tell me if I'm diplomaguy.jpg here, I don't have a lot of experience coding
I want a variable to flip between being 0 and 1 every time I check it. So here's my code:
if Thing == 0: thing = 1 else: Thing = 0
it works, but I can't help but think it's not very elegant and there should be a more simple way to do it
William Morales
thing = !thing
Eli Anderson
thing = 0 or 1 whichever you want to start with thing = 1 - thing so if thing is 0 then 1 - 0 = 1 if thing is 1 then 1 - 1 = 0
Adam Edwards
thats only if he wants a boolean to flip between true and false i think he needs an int or a float to literally be 0 or 1
Oliver Adams
that's what I meant, that makes perfect sense. Thanks.
Julian Taylor
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Hudson Davis
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Julian Allen
the power of unreal...
Jaxson Miller
11/13 :D
Hunter Turner
This is what happens when every model is literally 2000 polygons for a fucking cube with slightly beveled edges.
John Cook
Not mine, but very smol
Jose James
That's really cool user
Brayden Hughes
bokube is unity thought, which makes this even worse(better) lookin' good user
Jose Wood
Today so far I improved pushback when taking damage, so it's easier to hit multiple times enemies that are getting pushed back. Also implemented a balance variable (poise), the first attack on this enemy doesn't stop it from acting, but lowers his balance for a while and consecutive hits will do the pushback and action cancelation. Got to get everything as neat as possible before making the first proper melee enemy.
Jason Adams
Really cool, user
Adam Watson
Can you recommend any comprehensive Unity course to go through?
I've dabbled in it a bit for a few years now, and I'm a pretty decent corporate C# programmer. I'd like to commit to it for once, but I get analysis paralysis - the "jump in, mess around, and just google stuff" approach hasn't worked very well so far.
The 4 things I learned form developing this game in 28 days.
>1. Games that return lots of gameplay for little dev time are better to make. >2. Planning is stupid, cause everything will change anyways. >3. Write out time estimates for art, coding, designing, ui, etc. (accuracy isn't important, just get a rough idea of total dev time) >4. Don't neglect late game! Good games are better at overlapping mechanics to increase complexity over time.
Leave me some feedback/criticism ehh?
Lucas Wright
is this a "maek gaem" sigil?
Justin Adams
>analysis paralysis deadline
Luis Scott
it's bretty gud
Aiden Miller
jesus fucking christ bokube HOW HOOOOW PUBG IS 8 GB Cuphead is 10 GB
Robert Sullivan
great job, I'll play it in a few.
can you give us some information as to what skills you started out with, and a rough plan for what you did in these 30 days?
Jace Wood
Smash 4, a game absolutely stuffed with content, is only 16gb. I thought I was bad with filesizes.
Bentley Gray
Hiring an artist to do the characters for my point-and-click adventure game, but it would be easier on everyone if I was able to do the backgrounds and objects and such myself.
Would it be easier to learn to draw or learn to use Blender to make 3d backgrounds?
Should I continue to learn C# in Unity, or just switch back to Gamemaker?
Nathaniel Brooks
thanks
I started out 11 years ago, I'm 21 now, making shitty games on yoyogames. Over the last 2 years I've been trying to get to the point of making a game worth selling.
Going into this project I felt my coding and art skills are good enough but my design is lacking. So this project was to practice designing combat and levels.
My plan was to code the base in a week, and spend 2 designing enemies/combat and 1 week doing level design.
Josiah Thomas
if you're on the hobbiest level of gamedev and you can afford to lost some time learning something which may turn out to be useless information, there is absolutely no harm in trying out unity and C# It might not be for you, but it might open some insights anyway
Robert Morales
Must be the FBI, thanks for pointing that out...
Parker Brown
neat
Robert Ortiz
finally got my demo day build up. will finally go to sleep now. if any of you anons want to leave feedback like usual, I encourage to leave it at itch.io so I'll always have a reference to it that I can go back to, but here is fine too, just put "ghost knight" in your post or something so I can easily search it
This is where my journey ends. Mechanically it's a very solid fun game, but the feel could use a lot of work. The hit sounds lack any kind of punch and enemy stagger animations are so minor that I didn't even notice them at first. Ran into a lot of little glitches, mostly enemies dropping off, pathfinding issues and weird movement glitches.
Brody Taylor
thing = thing == 0 ? 1 : 0
Matthew Perry
That is the final fight lul. Thanks for the feedback.
Leo Evans
Well, build it like a robot Do each small piece at a time, make sure that works, then continue
Jace Turner
What happens if you flip the zombie, then knock it into the water?
