Summary from last thread: >Games produced off budgets with tens to hundreds of millions of dollars aren't AAA if an user decides he doesn't really like the game that much >One user's phone battery is the yardstick by which all game efficiency is measured >Benchmarks with inefficient code by random tumblr users are the gospel truth about engine performance >Godot nodevs have no idea how to calculate an orthographic projection matrix >Unity babies still can't handle anyone criticizing any feature of the engine >Gamemaker bros actually post progress because they're in too deep and can't escape
William Morgan
I won't be mentioning engines in this thread, I promise.
Austin Myers
>carrying shitposting over to the next thread Shameful.
Post progress.
Asher Sanders
How do I become famous. Please I need to be famous.
It's progress. It's not as much progress as I'd like, but it's progress.
I'm going to probably change my dev schedule to start streaming work a bit later. Nobody's watching during a workday and shit.
I'm still not sure if "Look I'm streaming the entire dev process" is remotely a good way to promote a game, and I'm probably getting ahead of myself trying to promote shit when it's just this garbage at the moment, but whatever.
Carson Fisher
Added some harder levels within the same restrictions, which completes the entire stone frame now. Will polish up the sounds and transitions for a solid self-contained demo.
Samuel Young
What do you think of my title screen? 'Swoopy Space' will not be the final name, it was just a placeholder at the time.
Nicholas Foster
>'m still not sure if "Look I'm streaming the entire dev process" is remotely a good way to promote a game no its not, especially considering how time consuming deving is which wont yield much results even after 10hrs of work
Robert Rogers
Forgot to add the damn webm
Jose Bell
What's your favorite run so far?
Lincoln Perez
Looks pretty cool. Nice job
Nolan Diaz
I feel like the sprites really need to show swords, depending on the inspection thingie is kinda lame-o.
Adrian Lee
does gms really have significantly less overhead for 2d than unity
asking because my 2d unity game isn't even close to completion but it's already running like ass on my toaster maybe my code sucks but i'm following game programming patterns to the best of my ability i don't want to switch to gms but if it's still this bad when i get a new laptop i might have to
Ryder Turner
what the fuck are you doing that a 2d game is lagging
Zachary Martin
Rendering-wise it's faster but the scripting is slow and it's a pretty garbo engine overall, 1.4 is very outdated and only half-works on Windows 10.
Brayden Barnes
There's no pixel estate left. I've grown to quite like it both mechanically and thematically, whereas it would be the equivalent of the character looking at the specific thing before doing anything. Incomplete information is ok with me.
Is something like this worth it for a newb to game development?
Nathaniel Price
You came to the wrong neighborhood, motherfucker!
Bentley Hill
Just use Godot it has a dedicated 2D renderer lol
Noah Ross
Hm actually, my only suggestion is maybe instead of having only 1 space texture scroll in the background,create a parallax effect by scrolling 2~3 textures at varying speeds? background dust + star field + star field 2.
>asking because my 2d unity game isn't even close to completion but it's already running like ass on my toaster Have you actually tried using a profiler to see what's causing the lag? in 90% cases, slow 2D games comes from badly written shaders or overuse of shaders, like doing something stupid such as having a shader being applied every update in a big loop
Kevin Myers
just use ue4
Logan Gonzalez
Re-wrote some of my sticking code so the player can stick onto moving platforms properly. Also put in a pause screen. I feel like I'm making less and less progress, but I want a sturdy base to build the game from.
Joshua Thompson
Unsupported GPUs are unsupported because they're not general purpose enough. Because we've had shitty high level APIs like OpenGL and D3D (pre-12) for so long, GPUs used to be highly specialized just to support their features and incredibly disparate between vendors and generations and the extremely thick drivers made up for the differences.
It's simply not possible to communicate with old GPUs at the level that D3D12 and Vulkan do because they're so specialized for mainly fixed-function and deceptively synchronous APIs.
Jordan James
Thanks man. I actually was forced to change the name.. someone else made a game called Swoopy Space. >tfw someone else picks the same stupid game name
Cooper Thompson
And "modern" of course does not mean "powerful". Even cheapo GPUs like the GTX 750 and RX 460, which cost little more than $100, support Vulkan, as well as some integrated GPUs.
Sebastian Edwards
The twinkling is corny and gay I like the glow I think I can see the individual cloud sprites fading in and out which looks distracting and cheap, make them denser
Colton Cook
Thats a good idea. Thanks!
looks smooth man. Good work
Anthony Ramirez
Can you make a webm of you losing? I don't understand the loss condition.
Henry Hughes
Are there actual Godot 3.0 nightly builds officially available somewhere, or should I just compile it myself?
