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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.

Post too long. Click here to view the full text.
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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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File: cb0589c272fb5a4⋯.png (12.49 KB, 1081x497, 1081:497, kacheln.png)

6f0dbe  No.28390[Reply]

I want to make something with tiles. I have no idea yet where it will lead me I just want to know how it turns out to look like. It is a bit painful to find out if it tiles well or not so well. Is there a tool which automates tiling bitmaps, even when it is pseudo-3d like pic related?

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6f0dbe  No.28399

> I want to make something with tiles.

I think you need to be a bit more specific in your desires.

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6f0dbe  No.28405

Graphics engines can use anything you provide as a tile in 2D and basically spray it onto the game map. 3D can usually use decals in some way to position it onto an already made model.

Previous anon is right, you're too vague.

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6f0dbe  No.28406

>>28405

>>28399

I am thinking about games like the classic rollercoaster tycoon worked. The OP image shows blocks for the terrain and for the game they need to be correctly arranged. For this I look for a program which arranges my "tiles" (maybe this is the wrong term) correctly.

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6f0dbe  No.28407

File: 2e4b3832e60d851⋯.jpeg (186.85 KB, 886x883, 886:883, voxel1.jpeg)

File: 3b504464f8e39b8⋯.png (3.2 MB, 1986x1022, 993:511, voxel2.png)

>>28406

You still fail to describe what exactly you want, for the sake of the thread I'll talk about both 3 and 2D and what I think youmight be talking about .

Here's 3D:

It depends if you mean like snapping segments of geometry (complex structures like rails) or simpler, more organic patterned materials like dirt or stone.

For the small stuff there is voxel technologies I'm not at all familiar with or aware of how much they're integrated into most of the popular middleware. It ranges from minecrap-tier all the way to stuff like this:

https://www.youtube.com/watch?v=mcpLSHU8M1c

For 3D objects snapping together you can either use a 3D grid to organize them, so they always align... OR you can script them in such a way they snap onto bones (the same one uses for rigging) of the previously placed objects. There are likely some kind of built in tools for this in most graphics engines. Think about a rifle snapping to an npc's hand. I'm sure some other anons can tell you all about it.

You can repurpose those to do what you want with larger, static objects.

2D: simple shit, you take a 3D model, slash it up into a vertical-facing grid. You render these portions of the structures you want to piece together in the game into 2D sprites, deploy as identically sized tiles on the map's grid.

With some basic bitch scripting you can add border tiles to be generated between different types of flat terrain tiles... I dunno if roller coaster tycoon had anything more to it than this.

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6f0dbe  No.28408

You could program your game with the aid of a 2D isometric tiling engine.

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File: 9c0280c80ce065b⋯.png (7.27 KB, 206x245, 206:245, images.png)

493df9  No.28219[Reply]

Some older anon can give me a hand here?

I had the dream of making games since I was a teenager, but now that I learned the basics and I'm basically archieving it, I dunno, something changed on me.

It's something that changes from wow, I'm going to be the best indie developer in the world, I'm gonna beat everyone, wow, everyone's going to suck my dick.

It simply changes to wow, it's another fucking shit job, with 8 daily hours of work, most of the time the work will be boring shit and it will suck balls.

It's something that simply came, It changed from wow, I'm going to be the next notch, I'm going to be rich and famous to wow, I just want to make enough money to be able to sustain a frugal life.

It's like something that humbles you.

The worse part is that I'm just 27, dunno if the 30 life crisis have something to do with it.

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493df9  No.28349

>>28220

> even if you have top tier talent the chances of making it big are slim.

Making it big is random chance. Toady One has more talent in his shit than Notch has in his entire body, but Notch is the millionaire.

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493df9  No.28364

>>28349

Because Notch made something that the masses happened to like. Toady knows his game will only ever be appreciated by a niche group and he's fine with it.

That is to say, don't pander to the masses or any groups because your creations will always suffer for it. But do be aware of your potential audience.

