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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 1460447955769.png (2.35 KB, 502x325, 502:325, 3BMrl2M.png)

a40ed8  No.26367[Reply]

This shit is amazing, but I don't see a topic on it yet. Just finished my first project and I'm pretty excited.

What have you done in LÖVE?

https://love2d.org/

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a40ed8  No.26788

>>26771

I don't think I've ever seen as much as a regular RPG made in love2d

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a40ed8  No.27362

>>26377

In my day all we had were line number error messages and the single-step function and we were grateful.

That said, Lua doesn't have good debugging facilities, but it's not hard to gin up the output and control you need (well, it's not hard to gin up the output anyway).

>>26367

I'm working on a game, right now it's all placeholder art because I can't draw. I have collision the way I want it along with movement and it's handling player health and knockback correctly along with player and enemy death and player attacks. I have almost all the functional bits of the game in place. Unfortunately I'm at a loss as far as level design, so I'm still using the little starting area I built. I'm also starting to consider making it top-down instead of side-on, but I'm not taking that very seriously, because it would make it feel very different and would make drawing and animating the whole thing that much harder.

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a40ed8  No.27373

>>26771

I'm making classic grid based dungeon crawler with it and I've seen few rogue likes and even shitty pseudo-MMORPG.

It's not impossible nor hard but there's basically nothing as far as code snippets, tutorials or libraries go for RPGs so be prepared to pull out your favourite pen&paper rulebook and make everything from scratch.

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a40ed8  No.27833

>>27373

To expand on this now - I'm reaching the point of completion with the dungeon crawler and while my code is pure spaghetti and debugging is sometimes hot mess Love really isn't a bad choice for RPG since it really makes working with tables and arrays easier than when fucking in plain Lua.

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816cec  No.29337

un404

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File: 852669c8353d0d5⋯.jpg (54.05 KB, 460x215, 92:43, header.jpg)

File: 6e7bc10d78d16ff⋯.jpg (12.21 KB, 225x225, 1:1, images.jpg)

069ee6  No.27761[Reply]

What are the best strategies for marketing your game? Where are the best places online to get the word out? What makes a good sales pitch?

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069ee6  No.27783

File: aa07d2e44e1fed8⋯.jpg (46.26 KB, 675x530, 135:106, 1445901233747.jpg)

>>27762

>Extra Credits

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069ee6  No.27785

File: 07736db5f5e5fc0⋯.jpg (30.62 KB, 400x400, 1:1, tuco.jpg)

Marketing isn't hard. I have a mandatory marketing class in my graphic design course and didn't learn anything mind blowing. Just put yourself in the shoes of the consumer and think about where seeing your product would speak the most to you, and how it's best presented.

If you want to make banners and such: create some drafts, ask people you know for an honest opinion whether it would make them interested in seeing more. If it doesn't, start over.

Something that's incredibly obvious but people don't really realize is that most effective ads have a face or a character as the focus. That alone is not enough, but it's a start. The REALLY effective ads stick out and for that there's no guaranteed recipe for success, so get creative.

But honestly, the easiest way to market a game is just posting progress and interacting with people. The average person has a really short attention span, so an ad on some random website will be lost on most people. First impressions are everything and nothing works better than the recommendation of someone they know. Word of mouth is what you want to rely on, since I doubt you have the budget to launch a huge shilling operation (which can also fuck up said first impression because it comes across as dishonest if found out).

This is provided your game actually looks good. So put some effort into it, you lazy faggot.

>>27762

>unironically linking Extra Credits

Please go back to halfchan/reddit.