Are you the one making that game with the weird birb with legs and several switchable colors or something? I love the smooth-looking TECHNOLOGY but I don't understand the gameplay.
Lucas Gray
ive seen this model 26 times and I have no idea what your game is
Julian Ward
thanks m8
Noah Ramirez
>in 90% cases, slow 2D games comes from badly written shaders or you can be like loli sim dev using sfml/c++ and still have the game run at 2fps on a high-end desktop because your ai pathfinding implementation is just that shit kek.
Carson Flores
I really like your game so far, user. Do you have a tumblr or something like that?
Joseph Wright
So what genre should i be producing for to make bank?
Oliver Sanchez
Porn with good art
Joseph Taylor
...
Hunter Ross
what if you became a skeleton when you died what a tweest
Christopher Baker
Tower defense with porn and good art
Austin Hill
ta bra
Yeah, same guy. Stopped making that one to finish my Master's, tried to make a small mobile game and it ended up turning into almost the same game. Old game was coded like shit though and I would have never been able to design levels without Unity's new tilemap system, so there's that. As for gameplay - think contra 3
Hmm.. I've been meaning to change the twinkles a bit. Going to try and replicate the twinkle effects from BotW. Yeah I can blend the clouds a bit more for sure.
Yeah.. I've been keeping my game on the DL. Nervous about someone trying to take the concept with enough time to launch it and steal my thunder (I am most definitely paranoid).
I'm launching the Alpha release in a week or so, at which point I will posting progress etc.
I really want to show you guys what I've been up too.
Joshua Kelly
you are the skeleton
Andrew Thomas
lolking.net/models don't know if it's still updated but it has all of the league of legends charaters and every animation they can do so having things like fucking mages tanks and adc its a good source to look at how they act and what motions they use even death and dance animations
Jackson Scott
we had our witch meme now the skeleton meme what's the next meme?
Carter Perry
Cool stuff, man. How's the goblin project going?
Christopher Martin
Kobolds
Jaxon Wright
That's a pretty good idea user.
Ayden Jenkins
this is you being a mad cunny init
Kayden Smith
Which sign looks better, 1 or 2?
also a bit iffy on the color
Anthony Ortiz
they rook the same and I don't know if big glowy numbers fit the aesthetic
the guy runs like a sissy
Anthony Russell
looks like the title card from a circa-2003 digitally animated thing from the web or a basic cable channel but in a good way
Benjamin King
True. Just that demo (well, just the inventory parts) took like a fucking day today which sucked.
Remember to watch niggers screaming motivational stuff.
Carter Parker
:3 Love old school horror
Tank controls?
Brandon Diaz
remember to exercise daily!
Hunter Russell
Day 14, about 46 hours in now. Finished implementing the different fire modes in my project. The next thing I'll be working is the game mechanic for throwing your weapon on the ground, automatically switching to your hands when you don't have any weapon (which you can use to melee), and being able to pick up weapons on the ground. Here's the quick clip: youtu.be/5PcS-Ba-JZI
Isaiah Price
godspeed
Andrew Lee
>make a lot of progress >wake up >open project >all progress is lost >turns out it was a dream >have to do everything again even my subconcious is fucking with me at this point
Matthew Ward
yup, without tank controls you don't feel grounded enough
Isaac Mitchell
Remember to backup your projects!
Dominic Johnson
How does a dev, or artist, know how large to make a sprite? Especially considering games run at all sorts of resolutions. Do you just make a character on a 64x64 tile and then cut away the unused portions of the canvas? How does it get resized correctly for larger resolutions?
Jayden Howard
who cares my man it doesn't matter
Jeremiah Adams
If you are using pixel art you pick a native resolution and sprite size at the start, and then resize everything proportionaly. If you aren't using pixel art you usually do high resolution graphics and then downscale if the screen target is smaller. Some games even have a higher resolution assets as a optional download. If you are using vector graphics you can upscale or downscale everything as much as your dick wants.
Austin Lopez
You make the sprite whatever resolution you want. 64x64 is fairly low res. Character sprites would probably be larger 256 to 512. Also generally the artist will draw the textures as high resolution as they want, like 4k even, then just export them to smaller textures for the game. That way you can easily change the resolution if a certain sprite is too big or too small. I don't really know what you mean about cutting away unused canvas. As for scaling up for larger resolutions you usually make the game based on a certain resolution, say 720p, then you just let the engine scale the viewport to higher or lower resolutions. This does of course mean at very high resolutions you could notice blurry textures. But it's not that big of a deal.
Jack Perry
>256 to 512 that makes a door 8 to 16 32px tiles high
Julian Brown
I assumed he was talking about higher resolution 2D, not pixelart.