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493df9  No.28395

>>28242

What games have you made anon. Send links

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493df9  No.28404

>>28242

Its all in the design, m80. You need to figure out what experience you provide the player with before anything else and every change you make you iterate on that expirience and do a mental check if it still makes sense gameplay-wise. If you had many unsuccessful games you probably made genre cutouts/clones of previous games. Or, worst case, you made them too big and never quite fleshed them out.

ofc you could've been also just very unlucky or unmarketable (mspaint turds for assets, fart music etc.), in which case games themselves had fuckall to do with it.

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493df9  No.28661

Every dream is like that, anon. They say success is 10% inspiration and 90% perspiration, and people tend to forget about the latter part when they dream.

In my experience the real proportions are more like 0.2%/99.8% though.

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YouTube embed. Click thumbnail to play.

c344a7  No.28393[Reply]

ss13 or space station 13 is a atmosphere simulation game set in space on a space station but it actually alot more then that since it's become alot more through lots of peoples efforts some good and some bad, it's become a space station simulation with some really in-depth game mechanics and some just solid enough to work for their intended goal.

we have servers up and people willing to host these servers, we also have spriters and mappers for our servers but the one thing we're always lacking in are coders.

there's a very good reason for this and it's because learning byond code is such a waste outside of space station 13 and also while being a headache, that said though the game its self is very good and has massive amounts of potential since it's more or less entirely open source with afew exceptions depending on serves since the code base is different on every server for the most part.

so I've come to gauge interest and seek coders to help out.

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c344a7  No.28396

>taking ss13 development seriously

HA

I've looked at the shitfest you guys call git repositories. It's unbelievable.

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c344a7  No.28397

>>28396

you could fix that and form it into something that you desire with a player base that would enjoy your work

>>28394

fair dues

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c344a7  No.28400

I would suck dick for this. Coders if interested in this shouldn't team up with anyone having to do with ss13 currently.

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c344a7  No.28735

>>28393

>2-d game

>modern computing

>not porting logic to lua/python/yaml

why don't you just make a python api OP?

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c344a7  No.28737

>>28735

>when you actually watch the video

Damn, fucked sprites, fucked controls, fucked source code, fucked text wall logfile necessary in a visual game, fucked ui interaction

better question, why has noone redone this from scratch, yet there has been all these "remakes" that use the same shitty system?

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File: 1452384471737.webm (6.59 MB, 1440x900, 8:5, etheria offline.webm)

cc6a52  No.24758[Reply]

If you are interested in fun AI, then I hope that you're gonna like this game. I always wanted to have my own "offline" world to explore and NPCs to interact with, fight and chat with.

So in this game there are some monsters that don't just sit there, if they are surrounded (depending on their size) they dash, if you want to hit them they try to jump away, if you cast spells on them they try to run sometimes, they throw stuff, bite and all of that.

Parties aren't added in yet but it's there in the big list of features to be added. The NPCs are pretty fair meaning that they don't cheat to get stuff and they don't get massive bonuses or boosts, they do whatever you can do. Even when not in your area the NPCs still do their thing, buy items from shops depending on their needs, sell them, battle monster and get drops, travel, and I have a lot more to add.

They also chat depending on their gender and personality but the chat system is just at the beginning for now. I'll post progress here and make some demo if anyone cares about it.

To explain shortly, this is trying to be an offline mmorpg with AI instead of players, fun combat instead of boring grinding, and a lot of monsters that kinda do their own different attacks. I'm gonna post some webms now.

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cc6a52  No.28275

>>28259

Noted. There's an easy fix for that which I'll do, the whole game has to be re-written from scratch anyway.

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cc6a52  No.28388

File: 79a6280a0c7f498⋯.png (7.43 KB, 700x400, 7:4, 79a6280a0c7f498965c5693ea0….png)

So ? What's new ?

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cc6a52  No.28389

>>28388

Nothing. I'm either dedicating all my day working on this like I did back when I started this, or I do almost nothing until I get my financial situation fixed... or half fixed, which will take me a long time since I'm broke. Until I get back to working on this I have no new updates on the game, sorry.

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cc6a52  No.28391

>>28389

You should activate the donate button on your page and just post a little bit each day.

