It can't be helped edition
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
This "thread" is mine now! Haha just kitten! I'm Feelix the motivational cat and I hope you do your very best today, even if progress is little!
Well gosh there friend! Check out one of my favorite games, Diablo 2! During Act 5, you're surrounded by snow, snow monsters, snowy villages, and neato ice caves! Wowza!
Starting to implement menus and a HUD into my game, I'm proud with how quickly I managed to code this in.
Here's some progress for you Feelix :3
It was a bit of a pain but I got movement on the little planets to work.
Well thanks friend! I hope your game development dreams come true! Here's one extra Heart Container! It improves your HP by 1!
Really nice progress friend! I had an idea way back in the day to work with a world just like that with rounded planets that but unfortunately I was too inexperienced to accomplish what you apparently have! Have an extra Heart Container!
Memes are nice if they help people and aren't too outdated to be funny anymore!
made some progress with the game's high gameplay systems (map + room generation) as well as some small details and optimizations
i also made it so that the HP thingy on the top of the screen now shows the HP of an entire pack of enemies instead of single ones, since you can already see single hp above their heads. and now when enemies die they become black and white so that when there are many of them around the dead ones dont clutter the screen too much
Since Flash has been well and truly abandoned to the wolves by Adobe I finally got around to uninstalling it the other day.
It got me thinking though that I might want to mess around with rewriting some old ass 2D Flash game I made years ago into a new engine version just for a spare time giggles kind of project. I still have all the asset files and tbh if I revisit that thing I should just rewrite the code anyway (there were some initial design decisions that did not really mesh with where the whole thing ended up, unsurprisingly) so jumping from AS3 to whatever isn't really a problem.
Seems the best way to go about that would be to try Haxeflixel, right?
I'd like some UDP support to goof around with adding some network co-op stuff but Haxe seems a little iffy on that though.
Not as retarded as The Rain Man! Haha I'm just joking! You're alright in my book friend.
Well let's take a look and see! Personally I use GraphicsGale surprisingly! I used Photoshop for years and was very comfortable with it, however a lot of tools in Photoshop have no relevance towards pixel art and thus just take up space. GraphicsGale also has some very unique features that make changes colors across unlimited frames as easy as a click of a button! It also really uncomplicates a lot of things by removing the natural "painting" presentation that Photoshop has, and replaces it with all the same features already setup with a "pixel" presentation! Wowza!
I didn't enjoy aesprite much but there are some that do! Vine seems to use it and they are doing just fine!
Your progress is just the tops man! I don't think I 'm following you on any social media sites yet, throw a cat a mouse and let me know if you have any!
Probably the stupidest fucking thing that goes around the internet is the idea that critique should be "constructive".
You dumb fuckers, if someone who doesn't know jack shit about what you're doing finds it to be bad to the point where they're willing to actually tell you that, maybe you should step back and take a second look at what you're doing because it very well may be fucking bad.
Or you could kneejerk and assume it's someone trying to shitpost. In which case enjoy staying at the same level of ability year after year and never knowing why.
i dont understand whats happening but nice progress
cool planetoids nice progress
combat looks pretty lackluster at the moment but youve got something going nice progress
Finished greybox 40/72
From what I recall of your earlier screenshots, there was so much going on that the entire scene was a bit unreadable. I don't know if that's still an issue, but that was my impression
That is the most comment feedback I get from play testing, we are working on it, main problem is everytime I play with readability it skews the visuals away from what I want.
I want to improve the camera system to focus on things of importance, that and there are still a number of placeholder models which are waiting to be over written.
Circled are puzzle elements.
Thanks for any input.
How do you all go about finding artists for your games? Do you ask friends? Do it yourself?
Free art is fine and all, but it's hard finding free art with consistent art styles especially for games with multiple zones.
Any idea where I could start looking to hire a pixel artist that won't cost me my a fortune?
Okay, now that you point it out I can see what you're trying to do.