Owen Jackson
create mockup screenshot, if you can't tell you're not thinking in gameplay
during the drawing process just use whatever size for the canvas you want, when "cutting away" it depends what your sheet/atlas will look like, it will resize correctly if you stick to certain multiples
Adrian Thompson
Was working on stage stuff but took a little time just to make a sprite of the first charge's bottle slam. The sprite is rough, still has a visible hitbox and missing proper particles and polish (Lore is still missing her thigh-highs) but it feels better to test like this instead of just plain static red oval. I'll hold off finishing it for much later. The bullet canceling still starts while the bottle is raised (delaying that mechanic felt bad) but the damage the ability can do only happens during the slam. The swing (second charge) still feels a bit bad and the animation will need a lot of work because it doesn't feel purposeful enough in my opinion. I don't necessarily feel I want to extend how long it lasts so I will probably have to work within the time frame I gave it.
Liam Phillips
Fantastic aesthetic, long live the age of indie games replicating early PS1 and death to pixelshit
Jaxon Green
Is this website as good as it's hyped up to be? I want to illegally download and use tools like substance painter, maya, etc. Maybe even illegally download some assets and use them in a game.
Dominic Hall
It's pretty great
Lincoln Jones
512 is the usual high res size for hand drawn stuff(not pixel art). its always better to have a high res sheet to work with in which you can down-scale in-game without losing quality.
Thomas Bell
>illegally download some assets just don't release your game without paying for them. when your shit game gets audited, you're going to be in a rude awakening.
Jayden Davis
>gets audited hm?
Austin Rogers
>sell some copies of the game >get an angry email saying i'm using their assets >stop selling copies >keep the money
Though the chances of a game studio downloading your shitty game from itch.io, playing enough to find and recognize the assets you took from them, and then going after you legally through an international court are really low.
Joseph Nguyen
anyone know a good free bitmap font? don't want to keep using minecraft
Michael Gonzalez
Anyone have guides on how to write documentation?
Joshua Martin
>be making money with a game people seemingly want >I could spend a bit of money on the assets I stole >instead I'm going to shut down my game and throw everything away Bruh
Ian Parker
Finally got around to reworking the lock on visuals so it shows you who you're going to lock onto if you press lock on. Thanks to the user who was hassling me about this before.
Side note, I finally found a vector graphics program I really like so I don't have to use flash any more. Affinity Designer is really enjoyable to use.
Nicholas Parker
>hm? oh boy you better look that shit up before releasing your game
>stop selling copies >keep the money or they can just sue you and take any potential money earned + more.
>Though the chances of a game studio there are entire companies dedicated to doing that. big game studios contracts third parties to handle it. it's very easy to decompile c# games and check for stolen scripts.
Henry Sanders
It's an asset flip you made in a week with high quality assets you ripped illegally. Like a game where you have to collect some shit or something.
>they can just sue you Sure if you live in a western country and they can find you easily. If you live in a shithole somewhere, nobody is going to file an international lawsuit just for a couple of thousand bucks that some dude earned. Besides, all they get is a paypal account. To get any more information, they would have to get paypal to release banking information first. And then the only thing they have is a bank account. Then they'd have to get the shitty bank you have the account at to release information about you. They have to do all this through legal routes. Internationally.
William Miller
Ur using a 3d engine, its entirely composed of vectors. Why use a third part program for 2d vectors?
Lincoln Moore
Oh and i forgot. They don't even get the paypal account. They have to get itch.io/steam/etc to release the paypal you have linked to the account first. So that's 3 hoops they have to go through. >get the marketplace the game is at to release your paypal >get paypal to release the bank account >get the bank to release your info
Lincoln Brown
check out monospace ricer ebin fonts there's a shitload of them
your game looks great btw what is it named ?
Nolan Williams
Unless you live in a third world shithole, you'll get sued into oblivion. And if you live in a third world shithole, no one is going to buy your game anyways because you're too dumb to make anything worth purchasing.
Why not just pay for the asset if you make 100k+ off your game? It's probably only like 10 bucks, and you'll feel less of a shit person. Do the right thing. I can understand pirating it just until you finish your game, but not paying afterwards is shitty
Kevin Morris
tru dat, why is no good game ever coming from india ? I know they're gamers and devs
David Campbell
How do I make good music for my game?
Jackson Hernandez
you realize that companies hold payment for 60-90 days right?
Jordan Lee
can i have an array that is something like LoginInfo[Name,Password] = 0 so basically can i have a string instead of numbers in my array so that way i can say if 0 not online else is online or do i need to use ds maps
Brody Turner
Why does she swing a bottle?
Sebastian Watson
valentine-404. still working on it though. and thanks, that repo looks great.