3e7579 No.13738461
"Demoday Panic" edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>13715394
QUARTERLY DEMO DAY SCHEDULED FOR NOVEMBER 11TH
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)
c213c7 No.13738506
>get job
>make even less progress
is it time to die, anons?
b60332 No.13738530
>>13738506
>is it time to die, anons?
nah, it's time to sacrifice entertainment/imageboard time.
fc9805 No.13738574
>mfw bresenham
I don't understand this shit beyond that it's iterative error. I just implemented the least repetitive version of it I could find. This algorithm single-handedly made me switch to 32 bit. I guess my game will require a 386 now.
1ce0a3 No.13738645
>tfw you decide to finally make a game and notice you are bad at playing your own game
8d8474 No.13738676
c3c7e5 No.13738738
YouTube embed. Click thumbnail to play.
I just realized furrygrowth got released 2 weeks ago. I always visited his site to remind myself not to end up the same and now he actually finished the game after 9 years.
cbbf90 No.13738793
Is there a good way to make trees that are semi-low poly but don't look like indieshit?
b5c05c No.13738797
I have no idea why I made this in JavaScript
eab2c9 No.13738824
>>13738793
The indieshit looks mostly come from hard edges, as long as you shade and texture any low poly model properly it usually looks fine
eab2c9 No.13738826
>>13738797
>javascript
wew looks pretty good though
fc9805 No.13738868
>>13738797
>that frame drop when the boss dies and releases a lot of score orbs.
Other than that it looks good.
b5c05c No.13738888
YouTube embed. Click thumbnail to play.
>>13738868
To be honest, that's an intentional effect, like how when a boss explodes there's a huge slowdown to emphasize it more like here at 3:01
1fa931 No.13738900
>>13738793
Indieshit tries to look like it has limitations even when it doesn't follow them all the time. Good retro art stays within limitations consistently but tries to hide them as much as possible.
d33d9d No.13739020
>>13738738
>his site
>he finished
The work of one who consorts with beasts is made by two or four, if you count the business department people, anon. Plus they created the Humble Bundle and a few other smaller games, ending up like them before the release of Furrygrowth wouldn't be all that bad either.
0f854a No.13739362
>>13738506
Not yet anon
Push forward!
cbbf90 No.13739371
>>13738824
>>13738900
Is there a good example of a low poly forest that isn't indieshit? Not too many retro games have them unless they're like 95% 2d pictures in the distance in a area you can't get to,
b5c05c No.13739410
YouTube embed. Click thumbnail to play.
>>13739371
Don't know if embed floats your boat, the trees even respond to nearby explosions
cbbf90 No.13739453
>>13739410
I noticed they are mostly or all are evergreen trees. Which seems to be a theme with late90s early 00s. Like Warcraft, dungeon seige, etc. It works but I also am trying to get a variety of trees going so I can make scenes like this. Stuff like runescape , syro, etc usually just has a solid ball with a leaf texture. It seems theres nothing between that and how modern trees are done though
c3c7e5 No.13739457
>>13739020
Was the second dude in from the beginning or did he came in later? For some reason I thought it was just one. Anyways you're right, and now that they even finished furrygrowth it's really about time i finish a game too.
eab2c9 No.13739527
>>13739453
You could take a look at modern LOD trees are done, especially the step between full model and 2 billboards in a cross.
953bd0 No.13739591
>>13738506
>quit job
<start doing some other stupid shit
>make no progress whatsoever
a1902c No.13739660
anyone else start to panic at the thought of working on their game?
af2dab No.13739706
>>13738797
Lekker man, ziet er goed uit. Fancy 3d-effect, doet me denken aan Ikaruga. Ik zou wel aan je kleurenpalet werken, wat de power drops lijken verdacht veel op kogels en de kogels zijn niet echt extreem merkbaar. Geef de kogels een meet contrasterende kleur, terwijl je de power drops een meer blauw/paarse kleur geeft.
Friendly sage for non-English
363222 No.13739709
>woke up at 7pm
>literally been working every day the whole time I was a awake for two weeks
>when I'm not working on my game I'm getting drunk
I think if I keep going like this I might actually kill myself
How y'all doing? Any tips to fix your sleeping pattern so that I don't wake up in the middle of the night?
eab2c9 No.13739769
>>13739706
your language sounds so funny to me, i think i can understand most of it.
591a92 No.13739787
This is my progress on the game for demo day. Unfortunately I had to work on a homework assignment for a few days, leaving me no time to work on this, but now that's over.
c213c7 No.13739791
>>13739709
Stay up late one night, might need coffee, and go to bed at a reasonable time. Might want to listen to music, or a podcast of some kind so that you wouldn't let your brain overthink stuff.
