>coloured blocks that are destroyed in same-coloured clumps >rocks that can't be drilled, that are only destroyed when they hit the bottom of the screen >bombs that explode in a cross-shape pattern unless scrolled off-screen >bombs that wipe everything out in a square radius
What other obstacles can I reasonably introduce to the player to provide an escalation of challenge?
Blake Foster
working on some exaggerated hit/death animations
Samuel Cook
How's Source for making a game? Would you play a game made on Source?
Alexander Wright
arent brass supposed to eject to the right of the gun?
Kevin King
that flip is nice.
Chase Edwards
I do this too. I imagine myself doing interviews one day about gamedev. I want to have an awesome game made and then have the reporter come to my tiny basement where I live like a poorfag even though I have tons of money.
Lucas Ross
I got nothing against source. It's getting on in years though. Is it still being developed? I wouldn't presume so. No reason not to use a more up to date engine.
Parker Cook
ive played many games made on source
Jaxson Fisher
source is the worst engine ive ever seen, i never even beat portal because it was so buggy and has so many bugged mechanics
Luke Flores
>tfw watching trump speech rather than deving
David Jenkins
depends on the gun but in FPS games they typically mirror the guns to make it flashier
no source is shit it can't even handle projectile weapons
Nolan Cox
gave the background of this section a touchup, some details are lost in compression though also if you shield the table while standing under its center, you break it in half now
Colton White
when i wrote gamer clickbait one of the most disappointing things was that I couldn't write whole articles. only listicle crap. i would have been so much happier and probably done much better content if I could do one topic in depth instead of garbage "15 things you didnt know about Ocarina of Time!" junk where anything actually interesting requires too much research and too much writing to get into, so it's all "hey there's an extra key in the water temple lol"
Noah Cruz
very videogamey gun
Eli Price
Source is awful. It's one of the buggiest engines you could possibly use, and the content pipeline for it is buttfuck retarded.
Jace Peterson
Oh shit. I just realised all those times I'd watch a list video and would get mad because it sounded like the writer has so much more to say about a topic, it was because they did but couldn't because they'd lose out on the low attention span majority. That's real shitty to hear, man.
Isaiah Gray
Alright, I'm listening... What are the other 14 things?
Evan Gutierrez
>old guy reads prewritten speech woah, so amazing
Benjamin Robinson
so this is the power of Unity
Jaxson Hill
What's the lore behind this game
Camden Kelly
I give up
Lincoln Garcia
>tfw daydreaming about marry a qt 3.14 cosplayer of your videogame is this a valid dream?
Nathan Ortiz
don't give up user kun
Robert Gonzalez
yeah it's actually really hard to write that kind of stuff. It's hard to find stuff that's actually interesting at a surface level.
That particular gig also sucked because they don't have dedicated media people, so there are no media packs for anything and we all have to find our own. A lot of the imagery on that site is outright stolen. You have to cite it, but no one asks permission or anything. Most of the actual time taken up in making anything was in finding and editing images to satisfy size and licensing requirements, because game screenshots generally weren't big enough and had to be edited or compiled into larger images
That one never got published but it was mostly stuff about the back-end of the game, or its development history. There's junk about how you can squish gossip stones with the hammer just for padding, but it's mostly stuff like >There's a lot of unused "trap" items in the game, like stuff that reflect arrows back at you when shot, more types of spike, rupees that explode when picked up, etc >Volvagia's code and animations are based on the Arwing, and the Arwing itself is still in the game files and functions like an enemy >how Dark Link actually works, it's literally just a second instance of Link that an unseen AI passes button inputs to move >Link's design is probably influenced by Leonardo DiCaprio in Titanic >OoT 3D on the 3DS is not at all a remake like they said, it's a port and is actually buggier than the original because of porting errors >The Tutorial Owl was at one time more important and appeared more often, and is also explicitly the Sage of Light you meet when you get the master sword >The game has full support for dynamic shadows on any object, but only uses it for signs and a couple other things >Miyamoto actually wasn't the major creative force in it but only stepped in kinda late >Navi the fairy wasn't originally meant to be a major character, but was added to justify an aspect of the Z-Targeting HUD
Evan Morris
it's too late for me
Jonathan Murphy
>cosplayer dropped
James Morgan
post more doggitos
Colton Thomas
no
John Davis
boy if you don't get u off the floor and make game i swear to god
Daniel Roberts
It's about the struggles of a sharp headed asian man. He's gay, but still tries to act straight.
