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See also: /ideaguy/ | /vm/

File: 127a9a2c3c09778⋯.webm (4.31 MB, 1280x720, 16:9, standardized xml.webm)

a46bc6  No.28593[Reply]

>hours of suffering through XML parsing

>figuring out the thousand little rules like non-deformation bones not allowed, root bone must have weight > 0 and so on by trial and error

>finally no null pointer exceptions

>webm related

End my life violently

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a46bc6  No.28618

Check all ur formulas, matrix/quatertnion multiplication orders. Start by animating a mesh with a single bone. Child bones have to inherit from parent bones in a hierarchy. Took me a week to do it all the first time.

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a46bc6  No.28621

File: 83ff0da790dfb83⋯.webm (8.62 MB, 1280x720, 16:9, this kills the frametime.webm)

>>28618

It does work with a few other .dae files. It has to be a matter of exporting from Blender. When i create simple rigs myself it works without issues. In webm related, i got the cowboy figure from a tutorial series and created the red things.

It has to be something that happens when you do "advanced" rigs. For the animations in the OP and my first post i created the rigs myself. Possibly when flipping extremities or parenting to non-deformation bones. I suppose i could figure it out exactly with A/B-tests but instead i'll use AssImp instead, a well established library for all of the file parsing and loading.

However to do that i have to migrate from LWJGL 2 to 3 which is a huge pain because they decided to rip out all of the useful bits and replace it with fuck all so i'll have to do that part on my own. >inb4 java

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a46bc6  No.28669

>>28598

>2nd webm

this should be in /agdg/ banner

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a46bc6  No.28680

Just use MonoGame and Protogame's animation class. It has no anim blending but it just works. Just use binary FBX which you can cross check in Noesis for sanity.

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a46bc6  No.28713

>>28621

>java

unless you're that thinmatrix dude that does lwjgl tutorials on youtube you should prolly kys my man

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File: daf70c757ec7f26⋯.png (211.53 KB, 1023x335, 1023:335, Consent game design challe….png)

6dac8c  No.28698[Reply]

Consent is an important issue in today's world so this year's Life.Love Game Design Challenge will feature it as the core subject matter for this year's game design challenge.

Make a game design concept based around the idea of consent and the importance of it for a chance to win some great prices.

You can win cash prices for up to $10k for your game idea.

For more information please visit

https://jagga.me/contest

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6dac8c  No.28700

eat shit you faggot

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6dac8c  No.28703

File: 3306eb23373bf28⋯.jpg (874.41 KB, 1000x667, 1000:667, 81.jpg)

>>28698

So make a rape game, highlighting how the women being raped are a part of the FetLife scene and consent to everything going on? You could even program in safe words for when the throat fucking gets a little too real.

Alternative idea: a game where you are a straight white male unwilling but forced to consent to the matriarchy (forcing of personal pronouns, mixed sex bathrooms, genderfluid SJW BS) and unable to live a normal, traditional life with a wife that stays home and raises the kids.

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6dac8c  No.28707

>>28700

THIS!

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File: 4d2041843019744⋯.jpg (10.25 KB, 170x356, 85:178, 170px-Yeti-USB-Microphone.jpg)

0d5453  No.28568[Reply]

What do you guys think about adding voice acting on your games? Would you do little quips and sounds like Banjo Kazooie or actual lines? Discuss.

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0d5453  No.28572

Bad voice acting is a bad idea. Unless you can get good voice acting in, it will probably hurt your game more than it helps it.

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0d5453  No.28573

>>28572

How about so bad it's good voice acting?

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0d5453  No.28576

>>28573

Only if your game is an ebin meme game, i.e. a joke.

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0d5453  No.28579

>>28568

Of course professionally made assets are better than the generic royalty free stuff, but whether it's worth the time/money is too situational to provide a meaningful answer. Without specifics you may as well be asking what kind outfit the player should be wearing.

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340777  No.33223

This thread 404'd, bringing it back.