Fall asleep at a reasonable time, then, and train yourself to wake up to an alarm. That's what I do, wake myself every morning with an alarm, even if I have a day off. After so many years, I can sleep through a nuclear blast but get woken up by my phone vibrating.
As for waking up in the middle of the night, that's more rough, just might want to tire yourself out more beforehand. Again, podcasts and such help to fall asleep, since you won't let your brain think about stuff that keeps you up.
or at least that's what works for me.
66c264 No.13739793
>>13739591
>have a job
>gamedev is relax after work I'm looking forward to everyday
>don't have a job
>gamedev becomes stale and unapealing
>push onward anyway because if I force myself to sit through the initial boredom it becomes fun again
>>13739709
Have you tried just forcing yourself to repeatedly wake up at selected hour no matter what (have some bloodcurdling alarm far enough from the bed to make you get up) and then going to sleep when you get tired, but NOT earlier than about 7 hours before waking time? I never had much problem with sleeping but this always helped when my sleeping pattern started drifting forward.
af2dab No.13739804
>>13739769
> Funny
Trust me anon, Dutch is not a fun language to learn. Understanding is a different matter, we have deep Germanic roots, including Latin-based languages and English plays a large part is it too. This makes it easy to understand, but hard to spell and speak properly. Plus, most of us sound like we are choking when we speak Dutch.
359a08 No.13739832
>>13739709
Work out hard and take a shower before bed. Make sure your bedroom isn't too warm.
a1902c No.13739891
>>13739832
the awkward moment when agdg threads turn into self improvement threads. why did they get banned on pol?
9784e4 No.13739939
>>13738738
>>13739457
>Liru finally got released
>Furrygrowth got released
Honestly what is anyone's excuse at this point to not finish their game?
1ce0a3 No.13739958
>>13739939
What if you already finished your game? Can you just relax since you're no longer a nodev?
359a08 No.13739964
>>13739891
The mods are shit. Mark's a big fag and an embarrassing leader, but at least he tries to appeal to /v/. Imkampfy never addresses his shortcomings or talks to /pol/.
898ace No.13739969
363222 No.13740051
Any way to flatten a surface in Blender that doesn't require me to use the Flatten Brush? If I use flatten it just starts deleting faces, and if I select single edges and bring them forward to remove the indentation it just ends up looking weird.
If I delete them and refill the holes the UV map breaks completely.
363222 No.13740069
>>13740051
Nevermind I was using smooth, not flatten
0a4ab0 No.13740223
>>13740051
>>13740069
Smooth shouldn't be removing anything. Have you turned dyntopo off?
363222 No.13740255
>>13740223
Where's and what's that
363222 No.13740278
>>13740255
It's telling me to go the options panel to find it but there's nothing there called like that
At this point I'm starting to wonder if I'm just fucking retarded and the fault isn't Blender's
3e7579 No.13740298
>>13740255
>>13740278
It's in tools. Dyntopo automatically subdivides the mesh you're sculpting so you can add more detail as you zoom in. Smoothing shouldn't remove vertices.
0a4ab0 No.13740305
>>13740278
What >>13740298 said.
Although dyntopo also removes faces, depending on the settings.
363222 No.13740334
>>13740305
>>13740298
Dyntopo was off, I'll turn it on and try it out
0a4ab0 No.13740354
>>13740334
If it's off, then no vertices are deleted.
363222 No.13740360
>>13740354
I mean it happened, dunno what to say
9743be No.13740438
>>13739709
Obligatory
>Go to /cuteboys/ and learn how to take dicks up the ass so well that all you can think about is getting a good nights sleep
363222 No.13740444
Yeah I don't fucking know, sculpting in blender seems to just randomly disconnect faces and edges randomly on my model
0a4ab0 No.13740471
>>13740444
Are you sure they're connected and not just two vertices that happen to be near each other?
Sculpting without dyntopo only deforms.
Maybe you do some funny stuff with modifiers?
363222 No.13740487
>>13740471
That seems to be what it is, I was just testing it now.
Model isn't mine, I downloaded it, so I didn't know. Is there any way to connect edges and vertices that overlap automatically?
0a4ab0 No.13740493
>>13740487
Go into vertex mode, select the vertices you want to modify, W, R. You can use the properties or F6 to adjust the distance.
363222 No.13740501
>>13740493
Yeah… There's a lot that are disconnected. Enough to make it impossible to do it by hand.
c93f14 No.13740512
0a4ab0 No.13740517
>>13740501
It tells you how many it connected.
363222 No.13740554
>>13740512
Remove doubles doesn't seem to be doing anything and I can't use the decimate modifier because I have shape keys
0a4ab0 No.13740591
>>13740554
Do you have the vertices selected? Have you adjusted the merge distance?
941ef3 No.13740601
>>13738506
>get job
>make more progress than usual because time is now precious and i use it more effectively
kind of interesting that way.