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cc6a52  No.28392

>>28391

I tried that, couldn't get any donations though. I suppose the game is just not interesting enough at this stage. But yes, I should post more stuff.

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File: 1454106182499.png (257.6 KB, 549x349, 549:349, unity.png)

d64753  No.25082[Reply]

Can we get some kind of dumping ground for Unity packages for systems and code on the Asset Store? For those who aren't confident of spending dosh only to find out a promising package is either garbage or doesn't work for their projects like they intended.

Other engine packages/plugins welcome.

I used to have a torrent of packages, but they were for Unity4 and I can't find the link anymore. Will add if I can.

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d64753  No.27871

Anyone have VHS Pro?

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d64753  No.27964

File: 9683d566b824f57⋯.jpg (125.71 KB, 1173x1171, 1173:1171, bojack thumbs up.jpg)

>>25082

Just found this board thanks to a link on /pol/. Never heard of Unity until now. Just downloaded the personal version and plan on doing a tutorial or two today. Thanks, OP.

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d64753  No.28370

>>25082

anybody got the Shader Forge thingerydoo?

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d64753  No.28373

>>27964

>Never heard of Unity until now.

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d64753  No.28374

>>28373

The guy is a red pilled /pol/itical conspirator. He's not a turbonerd like the rest of us.

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File: d50962d216bdf86⋯.jpg (50.43 KB, 480x360, 4:3, sydney hunter.jpg)

97e080  No.28361[Reply]

Anybody here work with any kind of homebrew development? I've been looking at some homebrew toolchains and poking at a few sample programs for the NES, GameBoy, and GameBoy Advance (I've done a little bit of DS and 3Ds in the past) and it's pretty fun. It would be pretty cool to do some collaborative work with somebody on an open source NES or GameBoy game. You'd need some ASM and C experience (art and music would be good too, but I'm primarily looking for other programmers to work with; programmer art is fine with me).

Also, general homebrew discussion.

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97e080  No.28677

A few years ago, I made a puzzle game for the NES (it was a version of Mastermind) in assembly. It was definitely a new experience for me, but it was a lot of fun and very rewarding. Maybe some time I'll go and make a new, more complicated game in C.

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97e080  No.28712

>>28676

Probably just a platformer to get into the swing of it. RPGs and puzzle games have way more balancing involved to make them fun. Platformers are far easier to make fun with less effort.

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97e080  No.28733

>>28712

I've been programming a side scrolling platformer in C for the sega mega drive/genesis, it has worked out pretty well so far but I've had a few issues so I'm sort of taking a break while I figure out what to do to fix the issues.

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97e080  No.28734

>>28361

Sounds interesting, can you post some links to the tools and documentation you're working with? I've wanted to learn to program the 6502 for a long time.

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603459  No.32323

404

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File: 1462762636689.gif (5.3 MB, 320x240, 4:3, parallax.gif)

b945de  No.26681[Reply]

I took the trouble to compile Aseprite 1.6 and thought you guys might get some use out of it. I was the guy that compiled 1.1.1 awhile back. Haven't been on here much because I drifted back to 420chan after 8ch became a shit, but it was fun while it lasted. This is still the best agdg around.

Re: aesprite, as you may know it's basically the best sprite editor in existence. $15 unless you compile it yourself from their git. They update it a LOT and it's just been getting better and better lately. Many people now use this instead of Photoshop for sprite work, even people who've used PS for like 10 years. For a graphical rundown of features check out their site: http://www.aseprite.org Their Twitter also has a ton of inspirational pixel art (pic related). https://twitter.com/aseprite

Anyway. http://www.filedropper.com/aseprite16

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b945de  No.28086

>>28058

Well, it works man, thanks. But it's not 1.2 beta 3. It's actually 1.1.6

Did you upload the wrong file? Can you upload it again? Thanks!

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b945de  No.28146

>420chan just better

Their css is nice, however I can't stand their fucking admin kirt. Bans anything he doesn't like. No thanks.

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b945de  No.28174

Thank me later, faggots.

http://www.filedropper.com/119_1

aseprite 1.1.9

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b945de  No.28224

>>28174

Forgot to thank you...

