inventory window and experiment with different types of reactions.
As for AoE.
Did you play WildStar? Every ability had a different shaped AoE shape. For metals you can do a small cone (for dust), for gases and round aimed disk and for catalysts a long lance. Maybe have different AoE effects for different mixtures of chemicals.
You could create a shitload of depth for a roguelike like this. Even make the materials lie around. Metals in caves, catalysts at shrines and gases from dead or rotting bodies.
If I wasn't on another project I would want to join you as an ideaguy.
PS: If you increased the resolution of your game and added cute armored girls you would make MILLIONS.
Eli Rodriguez
this is the most idea guy post I've seen in a while
Dylan Clark
>ADD ANIME GIRLS XDD cancer
David Sullivan
Daily reminder that someone actually made a game like this and made it cost money. Probably made more money than gumguck
Jonathan Adams
Good night aggy daggy, have good progress!
Isaiah Reed
he didn't say anime though
Asher Roberts
>character always facing away from the camera You don't need anything to make them a girl.
Jordan Thompson
this shit even got an article on pc gamer
Christopher Perez
Reddit spacing. please commit suicide!
Luke Gonzalez
looks like a more fun concept than gaygoo's RPS.
Colton Roberts
It was a decent idea with poor execution. Could have made a lot more money with some polish.
Price: $0.99 Owners: 713 ± 987 Players in the last 2 weeks: 713 ± 987 (100%) Players total: 713 ± 987 (100%)
Jonathan Walker
How much is the cut Steam takes per sales? The guy probably made just enough money to buy a large pizza.
Zachary Cox
30%
Ayden Rogers
How would you check that an object is angled at a particular range in Unity? I want to make a wall jump but ensure that the angle of the wall is within the correct degree range. Would you base it off the normal of the wall or something else? Pic related.
Gavin Young
Not so bad. I tough it was more close to 50%.
Tyler Collins
thoughts?
William Jenkins
slick
Xavier Ross
what am I looking at
Logan Campbell
unit vector between wall and player, dot product it also allows you to set a minimum angle for wall jumping
>Not so bad. For steam maybe.
Jonathan Collins
are slopes worth the hassle for 2d platformers/metroidvanias
Carter Johnson
some magical floating hands
Noah Morales
I like slopes more in metroidvanias. If it's a straightforward platformer, I don't think you absolutely need them. But it all depends on the design. Mario 3 and Sonic make actual gameplay use of slopes with the sliding and rolling, respectively. If you don't do it for the gameplay potential, I guess it would just be to have more natural looking stages.
Matthew Rivera
those are hands?
Ian Martinez
I just realized that the elbow placement of my mechs was always wrong and that there is a far better way to do it.
Now I have the unstoppable urge to redesign all my mechs. God damn it all.
Dylan Lopez
>crash >reopen the project >collision is fucked on an actor for which I didn't change the collision
Truly Epic(tm)
Mason Walker
More like common sense in this particular case, her original balloon tits looked terrible.
Zachary Gomez
just revert the corrupt file to the previous commit
Ryan Brooks
post mechs
Jonathan Richardson
not liking big bimbo titty. fucking faggot.
Brayden Long
>trying to make fighting game netplay in unity
Camden Hernandez
It's from Japan so it's pretty much guaranteed they didn't give a fuck about feminist whatever. They probably toned it down in AC since jiggling F cups would look ridiculous in that art style and based the rest on AC.
Jeremiah Sanchez
Should mention this is 3D not 2D.
>unit vector between wall and player, dot product So something like Vector3.Dot(player.position, wall.position) or something? How would it work?
Jonathan Martin
Extremely poor argument, if you can even call it that.
Samuel Morris
Does/Can unity support GGPO? Or does it use its own framework? I don't know shit about netplay or the logistics of it but it's something I'd like to learn about.
Bentley Ortiz
I'm pretty sure he just wants to have a giggle and not an argument.
Thomas Jenkins
It doesn't have any. I don't even understand how is it fucked to begin with, it does not collide with anything, except if I move a character into it.