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File: 62132592602cb29⋯.jpg (143.9 KB, 900x1600, 9:16, a3cc052a-3659-472b-8c65-6d….jpg)

File: bba4aa5f0d3fe32⋯.jpg (142.75 KB, 900x1600, 9:16, a69f0aae-01ce-4aa0-867c-ad….jpg)

File: 47377108dcdff50⋯.jpg (135.26 KB, 900x1600, 9:16, a39f23b2-0e5c-42c0-b4f8-b6….jpg)

379928  No.28536[Reply]

This is my and my friend first project. i'm the idea guy and i'm working on learning how to code i study italian literature but want to focalise on informatics editory, he is a programmer.

The game is about Margutte, an half-giant that wandering around found an empty tavern where he ate and sleeped only to find himself trapped and strapped of his most important belonging: his belly.

The game is a boss rush 2D platformer inspired by touhou shoot the bullet and touhou double spoiler. the bosses don't have an healthbar but a countdown and when it reach 0 they die.

almost all the bosses have helpers who throws healing attacks at them gicing them more time. the way to stop them are by incapacitating the healers but in most cases the effective way is by intercepting the healing attack and having it heal you instead of the boss.

Margutte has an healthbar but when it reaches 0 instead of killing him just revive him and gives a time to the boss.

Marguttes moveset consist of:

>Jumping (we have yet to decide exactly how)

>Changing his own gravity metal storm style this has to be slow enough to allow for multiple gravity shift without touching the borders and allowing for strifing left and right

>Hiding in his boots to become temporarly invincible

>Attack with his laugh who have not much of a radius and drain bosses time

As seen that is important for a platformer to have a pen and paper made map i decided that for planning in the material world for our game to make a pretty ugly stage with tokens who represents various phases of the figths and possible movesets.

pics related are those

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379928  No.28537

File: be5f9ab15d5de27⋯.jpg (134.04 KB, 900x1600, 9:16, cd51f944-3e0f-4b1b-bdc9-76….jpg)

File: be03e8bc0680dfb⋯.jpg (174.79 KB, 900x1600, 9:16, 725e1e4e-ea79-42f3-bd59-ee….jpg)

File: 2813099138a6c77⋯.jpg (136.67 KB, 900x1600, 9:16, 7f15a4aa-c51e-40f5-9cc7-91….jpg)

File: 1ac6f8143b0c231⋯.jpg (124.57 KB, 900x1600, 9:16, 261f000b-94b2-42f7-9558-45….jpg)

the red star where his belly used to be is his hitbox

Also here is the first boss Trevigante, the black shadow with his healer Luna

The second Boss is Faith the money looking vitruvian man thing with his healer Candle.

Trevigante: pretty simple, shoots at you slow projectile or undodgeable ones (so you get to use the boots) while he gets slowly healed by luna who circumnavigate the stage. Trevigante is the only boss that tecnically gets killed just by waiting him out

Faith is the wheel boss that function as any other wheel boss function in any other vidya, candle walks in the map and leaves one to three flames that are stationary who heals Faith but can be collected by Margutte instead

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379928  No.28538

The game is being written in unity. we are using basic sprites for it but i found out a friend of mine could make us the art and i know a lot of classic composers who are willing to write OSTs for us

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379928  No.28539

File: 68e8172009ba158⋯.jpg (7.36 KB, 200x283, 200:283, carl.jpg)

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379928  No.28541

File: 48116e5ed16cbc5⋯.jpg (822.11 KB, 2500x3084, 625:771, 0ba92c072840e9e8d417b229c8….jpg)

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File: 1434326658663.webm (4.5 MB, 1072x632, 134:79, puzz.webm)

ca172d  No.18485[Reply][Last 50 Posts]

thred

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Post last edited at

ca172d  No.26012

>>25998

>does it work out if you just copy other PC games with third person perspective? all the 3D platformers I can think of are on console so I'm not sure what a good example is without a controller.