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069ee6  No.27822

File: 6d166f0a20da07b⋯.png (1.41 MB, 7802x6822, 3901:3411, yergay.png)

>>27762

>extra credits

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069ee6  No.27823

>>27762

>extra credits

>taking any advice from a guy who cried because he played mmorpgs and hurt his girlfriend's feelings

>taking advice from someone who worked on some shitty mobile call of duty thing or nothing that mattered

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069ee6  No.27824

>>27823

You forget the best part

>GUYS GUYS, WERE RUNNING OUT OF INTERNET

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File: 1465050649497.png (571.29 KB, 1016x700, 254:175, 1389453390001.png)

5b77fc  No.26924[Reply]

hi /agdg/

was wondering if any of you had actually finished any of the games you worked on, i see a lot of links to resources, guides, and books but none to finished products.

has /agdg/ finished anything? if so, please link, i want to play some of your works.

t. /v/

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5b77fc  No.27552

>>26924

Some space shooter way back when, but nothing big. Trying to code a bigger space shooter now, and making decent progress.

I'll make a thread when there's something that looks interesting to show off.

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5b77fc  No.27556

I finished a solitaire card game. It was on github, but I nuked that account when they went all SJW.

Anyway there's tons of these games so it's nothing special.

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5b77fc  No.27797

>>26924

I wrote a game in my spare time in MATLAB for some reason.

It was pretty simple.

You rolled a chracter based on basic D&D rules, but simplified and changed a bit. Then the king ordered you to find the dragon and kill it in some cave. If you killed the dragon, you returned to the king and he gave you nobility, if you convinced the dragon to leave, you returned to the king and was arrested for heresy, and if the dragon enthralled you, you returned to the king and slayed the king, becoming the new dark ruler.

If you didn't become the new dark ruler, but became a noble, the next stage of the game was to find a waifu, convince her to settle down with you, by going out on dates. If you got her, you won the game. If you were a prisoner, the next stage was to escape and leave the kingdom forever.

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5b77fc  No.27809

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5b77fc  No.27821

>>27809

>superfoottennis

Thanks for mentioning my game bro!

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File: 1435146132874.png (557.86 KB, 1492x1080, 373:270, 1422714585043.png)

0c7a5e  No.18872[Reply][Last 50 Posts]

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.

thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.

inb4 waste of time

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0c7a5e  No.24310

>>23939

Welcome to hell.

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0c7a5e  No.24311

>>18872

Don't use bullet physics. Just don't. The current game engine I'm working on uses Newton Dynamics for collision detection.

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0c7a5e  No.24368

>>24311

>Newton Dynamics

Is that compatible with variable time steps WITHOUT being shit?

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0c7a5e  No.24375

>>24368

why use variable timesteps though?

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0c7a5e  No.27806

>>19541

This. Just make a plugin for an existing engine.

>>18872

Pretty sure these things already exist as plugins or at least libs.

Also verlet integration is kindof bad, position based techniques are what's popular.

>>23810

Unreal is an AAA engine that is much more about developer-interface than actual engine content. FFS it has a builtin C++ JIT

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File: 1442825767987.png (1.85 KB, 113x131, 113:131, Capture.PNG)

173308  No.22087[Reply][Last 50 Posts]

making an anti police game in which you storm a police station

spriting some cute characters first

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173308  No.27769

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173308  No.27770

your game is shit

your drawing is shit

go kill your self you fucking dumb cunt

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173308  No.27771

Who the fuck steals pixels

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173308  No.27784

>>27769

Fuck, I was on my way here right now to post this.

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40e130  No.29329

.

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File: 1466438203610.gif (184.13 KB, 276x276, 1:1, p8_jelpi.gif)

c12470  No.27024[Reply]

Didn't see a thread in the catalog, so I hope this doesn't come off as shilling.

>Pico-8 is a self-contained game engine and editor with harsh technical limitations, and responsible for some small pixelshit indie games you've never heard of

>16 color palette, 8192 Lua tokens, up to 256 8x8 tiles

>Somewhere between Atari and NES in terms of depth, power, and complexity of games

http://www.lexaloffle.com/pico-8.php

Most of the games they made are pretty shit one-screen gimmicks, but it's kind of fun to play around with it.

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c12470  No.27205

File: 1467931408607-0.png (109.68 KB, 724x681, 724:681, asdf.png)

File: 1467931408608-1.png (35.93 KB, 591x366, 197:122, asdf2.png)

>>27077

>>27143

Don't worry, I got ya fam.

