recently came out to my parents as gay and got lots of progress done on my game! how have you guys been doing?
Benjamin Lewis
Posting progress.
James Evans
>tfw came out as a gamedev to my parents >tfw they told me to get a real job
Aiden Morris
I'm not an ideas guy but I'm proficient in coding in multiple languages, can write some pretty decent background music and have 3D art skills..
nobody wants me. fucking ideas guys getting all the puss.
Xavier Green
do you have any ideas, user?
Jordan Richardson
>clean op good job
Xavier Mitchell
Is this one of those android superhero clone games
Angel Sullivan
Yes, tell us fellow anonymous poster
William Smith
what?
William Butler
he looks like he's rapping
Aaron Richardson
throwin down some sick beats
Christian Richardson
Yeah I like it as well, if only it was always like this...
Jeremiah Cook
Finally, the Sup Consul videogame!
I really need to figure out how to do those pretty hit swipes.
Jeremiah Wright
noided
Nicholas Kelly
Obscure Kink Jam when?
Ayden Anderson
>try to get the playback position on an animation sequence from a state machine in an animation blueprint >instantly crashes nice multithreaded animation bro
Christopher Young
>tfw mecha jam is already my kink jam
Jaxson Stewart
I'm spending way too much time with this one
Xavier Jenkins
>telegraphing the scare this hard I would just make a subtle shadow grow out of the trees for like a fraction of a second before the final spook
Adrian Kelly
no its way better this way
Jackson Lopez
Not the same user but depends what you are going for. The way user had it is more scary, yours is more creepy.
Adam Moore
Enginedev here, i just started messing around with "real" tools like unity. There's a checkbox called "optimize game objects" in the Rig import settings. I have no idea what it does but apparently you have to use it when importing according to a tutorial i followed. Unity is full of stuff like this. Things that you know you have to do because that's the way it's done but you don't know why or how it works. And there's millions of other settings and options. Is this how you guys develop games? You just click and drag some stuff around without any real understanding of what it actually does and hope for the best? And then when a bug appears, you sort of just fiddle with settings and try different solutions until one works? This doesn't feel right.
Jeremiah King
I want to try making a RPG for mecha jam However I feel like I need to sort out all the features and systems I need before even starting with the code Can you list all the things that are mandatory for an RPG? Like, equipment, skills, leveling up, shops, classes, etc
Jose Morgan
Took like 3 seconds. "When turned on, the game object transform hierarchy of the imported character will be removed and stored in the Avatar and Animator component. The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton. This option improves the performance of the animated characters. You should turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded." Would you rather the engine give you no options regarding optional things that some projects may or may not want? Any decent UI will have something prechecked if it's suggested. Unity is just a took, not a hand holder.
Andrew Martin
You could open documentation and look up what exactly it does. How far did you get with your enginedev if you're retarded like this?
Tyler Kelly
>going from enginedev to a retardengine like unity instead of a good midpoint
Jack Brown
Theres this thing called documentation, but no. Unity is a framework.
William Ward
>Things that you know you have to do because that's the way it's done but you don't know why or how it works >This dosent feel right
I hear you brother- its not the way I learn either and it just feels wrong just following commands without knowing why.
Jordan Campbell
I use Godot so I can actually see exactly what something does when I'm not 100% what it's doing. Sometimes you do fiddle with settings, that's why the settings are there. But it's not like the settings are obscured or undocumented.
Leo Sanchez
>Unity is a framework
Nathaniel Sanchez
>Unity is a framework
Jaxson Turner
If only people who made code that's intended for other people to use would write some sort of instruction manual. Like a DOCUMENT for informATION about what different things mean.
Xavier Bennett
>Unity is a framework
Josiah Scott
I will probably change the very first phase with the tiny head moving and keep the rest. It feels pretty nice with sounds
Connor Morales
>Is this how you guys develop games? You just click and drag some stuff around without any real understanding of what it actually does and hope for the best?
what are levels of abstraction? user, why do you want to know how electric pulses in a computer become images in your monitor if you only want to make a game?