I'm stuck on that too. I'm thinking of copying Assassin's Creed since that game is the closest you can get to a modern platformer + third person shooter on a PC. Too bad I hate Assassin's Creed.

Thanks for playtesting, I'll probably take down the demo tomorrow so I can implement everything you mentioned.

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ca172d  No.26108

YouTube embed. Click thumbnail to play.

>>26012

apparently there are developers who specialize in dynamic camera movement.

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ca172d  No.28530

File: 241ef855ac095f3⋯.jpg (41.69 KB, 421x421, 1:1, 241ef855ac095f3f8944e5b7cb….jpg)

Is the project dead? Did most /agdg/ anons go back to 4chan?

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ca172d  No.28533

File: 5d7aeb37342a1c5⋯.jpg (12.02 KB, 296x289, 296:289, [autistic screeching]2.jpg)

>>28530

>mentioning cuckchan by its name

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ca172d  No.28534

File: 764f0beb8d3cf65⋯.png (49 KB, 1462x1174, 731:587, 5f.png)

>>26108

why not just make an invisible sphere around the player and have the camera an invisible sphere following the perimeter of the larger sphere, it can dynamically get smaller or larger depending on what direction the camera is facing and how close or far it is to a wall.

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File: 4cf94e5f9e2f9a9⋯.png (40.48 KB, 152x254, 76:127, sickos.png)

019e90  No.28453[Reply]

The main question I have about this is if it would be possible to build it in Game Maker. I've used it in the past to make stuff like platformers and top-down shooters, but something like this is obviously way more complicated.

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019e90  No.28592

>>28586

Can you link to those threads? I've found stuff for normal RPGs, but if you want to make one of those you can just use RPGMaker.

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019e90  No.28599

>RPG

the term you're looking for is weeaboo grindan sim tbh

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019e90  No.28605

>>28599

Only if you play it like a faggot.

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019e90  No.28606

>>28605

*thinks* oh are you getting weeaboo grindan sims mixed up with tabletop/gestalt role-playing games and/or computer role-playing games

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019e90  No.28622

>>28606

Using asterisks to denote actions make you a faggot

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File: a3d0cb54cd8f265⋯.gif (4.88 MB, 502x241, 502:241, bat versus cat.gif)

File: 9774d3992deef1b⋯.png (134.55 KB, 864x608, 27:19, download.png)

File: e76f9639ad93580⋯.png (83.86 KB, 540x960, 9:16, gitlab on samsung phone.png)

0c420d  No.28423[Reply]

It is playable at http://tiledbattle.com

It only lacks the players :'(

Here is an old video

https://www.youtube.com/watch?v=ROIdBH9ZjK4

I removed fireball since then

I'll use this thread to devlog, we can discuss features and weapons and game modes here too!

Please play my game!!

This week I'm trying to make it run on mobile browser, then maybe later I think I'll go back to making npcs and PvE

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0c420d  No.28439

Ok, I might make an mmo, just so I can create lots of content.

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0c420d  No.28444

>>28436

I mean why do you want us to play?

do you need QA testers? looking for feedback? is the game almost done and you just want people to play it?

if you don't explicitly ask for help, people aren't going to spend the effort to play a half finished game looking for bugs and then writing up a report.

and also why should we play?

making your game appealing is just as important as making it fun. you have more leeway on a game dev board but you still only get a glance or two before the post is disregarded indefinitely. should be spending the few sentences you have of someone's attention explaining the game's potential and why it's exiting instead of how it isn't finished.

congrats on having something presentable though, more than what most people can put together. what engines tools are you making it with?

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0c420d  No.28481

>>28444

He wants you to play his shit game so he can spread his virus around

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0c420d  No.28502

>>28444

I'm not an advertiser, but a dev. Maybe I shouldn't have said "please play my game" but still it is playable. In this community we usually play each other's games and give reviews and suggestions, I think, and that's what I was expecting.

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0c420d  No.28523

>>28502

>I'm not an advertiser, but a dev

as long as you're a solo dev, you're stuck with all of the jobs. and it's a little counter intuitive but proper marketing can be about as important to the game play as the art or story. as least brush up on communication skills if you're going to write a dev blog.