~44 mb, has all their current zips/binaries

https://drive.google.com/open?id=0B_5ZkqdDFIVdZklYbVpYYTcwNzg

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c12470  No.27209

>>27205

Thank you !

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c12470  No.27252

You fags make anything fun yet?

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c12470  No.27774

>>27252

too embarrassed to show

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c12470  No.27792

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File: ce8399126aed176⋯.jpg (41.77 KB, 750x1000, 3:4, raf,750x1000,075,t,101010 ….jpg)

73bf29  No.27758[Reply]

SO I'm tired of procrastinating and I want to start actually making my game. Anyways, I'm trying to choose what engine to use. The game I want to make is a tactical srpg, though the game also would have an overworld that you travel like a typical jrpg, solving puzzles and stuff.

Any recommended engine that would be better for a tactical srpg?

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73bf29  No.27760

RPG maker, maybe. not really enough information. is this your first time making a game?

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73bf29  No.27767

>>27760

Yeah, besides a bit of messing around in Game Make and RPG Maker years ago.

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73bf29  No.27768

>>27767

https://www.youtube.com/watch?v=z06QR-tz1_o

https://www.youtube.com/watch?v=dHMNeNapL1E

https://www.youtube.com/watch?v=UvCri1tqIxQ

if you're still raring to go after watching those then I wouldn't worry too much about which engine to use. just pick one that's easy to learn with a big community behind it for support. it's not really practical to find the "best" engine for your game, at least until you're personally familiar with all the pros and cons, and that comes with experience.

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File: 1455344467791.jpg (47.42 KB, 590x572, 295:286, feels-bad-man.jpg)

fa9420  No.25275[Reply]

has anyone here actually made money with game dev..?

I can't help but thinking my project will fail and it will be a waste of time. I just realized you need to get voted in to greenlight your game on steam

At first I was going to make an epic game, then realized it would take too much time and money, so I aimed small and decided to make sokoban clone with a different theme and 3d graphics but then realized people might not even want it

what do? m-maybe I shoudl just quit game development and do someting else

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fa9420  No.27699

>>25275

>too much money

Only idiots spend any more than $5000 on a mid-scale project. Use free software, learn a few tricks about each field yourself, and get some low/mid poly art rolling off your free time, then hire people using Blender to work on the bigger stuff for cheap (about maybe $100 a mesh)

So while you're making yourself barrels, crates, and guns, they'll be making people, animals, and cool autistic machinery.

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fa9420  No.27722

I sincerly don't mind making any money out of it. I don't play any vidya-game or anything. I just try to make it for fun, it's the only fun thing I'm able to do alone. I, to this day, never finished anything and I kinda feel bad about it. Though it is not a requirement to recognized for my work, I just wish for someone to appreciate my work. All I want is a "that's nice" from a none-programmer. I envy this feeling. All I do is only able to give me recognition among other classmate that look to my screen and sometime a teacher or two because they rarely seem anyone really enjoying programming in this decade.

Put the hearth you got during your childhood in your game. Don't do something simple, nor to complicated, express yourself. Isn't it an art in the end? Just keep on programming games, opportunnity will be more abundant in front of your eyes if you're getting better.

english isn't my main language, t.frenchSpeaking

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fa9420  No.27727

>>25279

>Uncanny Valley

trash like undercancer and risk of brain damage got popular, so why not a shitty two-bit jewtube bait game?

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fa9420  No.27763

Yes, all of my games have generated over $100k in revenue OP.

I have fans who call me on my cell phone. People send me emails telling me how my games have changed their lives.

I don't really do social media. I sell my games as products, and I treat what I do as a business. I do not need game sites to feature or review my games in order to sell them.

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fa9420  No.27766

>>27763

It seems like to me that the only way you can get anywhere in game development anymore is if you use your game as a soapbox for liberal propaganda (see: sjwtale, starjew valley, diary of a spaceport tranny).

How do you sell your games if they don't pander to the liberal propaganda machine and as you say, don't need to get featured or reviewed?

