> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid > Next Demo Day 16 (4 days left) itch.io/jam/agdg-demo-day-16 > Play Demo Day 15 itch.io/jam/agdg-demo-day-15
the latest GM:S update forces the editor test to have a 5 second splash screen
how do i revert to a previous version
Hudson Baker
I can't believe this stupid idea to make this attack work, worked.
Landon Smith
There, that's the fifth and last angle, all that's left are pain frames.
Mason Perez
wait what you can't be serious why aren't people up in arms about this? why are people still even using GM?
Lincoln Butler
playboy doesn't feature women with real wolf ears on their heads and tails coming out their spine
Nathan Jenkins
What is a good explosion pack for Unity? I really like Realistic Explosions by kripto, but it's expensive and looks already too good for my game, I think.
Jonathan Murphy
W E W L A D
Austin Hill
You're inching at a slow but steady rate.
Wyatt Perry
At least learn anatomy before you try to anime
Ethan Ramirez
>tfw became so effective at coding maps and pathfinding from scratch due how many times i had to refactor my code
Evan Jackson
>Anime wolf girl edition Why? This kind of childish bullshit makes the Veeky Forums game development community look like a fucking joke.
Lucas Robinson
Between short OPs, chicken dinners and irrelevant bullshit, the current status quo is "piss off as much of the thread as possible".
Liam Clark
>Veeky Forums game development community
Jonathan Roberts
Not OP, but must I remind you of the hillarious chicken meme?
Brody Gomez
You excluded of course, silly frogposter. You have no game.
William Morgan
Card City Nights 1 and all the other previous games means the dude already has fans.
Even though CCN2 is kinda a stinker, there was a flood of people buying it because of the built up ``brand loyalty``.
I've got games on Steam, can confirm the numbers are massively inflated, and that's before even taking into account free keys/shitty bundles strip mining their product
Julian Foster
progress: > Skull Progression System > updated steam build > some other stuff
Reach stage 8 to finish your run. Then you unlock difficulty skulls. Next run if you want to progress you have to have at least 1 on, and it increases as you unlock more.
So the game gets harder but you choose how
Chase Jones
Woah, it's been awhile. Thanks for the pedo OP!
Gavin Kelly
I'm bad at doing sprite work with this many angles. Plus I'm kinda dreading the BIG final thing I have to do for this update.
Aaron Cook
it's not like constant "artist looking for programmer" memes, enginewars, llc memeing, frogposting, animeposting and neneposting, lets player league, samefagging, posts addressed to no-one, "i've been prepping the programmer for my game all night :) i'm a little stressed, but excited!" memes, gugemposting, "tfw no gf" blogging, "This is a reminder to new devs that enginedevving for 5 years straight is the only way to win the indie race", "You have 10 seconds to explain why you aren't making a mobile/3D game", questionlizard, >circumcised devs, near-constant pretending to be retarded, "If you don't have x I will not play your game" addressed to no-one, "Post x jam game ideas!" with anime attached and other jam drama, bokuposting and other things are doing any favor to this serious Veeky Forums game development community you're talking about
Luke Perry
This guy has a point.
Justin Richardson
Wow like stop trying to kill Veeky Forums board culture dude
Dominic Foster
So... Progress posting is okay?
Julian Richardson
thats whats good about this place
Nathan Carter
>board culture
Jeremiah Jackson
But the threads themselves are literal proof that doing all that bullshit actually has an audience.
Andrew Collins
Course.
Jacob Morales
Let's talk game/programming design AGDG.
Is there a tried and tested method of implementing "perks"? Assuming a turn-based,grid-based RPG, with various perks such as "attacks inflict double damage when out of mana" , "move twice as many tiles when HP is lower than 50%", "character self-revives just once per combat encounter", "being attacked in melee inflicts status effect on enemy attacker", etc. There's a lot of different things and systems being influenced, from damage to movement to status effects, so I can't exactly keep all the perks stuff in a single place. How do I keep the code from becoming a mess? Is there a better method than going all over the existing code and adding various "if" statements like >///...Damage handling code where hp is being subtracted when character is attacked.../// >if(hasPerk("second_wind") && hp { >hp = max_hp; >}
I really can't think of an elegant solution.