>In this community we usually play each others games and give reviews and suggestions

It looks like you're just trying to copy the frame work of tibia, which is fine, but that's all it is. with no other players and no objective all I can do is click around and make sure all the buttons work. there isn't a game here to review and I don't think people here are interested in designing other people's games. making progress is fantastic, you're just not at the point to be taking game play feedback yet.

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File: dd86fc629fa6ebc⋯.jpg (52.85 KB, 900x506, 450:253, 584896_5709ad4028588a91ca4….jpg)

e35bef  No.28478[Reply]

How do i go about making a game like dwarf fortress where the world and NPC's generates by itself?

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e35bef  No.28516

>>28514

If you want procgen, just read up on (perlin) noise, midpoint displacement, etc. You need to know about fractals, but it's really not all that hard.

It's just about writing patterns most likely to result in something desirable and having an algorithm to determine whether some result is garbage, in which case you chug it.

>>28515

He stated multiple times how he can't be bothered to learn about source control and some people actually rewrote the rendering code for him, which was a huge bottleneck. They sped it up considerably, but he said he doesn't understand the code anymore.

So yes, he really isn't a good programmer and DF is supposed to be hell to work on, but he just has this autistic dedication.

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e35bef  No.28650

>>28501

It really doesn't. Tarn doesn't have Computer Science background and the guy writing URR only has like psychology background. What you need is dedication and patience.

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e35bef  No.28656

>>28650

That's like saying you don't need to be educated as a carpenter to build a house. Technically you don't, anyone can lean four walls against each other and put sheet metal over it. But if you want something reliable and doesn't take ten times longer to build than it should, then learning the theory and tools available to programmers is going to save time in the long run.

Also the first two years of CS are not that difficult for anyone already computer literate. The free online tutorials that teach game programming cover most of the same stuff and can be plowed through in a few months.

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e35bef  No.28665

>>28478

you need to study procedural generation

there are many different well documented ways of generating stuff like terrain, but for more specific stuff like items and NPCs you might have to make your own algorithms

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e35bef  No.28666

>>28514

>>28511

>people unirocally saying "drumpf" and voting on aleppoman

NOPE

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File: b12f66f3c637e42⋯.jpg (36.01 KB, 979x511, 979:511, gangster_island.JPG)

33e37b  No.28506[Reply]

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File: 1467612413600.jpg (266.72 KB, 1654x930, 827:465, anime_book.jpg)

235822  No.27165[Reply]

https://mega.nz/#F!hh9zECiS!ZpDt5W7NOiKdPdV6hdT9ZA

Here's my collection of vidya books. Let me know if you have any requests (I have memberships in a bunch of piracy sites) or if anything else deserves to move to the Hipster Garbage folder. I work odd hours, though, so it might take me a day to get back to you.

re: https://8ch.net/v/res/9934620.html

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235822  No.27203

>>27174

Thanks anon.

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235822  No.28387

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235822  No.28492

wowee both the links are gone (。•́︿•̀。)

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235822  No.28497

File: bfc1893202ae123⋯.png (443.43 KB, 720x480, 3:2, 1448147225151.png)

>membership

>to a piracy site

gee whiz, OP, i wonder if they'll even let you suck their dicks for faster download speeds

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235822  No.28822

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YouTube embed. Click thumbnail to play.

acac36  No.20066[Reply][Last 50 Posts]

Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start witPost too long. Click here to view the full text.

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acac36  No.28339

>>28338

I agree. That's why people should stop trying to vomit the whole thing all at once and instead work in increments, doing the groundwork for the people that will come later.

That's how SS13 got 1000+ ways to grief other players anyway.