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File: 7858d9a629c8539⋯.jpg (7.4 KB, 222x227, 222:227, tomorrow[1].jpg)

c2ee9b  No.27731[Reply]

I just can't work, every time I start up even the ideas/tasks .txt file I just get turned off completely. it's like something inside me just sas "no".

not a loud and scary "no", just a "no" that quietly saps my entire life force.

the game is near completion, only need to add the last few social media shits(which I fucking hate, maybe that's it ?), I even know how to, I just can't bring myself to do it.

what THE FUCK IS WRONG WITH ME?

does it have to do with the fact that I was beaten/emotionally abused since I was 5 and maybe I just can't process happiness/winning that well?

please help

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c2ee9b  No.27734

>>27733

"I just can't work, every time I start up even the ideas/tasks .txt file I just get turned off completely. it's like something inside me just says "no"."

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c2ee9b  No.27740

The problem is that you're a faggot.

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c2ee9b  No.27744

File: 32470dffb02d890⋯.gif (216.93 KB, 436x396, 109:99, 1443422093554.gif)

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c2ee9b  No.27752

>>27744

sorry, I thought the life of a dev is 99% procrastination and this thread would be good for all

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c2ee9b  No.27753

>>27744

oh and thank you

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File: 1463744931030.png (39.81 KB, 1024x768, 4:3, haxe_flixel_logo_for_slide….png)

ec1239  No.26812[Reply]

Is it any good?

http://haxeflixel.com/

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ec1239  No.26816

>>26812

Seems like it.

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ec1239  No.26821

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ec1239  No.27747

It is.

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File: 1411071979842.png (227.65 KB, 1739x1774, 1739:1774, gmslogo1.png)

06a6bf  No.29[Reply][Last 50 Posts]

So this is going to be a new general in here I guess, suggest links.

>GameMaker:Studio Homepage

http://www.yoyogames.com/
>GameMaker:Studio Marketplace
https://marketplace.yoyogames.com/

Who master collection here?
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06a6bf  No.27381

>>27379

Game Maker is the best 2D game engine period, it's a good choice unless you want to use some shitty drag and drop engine. Unity and Unreal add a level of complexity that isn't necessarily worth it unless you also want to make 3D games.

There's always the option of using a library or something with less UI, but that requires you to rely on your programming skills a lot more.

Also, it's worth noting that since you're just beginning, you want something that has a large community because that allows you to find help for all kinds of little questions a lot easier.

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06a6bf  No.27735

Torn between being a cheap fuck and getting Game Maker Pro for $1 or whatever the minimum is, or just buying the larger bundle to get access to Android stuff.

Is GM good for Android games?

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06a6bf  No.27737

>>27735

I thought the same thing when I've heard about the bundle, ended up buying the full packet, just because I never know when I have an idea for some silly viral android game since he android export is expensive usually.

And even if I fail, since game maker was the first thing that let me made an actual working game that I enjoyed making, it's worth the $15.

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06a6bf  No.27738

>>27737

Yeah I did the same. Hard to leave it at that price since I'll more than likely want to have a play around with it if nothing more.

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06a6bf  No.27786

So i've done this


if type = network_type_disconnect{
playerleaving = ds_list_find_index(listedsockets, sockinlist);
global.playerout = playerleaving;
with obj_player{
if controlledby = global.playerout{
instance_destroy();
}
}
}

and my problem is that, since every socket is called sockinlist, it always returns 1 no matter which socket i access because, according to GM help "Note that if there are more than one entries in the list with the same value, the position of any one of them may be returned"

So, how do i get the sockets to have different names? because i need the position which is gonna be parsed into the ID of the player disconnected.

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File: dd57f3aeade35ae⋯.png (2.89 MB, 1920x954, 320:159, 687474703a2f2f692e696d6775….png)

4df68a  No.27729[Reply]

I wanted to share with you this thing.

Is basically a custom rendered for Panda3d (really), it has PBR and that post 2013 kinda look to it.

https://github.com/tobspr/RenderPipeline

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File: 1466540783324.gif (98.02 KB, 500x364, 125:91, ss.gif)

add7f5  No.27042[Reply]

Hey.