I think getting rid of the reflections is a big leap in the right direction, plus pic related.
Ok I see your point about reflections and more blocky colours, funny thing is I just got a real time planar reflection system working I was gonna plug in, guess ill hold off on that.
I have a globalPos texture mapping shader I just got working for the ground, this combined with a lower offset on the pillars, some better colour coding with walls and the ground and less reflections I think will improve things.
As for the orange and the glowing objects this makes up a majority the distinctness of each level.
The bloom is literately the whole art style of the game, I will be leaving that in.
You gotta be kitten me! Haha just kitten you're a joker.
What a cat-astrophe! Haha just kitten you're a wonderful man.
Thanks friend! You deserve a thumbs up. I wish you the best in your game development career!
Cats are actually one of the most quiet animals! Me-yowch!
Woah what a cool cat! You deserve a thumbs up! I hope your art can transfer over to your game development.
Ugh. There has got to be a better way to code a buy/sell screen. Even if the inventory buttons are cleanly coded, the actual inventory is a mess that needs hardcoding references to the items in shop.
I'm going to go to bed and look for a solution online tomorrow.
In GLSL, how do I know what the default constructed values of different types are?
If I do
How do I know what the initial values are? Why the fuck are GLSL docs non existent?
Ok aggy take this decision for me, the only decent spriter implementation is using C# should I switch to Unity3D even tho I'm making a 2D game? I know a lot of people don't recommend it but I don't really know the why and I see a lot of 2D games made with it.
It's not recommended because it's a 3D engine built for 3D so when you use it for 2D you get mixels, rixels, grixels and every other type negative pixel meme so unless you're using really high resolution sprites or vector graphics you're going to have an ugly piece of shit.
You can work around it with programming ability, but why would you when you could just use a dedicated 2D engine?
I'm thinking of having it start off with a boss fight like SotN did, then throwing the player into the overworld with a single dungeon+boss somewhere there. Just gotta keep the overworld from being too obtuse that people don't get to it.
Lots of games on
DLSiteuse demos though...
better put the overworld on the end of the demo as teaser. There's little point in putting an overworld since there's really not much mechanics you want to show of to the player.
I'm making a game with 3D static objects but all dynamic objects are going to be 2D and rotate with the camera (think paper mario). Would it be better to use a 3D or 2D engine for this? I was trying to do this in Unity2D but it looks like rendering the 3D environment would be nearly impossible.
is the steam store down for anybody else? i'm trying to see when my steam controller will arrive but account details and the store aren't loading
also progress to stay on topic - got shaders working on a per-sprite basis (background just mixes red with the texture color but the other sprites don't add a tint color)
If they can't properly voice a critique it is useless to you.
You may take a second look but you're too invested in your work and technique to notice flaws.
And it's not always like 2D where mirroring your work can expose some bullshit.
Working in Unity, I have an object with a boxcollider that on CollisionEnter of the player activates a deactivated UI Panel. There's a stutter when doing so. Is there a way to fix this? I'm not instantiating an object there.
I'm also getting stutters when reparenting an item (something u can pick up and drop). Without reparenting there's no stutter but I need it to be moving with the parent object. I am disabling the boxcollider on both item and player (that picks it up) before reparenting and that doesn't fix it.
My question would be, are you proficient with your "tools"?
I try to break down my game dev practice into different processes. Like for an instance line traces, databases, trajectories, gates and timers, all that jazz.
If I can't make a process without having to go back and look at my earlier works then I don't really know how to do it, the code should flow out of your fingertips like it comes natural.
Would you be a piece of shit to tell your music person to make the song "catchy"? idk if there's like some sort of thing music people do to specifically make songs come out like this vs like atmospheric or something or I'm just saying something equivalent to saying "hey make my song good thanks"
I said other things besides catchy but I just wanted to know if throwing that one in there would make my music person angry.
I think the sign of a 'catchy' song is whether it's memorable.
Like you can listen to a different song and still remember the melody of yours. Maybe 'memorable' would be a better keyword to give them.