Levi Clark
>194454836 pretty much man. don't you want to solve puzzles and drown with realistic panic sounds and shader effects?
Robert Morris
Constant damage, not in yet though, will also probably have to make it actively avoid water if flipped
Levi Gomez
Is screaming, emitting deadly gas and disappearing at once overdoing it?
Matthew Powell
most of this is just builds and assets that won't get compiled into the final version right?
When I build out my game its like 50MB, but the project is like 1 GB
David Thompson
scream when shitting gas, sneaky sound when going sneak it seems stupid to make noise when trying to be sneaky
Carson Campbell
Scream before, then gas and disappear.
Blake Reyes
I played through some of the demos, I will record more later.
Disorienting your opponent makes sense. Just starting to sneak in the middle of the fight not so much. Maybe I can figure out some move, but it will need actual assets for background.
I guess giving player a breath with scream would be good, though I will need to buff the rest.
John Parker
>tfw you made literally no progress since last jam due to real life shit
I am setting it all to fire next week, i quit my job already, will post something really cool for mecha jam, that I promice
t. phantomcorps dude
Adrian Gonzalez
We've all been at the quit-your-job.for-gamedev part one time or another
Jose Martinez
yeah, making a game is a real struggle. sometimes it seems as though the entire world is against you. dont give up, I'll play you game when you make it
Bentley Gomez
I honestly love it, even if over the top but thats fun
Henry Fisher
Welcome, brother
Brody Moore
I think it looks cool
Charles Wood
Thanks a lot guys!
Brandon Reed
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Ryder Walker
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Ryder Martin
How do i decide what kind of game to make? I started out playing racing games online and played halo in middleschool through to highschool and college i played world of warcraft.
All these types of games are out of the scope of a lone developer wannabe?
How do I make a game ppl want to play that is within my scope?
should i just start with tic tac toe?
Isaiah Baker
>i played world of warcraft. You should start by jumping off the nearest bridge.
Bentley Davis
>not playing the most influential mmo of all time
Carson Morgan
A racing game wouldn't be out of scope for a solo dev as long as you go for a more arcade feel rather than realism. But anyways yeah, start small. And learn how to make things first. Then start making prototypes of games you want to make. A prototype should only take a few weeks to finish.
Adrian Adams
>he doesn't have fond memories playing warcraft with the buds
Adam Anderson
Here is a decent order of tutorial games to make: >"Guess the number" / Hangman >Tic-Tac-Toe / Rock-Paper-Scissors >Arkanoid / Pong >Tetris >1942 / Shoot-em-up >simple platformer / pinball game >Bomberman / Pacman
pick a genre of game you like and take 2-3 of your favorite elements from it, then make your game about that. don't make a fucking mmo.
Joseph Bell
>tfw someone played my demo and even tho it was shit and filled with bugs and they missed some minor gameplay I'm still super grateful youtube.com/watch?v=jxVYMU30Xi4
Tyler Diaz
>no game We got it the first time so stop polluting the thread.
Brandon Brown
I'm glad you liked it senpai, sorry about missing some stuff but I couldn't go back to the first area after crossing the bridge.
Thomas Bell
But you are already playing it, his mind game
Ian Rivera
it's my first post in this thread
Kevin Lee
yh, I saw lol. Those collision boxes are super buggy rn and I think I'm gonna have to rethink my approach.
Blake Carter
Is this a joke?
What?
Note to nodevs, please refrain from shitposting boku if you have no idea what you're talking about. It just makes it seem like bullying him is a meme as opposed to him actually doing things wrong, when retards who don't understand how games word (especially 3D) say stuff like this.
Juan Gutierrez
someone post the debug screencap
Aiden Moore
Where the harmonic demo tho :(
Hudson Jackson
>This is what happens when every model is literally 2000 polygons How boku does his 3d models has nothing to do with filesizes that big.
Brayden Turner
>get some tough dev done >want some validation to help with motivation to keep going >post progress in the thread >zero replies >no "goodjob" "nice" "keep up the hard work" >not even a shitpost acknowledging my existence >make a shitpost >instant replies
If you're going to talk shit don't do it from the very tiptop of mount stupid. Then again you are in agdg so it's expected.
David Campbell
Thanks, man.
Anything for you lovable BRs, hueahuea
Jace Miller
>being this nodev This is what happens when nodevs hang out in the discord huffing secondhand shitposting fumes too long. You start to think you're an actual dev and say really dumb things.