Henry Turner
did you consider my idea of playing thumping noises even as you look away as if the dude is still trying to get in
James Perry
Had a dream on how to fix an issue I ran into last night. Who else /alwaysproductive/ here?
Josiah Cooper
>unity is a framework Say it with me. M O U N T S T U P I D
Aaron Ward
Rate my second highly detailed trebuchet
Parker Edwards
thanks for the (you)s
Liam Kelly
Yes, that is how it's always done, at least at first (and always, for non-programmers). It's the inevitable consequence of working INSIDE an engine: it isn't like riding on a motorcycle, you are essentially piloting a gigantic machine from the cockpit.
The catch is that you don't have flight school or training or anything: you just have to jump in the cockpit and start pressing buttons until the plane does what you want.
>And then when a bug appears, you sort of just fiddle with settings and try different solutions until one works? This is just part of life working with any giant piece of software. Good documentation is not a common thing.
Lincoln Brown
I've expanded the stalker mechanism with encountered enemies following you home
Austin Thomas
No solictors. Read the sign
Easton Young
>this is still better than anything I've made yet Maybe I'm biting off too much by trying humanoids. They're also usually just one shape extruded... should I be using multiple shapes?
Andrew Turner
This looks really greato, keeb it up
Isaiah James
Has anyone here ever used WebRTC?
It looks like it's currently the only option for realtime networking with browsers, but i'm having trouble finding any documentation or demos for the UDP-like use case at all.
Cameron Nelson
I can't help but feel 99% of "indie" games could have been made in Flash a decade ago and had the same entertainment value.
Julian Adams
Marcotransations where players pay for volume control and different screen resolutions
Ayden Taylor
what is the value of this post
Wyatt Collins
Marcotransations where players pay to have a guy called Marco come and play for them
Dominic Richardson
Lower than if it was made in flash
Brayden Hill
How does a game being made with Flash add any value to it?
Grayson Morris
>agdg discovering that gameplay actually matters
Andrew Bailey
I can't help but feel 99% of "indie" games could have been made for SNES two decades ago and had the same entertainment value.
Cooper Torres
Working on boss attacks. This may look easy to avoid, but it took me more than a few tries to record it without getting hit.
Jaxon Martinez
Not saying Flash adds any value, I'm saying that most indie games seem to use tools far above what are required and I could have seen the same ones pushed out in a month in Flash for little to no effort.
Jace Roberts
Is he giving swimming lessons?
Michael Hernandez
he's saying most indie games are worthless retard
Nathan Bailey
Flash was cool as fuck because you could just open the page and the game would play fine without any issues even though it was slow as shit, Newgrounds was a free candy store and you could easily play dozens of games in one day. Nowadays everyone moved on to real engines with shitty HTML5 support, the newer NG games just feel like mobile ports, it's just not the same.
Lincoln Wilson
I can't help but feel 99% of "indie" games could have been played with a stick and hoop a century ago and had the same entertainment value.
John Flores
Is love2d a good framework for a 2d sidescroller with procedural generate content?
Carter James
no
Landon Morales
Binding of Isaac is a quintessential indie game, it started in flash and then they had to entirely remake it because of flash limitations.
Brayden Campbell
Sturgeons law.
Also, I'm assuming you're referring to tools like Unity and Game Maker? Flash was killed by the browsers, and Unity is just as easy or easier to use. So even if they are vastly more powerful than what's needed, they're what people use now.
Bentley Miller
>2004/2005 >Some mildly entertaining game in flash you could pick up, get bored with and move on from in 5 minutes >probably 3mb
>2017 >same level of game that is entertaining for 10 minutes >UE4 >400MB >Laggy as shit
Joseph Jenkins
Sure. You can make that in any engine or framework.
Jaxon Barnes
>monthly patreon arrived in my bank account >wake up early so I can exchange my dollars for local currency and pay my credit card >bank already paid itself at its own rate Fug. I got jewed.