I want to make an arcade game which can be completed in a single sitting. What average completion time should I aim for? I've heard most play sessions are around half an hour long but I've heard it from Extra Credits so yeah..
How can you make a quick buck quick, like $200 for a week of work? I'm too ugly to suck dick but I really need that fucking money.
I'm thinking taking some old mechanic and infusing it with memes. Either that, or taking one of the many ui-based strategy games I've thought of in the past, which I don't suppose would be very marketable.
Techwise, I'm normally a sepples autist and thinking of some "universal app", hoping for ms to bump it since their store is ~sad, but I'm really keen on taking up something else like unity/ue4. How are those two when it comes to 2d, especially when it comes to uis/ui based games? Other than that, I'm suspicious of godot, and I'd rather drag my dick through a field of shattered glass than touch cocos2dx again.
All in all, it should go mobile since I don't think you can make more money on itchio than it costs to buy rope.
all right, ignore the thing about the money
>cookie cutter marketable idea
>ue4 vs unity for 2d, esp. UIs
Any art bro here?
Can you guide me how to draw picrelated? I mean - grass.There are some diffrent tones and etc.
How can I achieve this? I am kind of zero. So, you just pick solid grass color and add some random strokes?
claimed tiles animate when claimed and there's better lighting for monsters that stand on claimed ground
skeletons aren't attacking because you're a demon and skeletons like demons
also it's old news but glowbugs no longer follow you, you follow glowbugs
>not getting yourself banned from steam so you stop wasting time on vidya
doing some market research
>clash of clans clones
>what makes them sellable is the art and the meme factor
I think it's starting to look a little bit more church-like.
I read what people said earlier and took it to heart, Anon.
It's just that following that advice means starting all over again.
So I decided to try a bit more with what I have.
Yeah, grass is tricky. Too many strokes and shit gets noisy, too few and it gets kinda boring. You'll notice they had the random strokes in clumps there.
Also instead of going full retard and having blades of grass everywhere, they just have a bunch near the grass->dirt transition, and then a few areas of tall grass to drive home that it's actually grass.
As for the dirt patches, dunno. Looks like they just (in a seperate file or whatever) created a gradient from grass-green to dirt-brown and then picked a color in the middle... and then splashed that on top of the grass.
But I'm a hack so whatever, sorry if I completely misunderstood you, too...
But do you have
any suggestions on color theory and some other stuff that makes your stuff pretty? I don't think I'll need shading/drawing complex shapes/drawing simple shapes that make up complex ones. Just pretty boxes and the such.
>most of the people here who get critiqued are combative
That's probably just because of how baffling some of the critique is.
I suspect some of you are literal retards.
That said, I got a few useful pointers in the previous thread.
Wow what the fuck.
If someone says something is bad, there's an infinite amount of possibilities of what they could be thinking.
If they're unskilled, all the more reason that you need an explanation. When they give something retarded as an explanation, it's an easy way to throw their advice out as useless.
So often here I see "it's shit" tier comments, and what happens when you press them? They didn't like the genre. Great. Good thing you "stepped back and took a second look at what you're doing".
Mostly though, it's that lone anon screaming at the top of his lungs, when most other people seem to think something looks okay.
The worst advice you can give someone is to heed all advice.
>They didn't like the genre. Great
I would consider that useful feedback, even if it's not really actionable
it gives you a good look on how big your niche is if you're getting a good number of those
it's sleepy time in america, you know, the best country in the world, the country that controls all your media, the country that owns everything on the internet pretty much including steam chat
Looking at sales statistics and whatnot would be far more useful than an "it's shit" (that you have to go and ask the guy what the hell he meant!) here and there.
another game's niche is not your niche
you can't make a MOBA and assume the people that like/dislike league are going to like/dislike your game
sales of other games can super misleading in that regard
He was talking about people saying they didn't like a genre.