Ayden Watson
>game/programming design Not this way of spelling "ideaguying" again
Mason Cooper
Reminder DESIGN isn't a real thing, it's just ideaguys trying to make their IDEAS legitimate way of gamedev.
Daniel Price
How HYPE are you for Godot 3? Predictions?
Jacob Butler
Video games don't exist.
Zachary Turner
You mean like Kojima?
Eli Jenkins
There's no need to be hyped for something that I'm using right now.
Matthew Martin
Yes, his early games that were popular and great were actually made by a different guy, and when that guy left we got MGS4 and MGS5 proving he's a hack.
Joseph Scott
That logo is awful, I'm sorry, user. I have nothing else to say.
Ryan Myers
I'm asking for programming models user, how is that ideaguying?
Chase King
Who was responsible for Metal Gear Rising being so good?
Asher Flores
Are any musicbros planning on making mecha jam music?
Iterate through an array or whatever. When character is being hit, iterate through all perks that you added to OnBeingHitPerks array, for example. Even better, use events system, make perks subscribe to relevant events and for example when character is hit broadcast event BeingHit which will execute all subscribed code.
Oliver Cox
How does agdg feel about GDScript? Good language?
Henry Cook
good for getting shit done but it's interpreted so it's slow
Asher Gonzalez
What is the best idea?
Jacob Foster
i'm need to keep support for devices that doesn't have opengl ES 3 so i don't really need it
Chase Ward
You do some overloading.
>for perk in allPerks: >perk.handle_event(eventType)
Then the overloaded perk instances trigger only when relevant and ignore all other events.
Samuel Campbell
Actually it is compiled when you export your game to final build. And it's not interpreted, it's bytecode-executed.
Henry Richardson
>tfw a bug that drove me crazy for the past hour was caused by objects having a negative position
Connor Morgan
Why can't any of you compose music as good as /r9k/'s Wojak's Adventure Game?
Yeah it's good. It's similar to Python, so it's easy to learn and use. It's fast enough for almost all situations, I've never run into any problems using it. But if you ever do run into slow downs from it you can use GDNative with C++ for better performance.
Liam Hall
use perks as components that manipulate existent values in the parent object, example: object: int stamina = 10 health = 100 perk: void update(): if parent.health < 10: stamina *= 2
then all you need to do is keep those component perks updated. a better way is have an attribute = base_attribute + bonus and have the perks manipulate only the bonus so you have the base attributes safe, it helps when you add multiple perks that modify the same attribute
Grayson Taylor
>tfw bugs making me mad all week long >buy an eletric racquet >now spend nights hunting bugs instead of deving
Christian Collins
why does godot not have that convenient 'find in documentation on middle-click' thingie gamemaker has?
Aiden Reyes
3.0 lets you ctrl+click stuff
Nolan Peterson
How to find out whether an idea is good:
step 1: Write idea on a piece of paper step 2: Put piece of paper somewhere out of sight step 3: Forget about idea step 4: Wait a week step 5: Read what you wrote down on that piece of paper.
If it still sounds like a good idea then it's a good idea.
a reminder that people made playable games in 24h jams while you still don't have anything ready for demo day 16
Thomas Campbell
The pixel art in this is terrible compared to HLD
Levi Gray
>terrible compared to HLD lol
Angel Wood
Shift+F1 will search the documentation with whatever word the text cursor is currently on.
Jeremiah Morales
Getting explosions and a feel of destruction right is pretty damn difficult.
Andrew Ross
I've made multiple jam games ranging from 48 hours to 2 weeks.
I still don't have a demo for demo day. Making a big project is exponentially harder than a jam.
Luis Ortiz
non-modified image
Robert Bennett
Isn't Godot 3 getting C#?