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acac36  No.28352

>>28323

he a good boy he just need mo freedomlessness fo his developmentment

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acac36  No.28357

>>28333

>And don't get me started with the faggots at SS14, trying to build the engine from the ground up when there's literaly no need to do so

So you're saying that those guys didn't just fork the source code of that SA-made SS13 remake (which was later canned to do work on fucking Starbound) and then build on top of that?

jesus christ

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acac36  No.28490

>>28286

Let this be a lesson for the next time you get a "I-I'm not FLOSSing it... I have it have it all to myself... the thought of other people working on it give me nightmares... w-wait don't leave me I promise I'll FLOSS it when I give up on it!" faggot coming by.

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acac36  No.28517

File: 6f451167269cf4e⋯.jpg (12.27 KB, 500x259, 500:259, 6f451167269cf4eb8526ec8c8e….jpg)

>read most of this thread and some of the one at /SS13/

>get excited about making models for the project

>don't look at any of the dates until I'm about 90% down the page

>Dev disappeared over a year ago

W E W L A D

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File: c3ef0a6130ab498⋯.png (238.78 KB, 355x438, 355:438, 888.png)

d20424  No.28468[Reply]

I'm looking for a partner for an online game. I need a programmer who's experienced with HTML5/JS/SocketIO and hopefully phaser.io. I can invest $1000 of my own money into the game, we'd code it together and split the profit 50/50. We can discuss the details of the game together, or I'm open to your own game ideas and we'll collaborate together. Email: trap3z@hotmail.com if interested.

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d20424  No.28469

>>28468

>programmer

>experienced with HTML5

>programmer

>JS/SocketIO and hopefully phaser.io

> Non-programmer

> Wants to dictate programming environment

> Nope

> Nope Nope Nope

> Nope

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d20424  No.28470

>>28469

>nodev doesn't understand how the real world works

>doesn't understand that the Producer sets the standards for everything

>doesn't understand that when money is involved your personal preferences are out the window

>>28468

Good luck OP, if you're going to spend $1,000 I'd recommend contracting a programmer rather than any sort of partnership, there are tons of websites with for hire freelance programmers

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d20424  No.28471

>>28470

>>28468

OP's post doesn't have enough detail to make any of these assumptions, not to mention it has nothing appealing to any potential hires

and $1000 won't buy a meaningful amount of work from a freelance progmrammer. I'd assume the money would be for stuff like art assets and business expenses.

If you looking for a partner you're better off finding someone local at a college or game jam or something. Keeping moral up is a major benefit to those relationships and it's a lot harder to let someone down when you know them in person. A Complementary skillset could also be more useful than two programmers, but I don't know what the game is.

I can keep blowing business advice out of my ass, but there isn't much to go on. A 1k budget could mean you're bootstrapping but this could also just be a hobby project, etc.

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File: 930dde26333a5c5⋯.webm (2.15 MB, 854x480, 427:240, kinda annoyed tbh.webm)

4dd596  No.28418[Reply]

I'm too stupid to learn blueprints.

What other learning alternatives are there besides the UE4 playlist on you tube and the documentation

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4dd596  No.28420

but blueprints was made specifically for retards like you

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4dd596  No.28432

>to dumb for blueprint

wew

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4dd596  No.28448

Look for Tesla Dev. His tutorials are idiotproof, although some techniques may be outdated, it's a good start.

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File: 3f0293c2b17965b⋯.png (18.79 KB, 320x237, 320:237, SSB_Batdebug.png)

4383c3  No.28186[Reply]

Do any of you guys use debug modes in your games? Do they help in development or are they just a waste of time?

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4383c3  No.28379

>>28186

Look, if you're the programmer and the scenario designer and most everybody, and your game is tightly coupled to its engine: no. There is no point in programming in a debugger if you are just going to debug issues by running the game in a program debugger. The debugger is important when you want a clean separation between your engine and your game content (which is something that you definitely want if other people are using the engine to produce content: they need a mode to determine if the problem is their content or the engine).

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4383c3  No.28410

>>28311

>This is the fucking worst. Never do this. All you're doing is taking functionality out of your end product - you're not even doing something like locking it behind a paywall; you're just taking it out and never, ever letting anyone have it just to spite them.