Matthew Cooper
You could But unless you're choosing love because you have previous experience with lua, consider other options
Jayden Powell
>patreon out and stay out
Kevin Bennett
sorry ;_;
Hudson Torres
What's wrong with love? Or lua for that matter?
Hudson Smith
Use a basemesh made out of a slightly subdivided cube, without any regards to the topology, sculpt it to add muscles, then retopologize over it.
It does look kinda easy. It would probably surprise me the first time around though. The window between attacks looks kinda big, for harder difficulties you could just shorten it I think (and add bullets)
Not to defend the latter but downloading 3mb in that era for me took as much time as 400mb now. Maybe even more.
Wyatt Diaz
>The window between attacks looks kinda big, for harder difficulties you could just shorten it I think (and add bullets) I already have planned to increase the frequency of the attacks and some other things as his health gets lower. Also he'll get some screen wide attacks as the fight goes on.
Thomas Allen
Is my game Flash enough
Michael Miller
Would literally be better if you just drew it in flash
Camden Harris
But thats a screenshot, user!
David Gonzalez
>a whole 30 real nice
Michael Martinez
Love is a framework, so you're missing out on a lot of conveniences that engines provide. You have to actually program everything, there's no visual editors or anything like that. Lua is fine, especially when a game uses it as a modding language. But for low level game code I really wouldn't want to use Lua.
Christopher Sanders
lua is just lacking in libraries compared to other options If you like it and know what you're getting into. Go for it
Nicholas Wright
what?
Josiah Howard
lua is fine for low level game code, better than most other languages. you just have to be comfortable with doing a lot of the work yourself
Don't let other people bully you. They're just jealous they'll never make anything of enough value that people will pay for it.
Julian Long
Hey /agdg/. What I always wanted to ask: Is anyone of you doing some OpenGL/Vulcan/DirectX stuff or is everyone on Unity or some other engine? Next question would be about programming skills, but lets see how this one goes first...
Juan Foster
Ctesiphon and Coal are the two 3D enginedevs I can think of. There's also a guy messing around with Vulkan but he has no game.
Sebastian Smith
When the surveys are done, it's at least 90% framework and engine users.
Of the games that are on steam, it's at least 90% engines and frameworks:
Risk of Rain: Game Maker Deadbolt: Game Maker Cash_Out: Game Maker Cavern Kings: Game Maker Spaceman Sparkles: Game Maker Uncanny Valley: Game Maker Pixel Star: Game Maker VA-11 HALL-A: GameMaker Way of the Red: Game Maker: Studio Monolith: Game Maker: Studio
Skyrogue: Unity Catmouth Island: Unity Megabyte Punch: Unity Xenoraptor: Unity Stormworm+: Unity Social Interaction Trainer: Unity Still Not Dead: Unity
Vampire of the Sands: Java (LibGDX) Restricted-RPS (Server): Java (Native)
Aerannis: LÖVE
Tier 1: C#
Walkerman: Ren'Py
Cooper Sullivan
Hmm okay. Maybe I should lurk more often.
Brayden Lee
Oh my... I thought Unity were the most used one. But I guess I'm a bit out of touch
Jonathan Myers
Risk of Rain is GM? Gosh, what a punchline. All those twats making jrpgs are wasting their time
Nicholas Cruz
W-what?
Jaxon Morgan
It is the most used one, it's just not the one that leads to the most finished games.
Michael Roberts
How does this look? I've been working on improving this effect for a new enemy
Hunter Cox
>Only ones I've ever heard of are in GM >Only one I've bought recently (heat signature) turns out was made in GM
Blake Young
What counts is making a game that looks good and plays well. The engine's barely responsible for any of that, restricted rps could have been made in any high performance engine, it's still shit.
Easton Harris
Out of these five enemy designs, which one should I work on first? The first one is a Valkyrie enemy, second one is a berserk rushing enemy, third is a cloak that chases the player quickly while firing orbs, fourth I don't know what to do with, and fifth is totally not a spear armor.
Gavin Nguyen
Check the recap, it lists what tools people are using It's not a comprehensive list, not everyone posts to it, but it'll give you a good overview of currently active progress posters