So thanks, negro!

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b945de  No.28234

>>26695

I respect you.

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File: 1448677901972.png (312.45 KB, 506x662, 253:331, Jse3FMv.png)

341403  No.24103[Reply]

Is there a resource for learning DirectX? I am looking to write simulations. I use Windows because of excel, matlab, etc. So DirectX is what I will be using. Any help?

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341403  No.24160

just use opengl and sfml

they work waaaaaaay better than directx, trust me

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341403  No.24170

>>24103

for a hobbyist directx is very overkill. But if you insist rastertek is pretty good.

http://www.rastertek.com/tutindex.html

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341403  No.28206

>>24103

>I use Wangblows bcaz raisins so DirectX is what I will be using.

Use OpenGL instead anon. Not only will it run fast on WangBlows but it will run [at all] on Linux and FagOS.

http://learnopengl.com

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File: 1453394521631.png (219.57 KB, 507x513, 169:171, blender.2.76.png)

1b326d  No.24909[Reply][Last 50 Posts]

Last thread was bump-locked. Starting a new thread because I'm a narcissist, but also trying to salvage anything worthwhile from the last thread into copypasta. :)

After getting frustrated at MudBox and listening to some feedback here, I've decided to try and learn from the ground up using Blender.

ITT: Beginning 3D in Blender

Specifically, I think I'm going to stick to this playlist and try to get 100% through it before moving on:

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

http://www.blendernation.com/

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1b326d  No.27732

>>27724

I use this batch rename tool:

https://blenderartists.org/forum/showthread.php?272086-Addon-Item-Panel-amp-Batch-Naming

Pretty useful when you have a lot of things to rename, like objects, bones, vertex groups, etc. before porting the model to another software that uses different naming conventions, which normally would've taken you half an hour.

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1b326d  No.27736

>>27724

thanks for the great poster anon. any others?

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1b326d  No.27888

Bump.

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1b326d  No.27961

File: b7c49a28cf78f55⋯.gif (6.83 MB, 372x222, 62:37, mKO8klk.gif)

>>27321

>Not appreciating the essentiality of hotkeys

It's like you want to be unproductive and fail to meet all your deadlines or something.

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1b326d  No.28197

>>24914

This video isn't quite the holy grail I was hoping it would be. UV especially from Blender to Unreal has been quite tricky. In fact, Unreal as a whole has been a HUGE chunk to bite off, so much so that I'm considering just going back to Blender only, and maybe joining a team as an artist rather than a solo (no-game) dev.

I just saw that the BornCG series I was following is up to like video 72 now. I think I'm going to go back through them to catch myself back up.

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File: 1456610565999.png (3.86 MB, 1920x1080, 16:9, witness.png)

211ac2  No.25697[Reply]

Lets talk about going full solo in game development. Why do you think it's good? Why do you think it's bad?

I think it's the best option if you don't make games to make money. If you do it because you want to, because you like doing it, then it should be your work, from top to bottom. If more people work on one game then it looses character, but that might not even be considered bad since different games provide a variety of gameplay styles.

Would you agree that games are the highest form of art? They combine all other arts and add something that neither one has: interaction.You can't experience a game without interacting with it. So, if you're making games as a form of art, then it should be YOUR art, it should capture and embody your own personality.

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211ac2  No.28210

Making a game solo is good because you don't need to coordinate anything with anyone, so you can apply changes immediately. The downside is that you have to split your attention between several different tasks and if you get vision-tunneled on one specific aspect of a game, then it might be hard to get back into the other parts of the game.

For anything more complicated than a webgame, however, I think you need more than one person. Hell, even some of the DOS mods that I've worked on have had four people contributing resources to them. It's just easier when you have a specialist doing his own thing.

It's also easier to lose motivation when you're a solo dev, especially if you're strapped for cash or no one cares about your stuff. Having another person to motivate you and to talk with is useful.

Anyway, transmission over.