Jordan Hughes
>That one never got published but it was mostly stuff about the back-end of the game, or its development history. There's junk about how you can squish gossip stones with the hammer just for padding, but it's mostly stuff like
Man that's neat as fuck
Matthew Anderson
>that image credit
Parker Howard
i am already dead inside
Kevin Young
OpenGL, Direct3D or Vulkan? Metal fags need not to apply
Xavier Peterson
>tfw you just bought some assets but they're not exactly as advertised
mom's gonna freak out you guys :(
Benjamin Torres
GET THE FUCK UP
Henry Hall
yeah in job searching I saw they're hiring again so I'm going to send an email to my old handler
I stopped writing for them citing that I had to do military service and kinda just never went back because the pay per hour of work on my end was pretty bad, but checking the site again, they seem to have articles. Mostly news, but still clickbait-y. I'm going to pitch some articles and listicles that are more depthy.
I'm not a huge gamer anymore but with the popularity of speedrunning and indie game dev and stuff, I think something like going into depth about why so many games you can just write stuff into your inventory or why strafejumping/straferunning works would be interesting to people. It'd also be easier to explore at a surface level for a paragraph or two instead of having to pad out a paragraph about an extra key existing in a temple. And even better, imagery and diagrams to explain it can be thrown together in Google Draw in an evening instead of spending a week looking for large enough screenshots of a game everyone has seen before that aren't from Some Guy's youtube channel who might complain, or I can just use stock photos/promotional screenshots more freely.
Like, I did one on "Coolest guns in the Call of Duty series" and it was a nightmare finding images of the guns that are large enough, because the options are a wikia that mostly have icons which are nice but too small, or using screenshots that are all user-uploaded and vary wildly in quality. Saying "Here's why ATB Wait works" and just throwing up a promotional screenshot of something classic from FFRK's website would be way easier and way more consistent.
David Lopez
i devved!
Kayden Howard
>buy asset >its available for free on github fortugnately unity is pretty good about offering refunds, but its a weird process to go through. You have to email the asset author, get them to agree to a refund, then CC the unity asset store person. Pales in comparison to the Steam refund process.
Mason Howard
This is a thread for game development, not animalposting, please take this a little more seriously
Henry Turner
>been working on this game for 2 weeks, now with menus, music, polish >the same stupid bug keeps popping up every couple days that undermines the core mechanic of the game even though I keep trying to fix it and start coding the event from scratch
Kind of demoralising, but if I can get over this hump and design the title screen I can call it a finished game. Micro-scale but better than languishing over a bigger-scale project that turns out cancelled.
Levi Russell
Rigging + 2d animation seems to be the way I want to go. Tried to rig a ripped a spritesheet of Odin Sphere for fun, and it's clear I suck. But I want to see if I can learn from this.
Dominic Lee
this style of animation is fucking disgusting please dont use it
Evan Harris
it's 4:40 AM and I felt like making something
Ryder Scott
What kind of bug?
Joseph Brooks
kill yourself you fucking retard
Anthony Carter
How do you go about creating a 3D Level? Do you create 3D tilesets or model and texture the entire landscape? Would the process be done in the game engine like Unity or the 3D Software like Blender?
Say you were making a Mario Odyssey level for example, would they have modeled the landscape in whatever 3D program they were using, or do you think they had some other method?
What kind of practices apply to particular types of games? I'm assuming if you're working with a top-down perspective, tilesets would be encouraged?
Juan Lee
Basically blocks detecting if there is anything below them and falling/stopping accordingly. Blocks above should fall at the same time unless the block below has to stop, stopping all the ones above it in turn. It's fucking up to the point where periodically some will fall straight through the ones below them and then stop, with two overlapping as a result. Also for some reason I haven't gotten a handle on, some blocks will outright stop in midair halfway before they're meant to check for objects below.
Levi Nguyen
Our closeted asian guy also has really bad mouth hygiene, I see.
Caleb Long
What the fuck does any of that have to do with game dev? Fuck off potato
Luis King
Vanillaware's games also make use of 2D meshes to deform the individual sprite pieces. Spine and Godot let build those easily.
Evan Peterson
rude I like hearing what other aggydags do in IRL
Carson Reyes
>would they have modeled the landscape in whatever 3D program they were using, or do you think they had some other method? I'm sure Nintendo has their own tools they use. So maybe some of the assets come straight from 3D software, but it is then modified and refined into final pieces, including the levels.
I think it really depends on what you are making. If it's nothing too complex, creating it just in Blender wouldn't be an issue.