But yes, if you have a hard time conversing with people in order to get a better understanding as to why they may dislike something, feedback as a whole may not be as useful for you.
>if you have a hard time conversing with people
Specifically on 4chan only. Where they'll leave it at "it's shit" until you press them, and they'll give you an attitude like you shat in their cereal.
At least one of the Mario RPG games I played solved it getting boring by having lots of variation. Every monster would have it's own specific gimmick like that, and you'd have to get better at them individually.
I'm ( >>119524680 ) starting development on a game similar in style to this, but rather than being a turn based RPG in the sense of the paper mario series, I'm going to try for an SRPG style like FF tactics.
Do you all think my camera should be static like in most games like this or should I allow for some camera rotation and billboard the sprites?
Camera rotation would allow me to make height and matter in combat. otherwise I'll have to prevent players from walking on tiles that are unseen which would be limiting when designing heightened terrain.
One alternative I've considered was have the camera able to rotate but only in combat since walking off the combat grid (diagonally for example) might look weird at certain camera angles.
What do you all suggest?
Certain monsters have a high chance to hit your weapons back at you. I figure once you learn which ones do that you'll stop throwing weapons at them and avoid long sequences like that one.
trying to figure out my melle mechanics, working in unity c#, problem was sometimes the player and enemy would die when the player punched it if they were too close despite the enemy box collider turning off upon death, an anon suggested rearrangeing the exectution order, does pic related have anything to do with it because the anon suggested making a game manager and this thing here messed up all my shit
Also anyone here have any other ideas how to handle melle attacks, someone mentioned doing raycasting over using colliders, are they quicker?
pixel artists are the cheapest of the bunch
i can direct you to one but i don't know how much he charges
don't tell him shit like "i wan't some enemies and a level" be specific how are you planning using every sprite and background
Being able to rotate the camera would probably make things more interesting, but I think FFT had both forward facing and backward facing versions of each sprite, so that means a lot more artwork is needed if you're doing it that way.
finally got enemy to shoot at players
i thought it was gonna be easy but it took me whole day
That's love, motivation, and dedication to improve as a game developer all in one! Keep up the good work!
Me-Wow! Me in a video game? Wouldn't that be the day!
That progress is the cat's pajamas! Neat dots and tracing and pointers and stuff!
Wow! Looks really cool! Cats love dark atmosphere! It looks clawesome but not everyone can see in the dark like cats! Make sure players can see, but not too much!
Really good and memorable games aren't clones though friend! No one truly remembers those games as revolutionary, huge successes, or inspirations! The originals are the game changers! Stay paws-itive!
Looks neato! Looks a lot like a cool scene from The Wind Waker!
Pixel artists are everywhere! I suggest you simply ask one in the thread to share the profits with you! I'm sure a couple will turn up. To be honest, the amount of art you need for a completed game is quite a lot, buying one animated sprite won't get you far at all. Having one as a 50/50 partner will motivate both of you, give you constant access to future art, and have someone to bounce ideas off of!
My programming buddy uses it along with something called Artemis. Seems to work well enough for him and his Scala stuff.
I don't know much about that whole programming thing myself though.
Did you not play Torchlight 2?
>tfw with UE4 it's easy as fuck to make stuff look good especially if you focus on animation polish
>meanwhile that overgrowth guy is working FOR YEARS on stuff that you can make in half a day in UE4
enginedevs BTFO yet again tbh
Why do people put those in first person? I get lens flare, since it actually is something that can happen to your eyes, but the dust and water being on the "lens" makes no fucking sense in a first person perspective.
how else are you gonna get just the right amount of grinding on your beans?
Been wasting precious dev time making Duck Game hats.
I guess it could still be considered Pixel are Practice.