Gabriel Clark
That's a really nodev approach, a dev implements a prototype and can see if it will work right away.
Evan Allen
Try doing that with an idea for an entire game. Prototypes are good for features. If you want to know what kind of game you want to make, I wouldn't rely on prototypes too much.
Gabriel Torres
Progress is always good.
Bentley Jones
You're writing your game from scratch, right user?
Nathaniel Perez
Are you trying to shill your game by pretending you hate it and then samefagging and saying it's good. I've seen you post this before. No one here gives two fucks about steam games that weren't developed by agdg. This is not where you'll find potential buyers either.
Leo Hill
They're both low-res pixel art, but HLD has a certain polish to it, while the other game looks like shit.
HLD has good colours, the other game uses a really ugly palette.
HLD has no obvious anti aliasing, while the other game does and in such low-res game it makes it look cheap and as if it was made in mspaint.
It's literally as if the devs of that other game said "HLD has 1 pixel long limbs, lets just copy that" while they missed the whole point.
Robert Watson
Yeah. But C# is still a scripting language, there's probably performance increases because C# can be statically typed, but we can't know for sure until benchmarks are done. If you know C#, then you can use it, otherwise GDScript is still a valid language to learn.
Aiden Campbell
your are a saint user
Ryan Wood
What the ding-dang diddly fucking nigger kind of shortcut is that.
I've been using Godot for a few hundred hours and I didn't fucking know that.
Charles Mitchell
ye
Logan Flores
Yep, now go and tell it to the majority of the gamedev companies on the market so they wouldn't spend so much time and money on making so many prototypes before starting production.
Ayden Peterson
free game idea guaranteed to make lots of money it's time sensitive and I'm too lazy you play as hurricane Irma try to do as much damage as you can before you run out of power if you spend too much time over land you lose power and size too quickly if you're good, you can head through the gulf of mexico and fuck up Texas which is still trying to recover from hurricane Harvey
Angel Bennett
>Are you trying to shill your game by pretending you hate it and then samefagging and saying it's good. no i just found it mentioned while i was looking for new games i could use as inspiration >I've seen you post this before. No one here gives two fucks about steam games that weren't developed by agdg. this isn't my game how does it compare to my game
Josiah Nguyen
Your game has a nicer colour scheme and you aren't using anti aliasing like a retard, so it looks better just because of those 2 points.
Although I wouldn't call your game good looking.
Blake Robinson
>Although I wouldn't call your game good looking. what's wrong with it...
Matthew Myers
Becaust you are stupid nigger who are too dumb to look up editor's configurable shortcuts.
Sebastian Ortiz
You got me there.
Chase Butler
I don't really think you know what you are talking about. The initial idea for a game isn't based on any prototypes. Once you know what you want to do, that's when you start building prototypes.
Carter Flores
>No mention of animation What the HECK man
Ayden Phillips
Your animations are terrible, and low level of detail.
Gabriel Rodriguez
What about relying on intuition for designing the first prototype
Specify goals for each feature
Make said prototype
Through extensive playtesting get hard data whether features met goals or not
Keep iterating on prototype
When you get a nice spread of things different groups of people love and hate about the game
Time for production
Christian Hill
>Your animations are terrible fair point >low level of detail on what
Joseph Phillips
But anatomy is haaaaard
Kayden Roberts
different user here, I like the look of it but sand areas are always the worst
Cooper Peterson
>on what
Like the whole world, it looks really samey and sterile.
Meanwhile has tons of going on in the scene without reusing the same assets too heavily.
Kevin Hill
You can do all that research before any prototype exists though. You can do trend and target audience analysis.
Aaron Garcia
If your initial idea can't be prototyped then you are ideaguying and have no sense of scope.
Leo Hall
>muh heads on poles so just flashier assets then and maybe more different textures
i thought you were talking about the lack of detail on the grass and trees
Brody Hall
>mixing chiptune and not Gross.
I mean these tracks are pretty good but they'd be kinda piecemeal actually placed into a game.