Jace Jenkins
>when you laugh too hard after drinking fireball
Hunter Scott
>I'm going to send an email to my old handler your autism handler? lol.
Jacob Walker
I tried to add an effect for the charge attack but it kinda looks shitty. in the game its not very flashy and is hard to see, i'm not sure how to make it look more lively. I'd kinda like to do it using a particle system but that's a bit beyond me atm and I kinda want to just get on with adding more content to the game rather than effects and polish. here's a clip of what the charge up effect looks like in the game
Justin Miller
nice flames
Easton Cook
oh yes baby this is my kind of fucking weird twitter/tumblr?
Owen Barnes
here's just the effect
William Richardson
that's the quasi-stock Unity Particle Pack
Leo Wood
so this is what nodev looks like... scary stuff...
Connor Price
>game has long animations that limit your speed if not lock you in place entirely >none of them can be canceled i seriously hope your game doesnt do this
have you made ANY money from game development yet?
like even a few hundred dollars
Bentley Murphy
Really? With Unity I always thought people like to build their levels/worlds procedually using some kind of Unity addon.
Liam Gutierrez
people have bought me beers for saying i do stuff with source but ive never sold anything no
John Nguyen
Is there a way to make it impossible for the 3d models in my game to be ripped?
My understand of it is that programs like 3D Ripper DX capture the position of vertices and other data exactly how it is presented at an exact point in time in the game, so it doesn't matter what format the model has or even if in the original model all vertices where at point (0,0,0) and then manipulated into a real model or if the model is generated procedurally, whatever is present on the screen can be captured.
So, is it impossible to make models unrippable?
Asher Foster
oops I forgot what game I was making. Have to back up a little.
David Cox
>Is there a way to make it impossible for the 3d models in my game to be ripped? No.
Sebastian Edwards
>that spoiler BAN
BAN HE
BAN HE NOW
Michael Garcia
odyssey and breath of the wild were made using unreal i'm guessing everything is modeled individually in modelling software by the team specialized for that, and then bumped over to the team that does the compositing, programming and implementation in the actual engine. im not basing that off any information, that just seems like the most straightforward approach
Kayden King
does wackiness counterbalance edginess or just make it even more cringeworthy how do games like street fighter, where everyone is fucking ripped and nobody ever smiles, manage to have more charm than edge?
Lucas Russell
japanese artists
Ryder Sanchez
>am thisdev
Not the marriage part, but literally seeing a cosplayer of my game is really my ultimate goal. That and getting tons of fanart.
I think most of us at some point imagined holding a fake interview with someone who asks us questions that honestly nobody would care enough about our game to ask
Owen Brown
this looks fan fucking tastic make the shells fly out to the right so they don't obstruct the player's view
Camden Robinson
the characters are cariacatures of edge rather than being unironically edgy
same for most fighters and arcade games in general of that era, really
Adam Young
Bright colours combined with exaggerated body proportions, poses, facial expressions, etc.
Julian Perez
>with source wtf stop fucking posting here
Chase Lopez
The only way is to pre-render your entire game and every possible iteration that the player can do, then play back those frames based on the player input. That way you don't even need to ship the models, just more still images than can be contained within the known universe.
Robert Gray
and every single possible lighting scenario
Oliver Jones
Ok, thanks
Easton Butler
This is probably the most validating posts I've ever seen in these generals.
Is this game dev? This doesn't sound like game dev.
>ATB Wait is that a Unity asset? No? Fuck off then.
Lincoln Allen
Is this in Unity?
Christian Perry
Just redid the Godot pong tutorial in 3.0, seems the behavior of some things (including get_node) changed a good bit but I'm pretty hype for learning to actually do shit.
Gabriel Ortiz
>>ATB Wait >is that a Unity asset? It's an RPGMaker thing. Just ignore him, he's a NoDev.
Daniel Roberts
Speak for yourself. >DON'T LET YOUR DREAMS BE etc etc
John Harris
all youve done is post persona 5 ripoff "art" and not one shred of gameplay
Ryder James
If it makes you feel better I would fuck all of your female characters consensually or otherwise.
William Diaz
this is cute
Brayden Davis
I imagine being asked to give a speech about my game and either going "well I'm flattered but I'm just some guy and IDK what to say" or doing it and talking about the challenges of devving while poor, which will net me sympathy and make all the rich fuckwads in attendance feel better about themselves, which will possibly open some doors for me
Dylan Perez
>a nodev wants to write articles on game dev are you googem? of course you are. stop posting here googem. go back to the discord googem