How to write interesting, non-cliche characters? Any tips?

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add7f5  No.27517

by considering nietzche work, a ubermansch needs to suffer to get the state of mind of a hero.

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add7f5  No.27536

File: 1470748050302.jpg (676.64 KB, 960x1200, 4:5, 05271612ac131713d26357cdc1….jpg)

OP, you should take the advice of >>27054 a lot more seriously than you did. A fixation on originality over general quality of content is a primary indicator of an inexperienced author. If you want to avoid cliches, the biggest cliche to avoid is that of the teenage writer who is so obsessed with not being cliche that they forget to attend to the quality of their story.

It's more important for characters to be relatable, believable, and likable than it is for them to be unique. As the old demotivator goes, a fork with each prong bending in a different direction is certainly unique, but it's not a very good fork. Worry about making something good before you try to jump into making something that's NEVA BEEN DUN BEFO.

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add7f5  No.27543

don't worry about being cliche first of all

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add7f5  No.27544

YouTube embed. Click thumbnail to play.

>>27543

[premature reply]

I wrote out a long post but then realized I have no experience only intuition

watch this vid.

its all about introducing characters to develop aspects of another character's personality and tricks for "visualizing"

play a game and try as hard as possible to dissociate from yourself and have empathy for the side characters

for example, play a JRPG (hard mode: xenogears) and think about every characters past and why is justifies their current attitudes and traits

be autistic and motherly

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add7f5  No.27728

>>27091

>>27092

Read some real books man, real western stories that have adventure and are written well.

The writing helps me find inspiration and think more clearly and see characters in action and formation. I recently got into "metro 2033" which inspired the game of the same name and "treasure island" which inspired "treasure planet".

i believe it really helps to see how a professional does it, almost like doing your own English class book report just without writing the report. You can study the workings of the writing still.

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File: 1471584076714.jpg (11.39 KB, 360x240, 3:2, Count.jpg)

a78a61  No.27603[Reply]

I do design and programming stuff, but I'm shit at math. I want to do some brushup on algebra and stuff, and build up to be able to handle more complex stuff. Problem is my attention span and comprehension is shit because a lot of guides, online academies, whatever are really boring in presentation and can't get through to me. Is there any particular guides that give context to the math and show practical, real world use of it, especially in games? Extra credit if they explain these things in bizarre ways that serve as great memotics for formulas and their uses. Extra extra credits if they're presented in imageboard levels of fun.

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a78a61  No.27607

>>27606

Khan Academy I've looked at, but it was one of the examples of being really boring in presentation. It's just math class in high school, just in a video instead of a textbook.

>>27604

Ah I think I've seen this ages ago and forgot about it. I'll check them again and see if I can follow them better than I could back then.

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a78a61  No.27610

Anything on higher level dimensional mathematics, how to understand them, and how to apply them to game graphics?

Related to this: http://chrishecker.com/My_liner_notes_for_spore

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a78a61  No.27618

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a78a61  No.27692

there's a thread in >>/prog/ recommending books. Seems good, check it out.

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a78a61  No.27710

>>27607

>Khan Academy wasn't engaging enough for me

Buckle down and stop being a bitch. If Khan Academy with its points, levelling system, ranks, achievements, etc isn't engaging enough for you then you're fucked. No book is gonna do it for you. Khan Academy is about as fun as math gets. There are plenty of well-made videos and all kinds of shit.

Maybe you tried it a long time ago? It's gotten much better in recent years. Otherwise, stop being an ADD faggot and just do it.

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File: 08610dd974f2ae9⋯.gif (96.4 KB, 300x100, 3:1, 1417368327802.gif)

03ada8  No.27694[Reply]

Humble Bundle is selling GameMaker Pro+a bunch of export modules+some games and their source code for $15 bucks.

Or you can pay 1 cent and just get GM Pro.

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03ada8  No.27701

Thanks dude, I actually got the $15 bundle and now I'm wondering if it's worth trying to make some android games. For money of course.

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