Would "bokeh" be a more accurate word? You know, those circles you see sometimes when light hits the eye at a weird angle or when things are out of focus. That's what I'm talking about.
here is some stuff from my own game that just won't work like i want it to.
please post animated version with alpha background
it started with FPS games where your character is reasonably expected to be wearing a visor or goggles (Metroid Prime, Ghost Recon Advanced Warfighter, Halo, Haze, CoD, etc), but then everyone did it for literally no reason
also I guess in third person it makes sense, but only if you really go HAM with it like Kane and Lynch Dog Days did with shit like video artefacts and mosaic censoring dead guys and such
In a coop PvE game it is probably better.
Each player feels like their shots hit everything that they should, they won't notice another player appearing to shoot an enemy around a corner.
>client-side hit detection
players with worse pings will always have an unfair advantage because they can fire and hit "in the past" relative to a low-ping player who's already rounded a safe corner or w/e
thats even worse
>monster smashes player 1 on his screen
>monster looks in a reasonable spot
>to everyone else, the monster just teleported like five feet over to get into position for its rape animation
>handling monsters as clientside entities anyway
If I have no skills at programming or art which would be easier to learn?
Also which would make me more valuable to getting work (I know programming is) but if programming takes 4x longer to become proficient then I would want to do art instead, etc..
I would also add music & sound but it is too flooded and I already know how to do it.
It's also easier to cheat and get wonky behaviour from people with packetloss and high latency.
If I almost time out you can be stuck standing in the open on my client. During which I can put a bullet in your head. When the packloss disappears the hit command will be transfered to you and you die 20 meters away while in cover.
Or I'm 13 and send kill commands to everyone because cheating #yolo.
Shapework needs some work... color work needs some work.
They all look a little too bulbous and/or uninteresting. I mean they're not too far off from being great, but it's like they're all at least off from what would be good.
Dunno about the rest of your game, but the gradient also looks super out of place if everything else is going to be flatish.
art is a better skill to have for now, it's not as flooded as code mainly because you need hardware and open-source drawing software is becoming mature just now
also a lot of engines are going toward asset store, collaborative shit and visual scripting to please artists
>programming takes 4x longer to b
literally any degenerated retard can learn to code within a month and become good at it within a year
art takes decades to master and that is ONLY if you have been born with an art talent.. if you weren't then you will NEVER be good at it no matter how hard you try
Player can now deploy and undeploy all friendly sentry guns.
The guns can also track targets. They will also automatically turn off when they are tipped over.
You will fail terribly at either of them if you have no previous experience so don't bother.
You know what the difference between a bad programmer and bad artist is?
The bad programmer can make a good game, it will just take longer. The bad artist can't make good art until he's proficient, which takes superhuman effort and months of daily hard work, or years if you do it at a hobby leve.
Alright so we got a nice set up where we can generate asteroids or any model (preferably environmental props) randomly with every time you load up.
This way the map will feel different and navigation wont be the same as the last time you played.
Next on the list of things to add are environmental hazards. Solar flares, nebulas, nebula storms, and whatever other fucked up thing space has to offer.
We're also going to make the asteroids more interactive where you get damaged flying into them and the smaller ones impact and bounce off shields just for something fancy to look at.
And what's not shown in the video is that the asteroids do in fact move but for the sake of showing the generation I turned it off. I might make a video where I kick the speed up to 11 and try hard to dodge a fucking hail storm of high impact ROIDS
in neither style would it look glitchier than the other
with clientside detection, lower ping players can't interact with anyone easily since people with higher pings will ALWAYS hit first in "equal" situations
with serverside detection, on each server frame, it's just been given traces and not "Player X has been hit" so the worst that happens is that a truly disgustingly high ping player may have some shots "dropped" as their gun's fire rate outpaces their update rate (but even then, the server will just get a burst of traces with different times on them which can be handled fine)
literally the only problem with serverside detection is
>all that freedom
If that car rolls by you and you don't stop what you're doing and snap a crisp salute, get the fuck out of my country.
>give each npc unique id
>have one file with fuckloads of arrays of strings of dialogue
>when game starts, give each string to appropriate npc according to id
Does that sound okay? Or is there a better way?
ive been in the indie game scene for around 3 years as a dev, but as a player my whole life.