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211ac2  No.28235

>>25707

Fuken saved

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211ac2  No.28268

File: 6dc3954c947c2fb⋯.png (1.62 KB, 140x66, 70:33, typical nodev.png)

I like it because I don't have anyone to get me to do actual work.

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211ac2  No.28828

>>28268

>no space to separate () and {

Did you come here just to suffer?

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211ac2  No.28829

solo devving is alright for me, except for just one thing

>MARKETING

holy fuck there is no amount of words and works to fully describe how much time and lifeforce must be sunk to put in more effective market connections. I already interned for social media marketing, and jumped between [complete boredom] to [just fuck my shit up] levels of time sinking. fuck marketing and fuck the lack of tools to help cover marketing.

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File: cfc97e5792b1955⋯.png (1.79 MB, 1276x718, 638:359, cantintomath.png)

File: 2f31890b723e8da⋯.png (32.64 KB, 873x718, 873:718, tilemap.png)

751db9  No.28109[Reply]

Im working on a RTS game, and i want to generate the map not based on a heightmap but on a map of tiles. The tilemap is just a 2x2 integer array that holds terrain IDs, they can represent water, shore, flatland, swamp, mountains and so on. Height and texture is dependent on the ID, not on a heightmap and blendmap as usual. Is this a shit idea? If yes, whats a better method to achieve RTS maps? The scale isn't a battlefield like AoE or Starcraft, but more on par with /gsg/ or Totalwar games, that's why the system seems to make sense to me.

Assuming there isn't a better method, how do i do proper terrain smoothing? I've got simple smoothing working, but corners are fucked, and after two hours of trying to develop an advanced algorithm my shit looks like pic related. I've tried to subdivide each tile into 9 zones, which each smooth out based on their 4 cornerpoints, with the middle zone not smoothing out at all. Turns out that this shit is hard to debug and im giving up by posting here.

Additionally, how do i get more than 4 textures on my terrain? All i find is using blendmaps, which don't go beyond that amount.

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751db9  No.28159

>>28155

>Next on the list is entity mouse picking (figuring out which entity is clicked on). I think the best method is rendering all entities silhouettes onto a hidden FBO where they only have one flat color which is created from an id associated with the entity. When a click happens, you take the pixel that is clicked on and calculate the id from its color.

Color picking works really well, provided your drives etc. don't misbehave and give you a slightly different shade than you asked for. I've seen this on old systems, the solution was basically to space the colors apart as much as possible and then look for the closest one if there's no exact match. The technique is useful for 2D stuff too, like parts of the interface that might need to be irregular etc.

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751db9  No.28176

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751db9  No.28177

File: 2644607d89204f3⋯.webm (5.26 MB, 1280x720, 16:9, ray-sphere intersection.webm)

>>28156

I can post the fragment shader if you want, it's just one gigantic quad with two polygons. It uses a normal map plus a distortion map that then distorts the refraction, the space under water, which is first seperately rendered onto an FBO. There is also a reflection, sperately rendered as well, that is blended with the refraction depending on viewing angle. Not as complicated to implement as it sounds though.

>>28159

I've researched some more and got the impression that color picking is considered a "hack" and is needlessly dragging performance down, so i've gone with Ray intersection calculations now. Im too dumb and lazy to implement Ray-OBB intersection so right now the ray just intersects with invisible spheres around the entities. The big boys solution would apparently be using a physics engine like Bullet or Havoc for the ray tracing because it is assumed that you need one anyway for a AAA-game, but i don't think i'll need one so im going with the middle ground.

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751db9  No.28178

>>28177

I don't need the code thanks. I'm more interested in the theory for educational purposes. I just need to know names of the specific techniques you've used and I can spend my time studying what they are. I not quite ready to make use of this knowledge into any of my work in the near future.

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751db9  No.28179

File: e9a36e39facd679⋯.png (482.09 KB, 512x512, 1:1, waterDUDV3.png)

>>28178

Dont think i can give you the exact names. The multiple rendering of the scene per frame is done by rendering to FBOs, Frame buffer objects, and what you're trying to achieve for the refraction FBO is a fresnel effect using a DUDV map, which looks like a normal map with a yellow taint, pic related.

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