363222 No.13740603
>>13740591
I can't find an option to select merge distance, I only have a button with "Remove Doubles" and there's no settings
0a4ab0 No.13740617
>>13740603
You aren't exactly familiar with Blender, are you, Anon?
The settings for your current operation can always be found on the bottom left or be brought into the viewport with F6.
9743be No.13740625
>>13740603
>Remove doubles
>ID is xxx222
363222 No.13740640
>>13740617
I've stayed away from it up until now because I honestly cannot understand its interface at all.
This seems to work but It again forces me to select all the vertices which will take me ages.
Fuuuuuuuuuuck
9a5222 No.13740651
>>13739453
It is hard to find good trees for some reason. I'd recommend getting some good bark textures and some leaves you can place on a single texture. Make the trunk, and then the leaves are just double-sided planes. You will want LOD and even a drop to billboards at a point when creating a forest.
0a4ab0 No.13740686
>>13740640
You can use C or B.
f9895c No.13740859
>>13740686
Also go into wireframe view. It allows you to select vertices through surfaces
cfc1e8 No.13740985
>>13737906
You're welcome. Now time to blackout.
9743be No.13740994
>>13740985
>Pic
Anon, you need to kill yourself with kindness, because if you don't then who will?
9743be No.13741215
Still need to redo the vest, but how do these tools look now?
ea476b No.13741273
anybody else here ever have to make a quake mod for a hw assignment? Like jump boots?
e17150 No.13741368
>>13737988
>you using corrective blendshapes or just bones?
Just bones, proper topology, and nice weights.
>>13740640
>select all verts
just use A in edit mode...
Of if u mean "all" of a part of your mesh, then toggle the "limit selection of depth buffer" off, and use C (circle select) or B (box select).
Or, use the different select menu options (inverse selection, side of active, mirror selection, etc).
e17150 No.13741535
I'm getting an odd issue for specific animations when I import into unity from blender.
The issue is animations that have a slight rotation of my hip/chest bones. So, it'd be like, slightly tilted over to be "leaning" into a run; which is removed in unity when I import from blender.
When I import into unity, a "leaning" animation is set to stay fully in an upright position, without any tilt I had in the animation within blender; which is odd.
Here's things that I know are not causing the issues:
>applied posi/rot/scale in blender
>correct coordinate system between unity/blender
>unity avatar muscles limits, animation within limits & not exceeding limits for each bone rot
Funny thing is that I can "fix" it by just importing my model with only that animation.
As the "first" animation/pose upon exporting changes all the following animations listed after in the action editor (so, say my t-pose is first, it keeps all animations upright, if my "leaning run" is first, all my animations have that "lean"/rotation).
I'd prefer to be able to just import all my animations at once, so if u anons have an answer lmk, but if not i'll just do the janky method.
a1902c No.13741644
>>13741535
sounds like your missing some keyframes on those bones. but if that is not the case… then you can import animations separately by (after importing the blend file into unity) ctrl+D and duplicate the animations off the blend file and move them into a separate folder(or leave them there) then delete and re import the same blend file with new animations and repeat the possess.
b71db7 No.13741647
I made a thing. I hope you like it.
Also, someone posted PDFs of this in the last bread:
http://pixellogicbook.com/
Link has free PDFs of each chapter.
>>13739709
You can reset your sleep cycle using your food cycle. Just pull an all-nighter without consuming anything except water, then eat a breakfast in the morning and continue with your day as normal. I've done it a few times myself and it works miracles. Also, remember that breakfast is the most important meal of the day because that is what prevents your sleep cycle from drifting later.
>>13740625
Those are trips Anon, keep up.
a1902c No.13741815
>>13741644
don't listen to me i'm retarded
if you figure it out please share i'm having the same issue now if a bit different. seems unity has a nasty fucking habit of filling out your animations with extra fucking key frames. even if lets say you want a crouch animation to play on top of other animations just moving the pelvis down and bending the back a bit will inherit key frames from somewhere the fuck else.
is godot any good yet?
b56a6e No.13741842
>>13741647
>t. Pajeet Patel
It's like poetry
3e7579 No.13741908
6c3556 No.13741966
How are these titties?
General-shape-wise, I'm aware there's no nipple on the big ones
Should I make them droopier?
Posting from my phone because mark banned me for telling people to stop derailing threads with pol shit. Sometimes I wonder why I even bother posting on threads outside of /agdg/
8cb027 No.13741982
>>13741966
I think the nips need to be a little lower, other than that it's fine.
a1902c No.13741989
>>13741966
a) nice a solid 9 out of 11
b) depends if your are going to animate them at all. current sag seem appropriate but are they going to jiggle while xer runs? (i don't want to assume your OC's gender)
4bfb28 No.13742049
>>13741966
It's impressive, honestly. I'm curious how you did it, are you using shape keys?