The reason I love aggy is because you fucks aren't pandering to anyone, there's no politics. when i ask for feedback, you guys aren't afraid to say it looks bad
i love you,.
>not having hit detection of any sort
>participating in a conversation about hit detection
are you dumb
because it is categorically impossible by nature and/or definition of those descriptors, it literally cannot be handled by both client and server at once because any given strike can only be determined to have hit or not hit once (if you check it again, it is a new hit even if it followed the same trace/hitbox/whatever)
it sounds not okay at all, you might want to load only pieces of dialogue at a time, perhaps by line or pointer in a file instead of just the whole file
shut the fuck up faggot
>Shut the fuck up.
>shut the fuck up faggot
sourcefam samefagging again, why do you waste your entire life in these threads
dont worry itll all be over soon, just gotta wait shaking in your chair for that BOOM BOOM CRASH lad
That's pretty much what I do, but I add the text onto the NPC objects directly and have a script that pulls them out for translations and such later
text is super cheap on memory, it doesn't matter
I have hitscan/projectile events, just not coming out of a bullet nozzle held in the middle of a screen
>made by one guy with blender & unity
So what's your excuse?
>inb4 "is that supposed to look good?" or some equally retarded response
>I have hitscan/projectile events, just not coming out of a bullet nozzle
it's then still the same problem of high ping players having literal time advantage as their picture of the game lasts longer snapshot to snapshot, and in general, they can "retcon" the present by acting on something 200ms ago
who are you talking to fam
~~~* RECAP MONDAY *~~~
I was thinking of having the client check for the hit, send it to the server, along with the other stuff, and the server checks if it is a valid hit. Or does the delay de-sych them too much that this can't be done?
Hope you're actually making a game with this it would be hilarious
game: Rain Frogs
progress: finished load game/save game world states, beds, level editor, drew some junk
>having literal time advantage
And I'm saying that doesn't matter, in the case of my game.
There's no advantage to be had from killing the NPC before the other guy, if both of you were going to do it
Which one should I shoot for if I'm doing a low-poly game
Game: SSA, working title
Dev: Skeleton Guy
tools: Unity, graphicsgale, monodevelop
.made holy powerups which reveal invisible platforms
. made bomb bone powerup which explodes bones everywhere
. updated player attacks
On an unrelated note if anyone could give me any pointers on how to best handle melle attacks and collisions, im having an issue where the player is dying even after an enemy is killed which disables its colliders, presumably because they are executing on the same frame, im thinking of using linecasts to cats attacks instead of using colliders, though an anon suggested changing the script executions, am i on the right track?
Whoever made this is blind.
There's a difference between 6000 triangles and 60000 triangles and this is coming from someone's vision that is so shit that I can't even read the text I'm writing right now.
I don't understand enough about modeling but I know that image is retarded. It doesn't even take into account how much better texturing and lighting has gotten. I would say those 2 are more important than the amount of polygons.
Which ones look better, the zodiac symbols with the faint glow on the back or the red runes (or neither)? Obviously it won't be the same rune for all the skills.
Not one for nuance are we, Anon?
He says there's "hardly" a difference. Although there is a visible difference, yes, the important part is that for 10x the polygons, it's not an accordingly big improvement.
>implying this isn't a carbon copy of riven
Don't know if anyone has told you how awesome you are for doing these, but you're awesome. I mean that.
Game: Alpha Strike
Dev: PixelView Studios
Tools: Unity, Blender, and Photoshop
Website: www.pixelviewstudios.net (still a work in progress)
- More tweaks on AI
- Friendly AI set
- Setting up groundwork for renforcements system
- Fixed accuracy for all ships
- Lots of bugs smashed
- Added new debri generator for environmental props
- Asteroids. Lots and lots of asteroids.
>Your reading comprehension is shit!