The main reason I brought up disabling the console is because it's the norm with vidya today to completely disable the console when the game releases.

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4383c3  No.28411

>>28410

But can't you re-enable it my editing some config file?

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4383c3  No.28422

>>28410

Do you intend to follow every other horrible, brainless trend of modern 'AAA' videogame design as well?

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4383c3  No.28428

>>28410

>other people do it so I will too

I will never understand why people think this way. Only do it if you personally believe it's a good idea, have reasons to back that idea up, and there isn't a better idea. This applies to everything.

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File: 15f4ee463e82538⋯.jpg (20.57 KB, 400x400, 1:1, image.jpg)

12d889  No.28212[Reply]

And no judging! We all have different wants in gaming

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12d889  No.28409

I'd like to work on algorithms/physics systems/AI for a cool game. The nitty-gritty of graphics can be fun, but it's a bit of a chore sometimes... making cool things happen in a framework, though? That, I like.

Too bad that's everyone's dream job, and the nitty-gritty graphics (or rather, corporate management software) is a better career choice.

Hence why I want to go into research, and program my own FOSS research-aiding programs to be a cool science dude.

The game would be an FPS with a heavy focus on movement and survival. The premise is: Big black/pretty colours void with Islands and bridges made of interlocking geometric shapes; graphics style is a bit low-res because lol A E S T H E T I C. The player is fighting a guerilla war against an army of robot drone enemies of different types, but the army is controlled by an AI and the enemies the player finds aren't just randomly spawned in; rather, the game tracks 'squads' the AI maneuvers on the 'strategic level' of the game map. When the player goes into render distance of a squad, the enemies listed in that squads' data are spawned in. If the player kills some enemies, and then goes out of render range, the squad's current state is stored and it keeps moving in the strategic view, as directed by the AI. It can also report back what it sees, ie where the player is, so more squads can find them. The AI is trying to kill the player and destroy things useful to them, so they move squads to that effect; the player takes control of AI-controlled structures like watch towers, but this actually has a use, as being able to know where the AI forces are and how they're moving is vital.

Basically, Dark Souls meets AI WAR meets TRON meets FPS.

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12d889  No.28412

The one I want to end up making after which I'd stop.

No clear idea on the mechanics beyond basic stealth gameplay, but the plot's sort of emerging.

So far it boils down to being tasked to infiltrate an underground research facility in Ukraine to rescue the president's wife, her sons, and a couple of diplomats. You're tasked by the Pentagon with rescuing the wife as a top priority, the diplomats as secondary.

The entire thing takes place within the backdrop of the Ukraine conflict and plays on factions internally divided and at war with each other, and a lot of the detail is left solely to shit like lore, so the player can play the game and not read a novel.

The end premise of the lore is that:

1) the research facility is being used to systematically kidnap men, women, and children for the purpose of lethal testing and military training respectively, both recent developments and due to the Ukraine conflict.

The facility is making ground on the basis of two to three decades of prior gene research in perfecting human samples for the purpose of selective traits. Post-conflict, the facility has gone into overdrive in order to meet vague demands for preparation from warring factions. Very bleak

2) The lowest level of the facility contains the real research; cybernetics. The research facility was set up following the fall of the Soviet Union as a UN security council private initiative. The scope of the research is the development of human technologies and artificial intelligence for the purpose of international peace.

The research conducted prior led to a recognition that human computing capacities exceed potential silicon developments by decades; everyone involved in funding it (every ruling class) then recognises that tethering humans up to an Ethernet is the new wheel. Originally this is fine as everyone wants to share the technology, until a populist revolt lurches nationalist state actors into power.

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12d889  No.28413

>>28412

*Not a secret police. The nationalists would use it to bolster its military industrial complex. The Internationalists just want this on a grander already pre-existing scale.

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12d889  No.28416

>>28264

Oh, so what Looking Glass were actually just about to start work on before they folded '3' rip ;_;

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12d889  No.28421

Pressure

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