So is yours, because I never said that the improvement was large, I said that difference is noticeable from someone who's vision is really shit, and from that it's unnecessary to call it diminishing returns.
dev: Meneer Gus
website: Just an outdated tumblr. Will fix it later.
progress: Finished up new boss, fixed item synergies and some small work for the final boss sequence
>because I never said that the improvement was large,
Neither did the fucking image
It said it the 10x increase was less than the 2x incease of older, lower poly models, which is true
holy shit you are so retarded please stop posting
i hope you take gravitational effects into account, anon
you do, don't you?
>Neither did the image
I know that too I never said that's what in the image? You are trying desperately to make a point while ignoring my main one that calling it 'diminishing returns' is wrong.
What's wrong with you?
>im having an issue where the player is dying even after an enemy is killed which disables its colliders, presumably because they are executing on the same frame
Do death resolution after everything else
for each collision
if collide(NPC, player) then hit[player] == npc
if collide(player, NPC) then hit[npc] == player
for each actor hit
if actor == player and hit[hit[actor]] then skip
else actually kill actor
Because it uses the 6000 mesh as the 'correct' base model and extrapolated the others from there.
A proper model made using 60000 triangles will look better than a 6000 triangle mesh subdivided to 60000 triangles.
it'd probably be faster to give the server a command of "player A used weapon B at position [x,y]", then the server sees if any other players/enemies/whatever else are in the way.
yeah we totally aren't getting flooded by lowpoly and 3D games in the market just because you think tig is stuck in 2010
Uh, if you look through visors/glasses or some other somehow transparent material that you can look through, lens flare might occur, but not naturally directly into normal healthy eyes mate. And, well, it also isn't very healthy for your eyes to directly look into such intense bright light in the fist place, in case you didn't knew. And i think your eyes might be fucked.
>it's a retro platformer circlejerk
cant really believe you said this on agdg
Is it weird that I found the HL2 turrets way cuter when they did this than the Portal ones that actually speak and are actually intended to be cute?
>he doesn't know about panic firing
First time i played hl2 and that happened i couldn't concentrate for the next 10 minutes because of laughing, found it better than portal turrets too. Sometimes i was wasting hours by simply spawning a shitload of those in garrysmod and placed them like dominoes to watch the madness when they fall over.
my only kin is progresskin, where is your game nodev?
>not being a progresslord
it's like you want nodevs to win
Thanks guys. I'm loading it from a text file. I've got it mostly working, just need to work on positioning the text right.
I've been too busy trying to plan out what the 7 bosses of this game should be.
I've got a red horse and white wolf for the intro boss and dungeon boss 1, but haven't planned too much aside from that yet.
Anybody got any specific suggestions for Egyptian animal themed bosses?
>tfw turrets always notice you when you are in their sight
>tfw they show affection by turning red and trying to hurt you and want you to go away, and go wild if you happen to push them over
>tfw they are actually tsunderrets
>512mb windows phone emulator doesn't work due to low ram
>1gb tablet emulator does
i dont know what im doing or why im doing it but it seems to be working idk
i just dont know what to populate this map with, the construction isn't hard at all, it's that 90% of my dev time is spent with my fist on my cheek wondering what the hell to even start with
Make them various human sinners because anthro shota x human adult isn't very common, and is pretty okay
alternatively, do the usual god set; hippo, lion, rat, eagle, ibis, just one dude (local pharaoh), and the mysterious Set Animal that no one can actually figure out what the fuck it's supposed to be.
Can you take points that have already been taken?
mite b cool if it was based on surface area, so if you run over a point a lot then it is more secure.
Or you can draw a box around it to protect it
MSVC is the standard compiler for windows. there's literally no reason to use something else, except freetard bigotry. you can download visual studio 2015 community edition, which is basically a free variant of pro for small teams.
If you vote NDP or Liberal, you are literally a Sweden-tier cuck for Islam. Conservatives are shit too, but at least they don't want to flood ISIS into Canada. Which keeps us deving our games safely and able to enjoy the upcoming winter comfy dev time.