6c3556 No.13742093
>>13742049
It didn't have shape keys for tits, so I just made a new one and started using the sculpting tools to get them bigger
It's not great but it's alright.
I'm trying to use one model for every main char I have. So far I only thickened up the thighs, enlarged the breasts and added a shape key for pregnancy.
Gonna do ass, height, arms etc later
5da46c No.13742344
>>13741815
If you're hoping for a seamless import process then fuck no.
e17150 No.13742391
>>13741535
>>13741815
Ok so I fixed the issue… sort of.
So instead of importing the fbx file, I just imported the .blend file, and all my animations were correct.
So the issue is definitely my FBX export setting in blender, and I'll mess with those so I can just export using the FBX exporter as it's a way better workflow than using a single blend file.
>filling out your animations with extra fucking key frames
yeah, myn kept trying to start at -1 which is odd, but other than that it's all normal.
>play on top of other animations just moving the pelvis down and bending the back a bit will inherit key frames from somewhere the fuck else.
Humm, I'm not getting any of that.
Though, i do all of my animation blending + curves in unity so doing that blender side may be causing issues with the model exporter/importer (u may need to mess with the blender fbx exporter settings).
>>13741966
small looks correct, but larger looks like they're on an old lady or some giant breasts.
They need a bit more perkiness on the top of the breast to look natural (roundness, look at the fourth panel in linked .jpg).
363222 No.13742441
Trying to export my model I get this error.
Where can I find my modifiers so I can delete them?
e17150 No.13742458
>>13742441
in export settings just click, "don't apply modifiers", it's in the "Geometries" tab for the FBX exporter.
Matters what format you're exporting to, but FBX is best if u have any animations/blendshapes/etc.
Also, to find modifiers, then click the mesh in object mode, and click the wrench icon in the panel to the left below the scene hierarchy.
Also, use the blender docs :^)
e17150 No.13742461
>>13742458
>panel to the left
>panel to the right*
woops…
363222 No.13742478
>>13742458
What if there are no modifiers there and I can't disable them in the exporter
e17150 No.13742499
>>13742391
OK
So I fixed FIXED the issue.
Seems I need to select "Key All Bones" in the FBX exporter settings so the non-keyed bones for posi/rot/scale doesn't apply between different animations.
Guess you were right, in your initial post >>13741644 but not for the animation itself (checked there), but for the exporter settings.
>>13742478
Then u have some other meshes with modifiers (be it on different layers, or hidden as a sub-mesh).
Find the meshes, and disable/remove the modifiers.
e17150 No.13742511
>>13742478
also try exporting just the "selected objects" (in exporter settings), and u can see if those objects selected are getting an error or not; then u can find the specific object with the issues.
cafa04 No.13742523
>tfw dying to get back to work after taking the weekend off with no devtime
What tricks do you guys do to prevent burnout and destroying other facets of your life like college?
363222 No.13742535
My model seems to have a bunch of these collision modifiers
However when I go to the physics tab and click on "X Collision" while having everything selected, nothing seems to happen and they're not removed
what do
e17150 No.13742583
>>13742535
nigga u gotta start jewgling stuff before u ask here kek
Ok, go into the scene hierarchy, and navigate to the mesh, then open up the sub hierarchy with the + sign (left of mesh name), and open up the modifiers sub-hierarchy (wrench icon, with the + to the left); then right click the collision mods to open the options menu, and select delete.
rinse repeat for each
363222 No.13742619
>>13742583
Yeah that's what I did, I googled, I followed what they told me, and the thing just comes back.
>find the modifier
>click on options
>click X Collision
>go check
>it's still there
9743be No.13742641
Original game had fire, water, ice, and motion tiles, and they were passed with fire extinguisher, life preserver, skates, and suction boots, respectively (not unlike Chip's Challenge, which had flippers).
However, is there a "better" item than boots or a fire extinguisher? It seems off-theme, but I'm okay with using it if I have to.
I also have a Magnet to pull objects, and a Curse/Jinx item that prevents you from collecting objects, but I don't know if it should be a skull or a lightning bolt
e17150 No.13742662
>>13742619
that's not what i told u, re-read what i said, use the scene hierarchy
363222 No.13742742
>>13742662
There's too much stuff in my hierarchy I can't even find it fuck
e17150 No.13742754
>>13742742
u can use the crappy search bar for the scene hierarchy (upper right corner of scene hierarchy).
look up, "collision", and then just delete them using the same process as I outlined (right click and delete in scene hierarchy).
363222 No.13742889
>>13742754
Didn't even notice there was a search bar there
I did it but they just seem to come back at random, don't know why
b71db7 No.13742898
>>13742641
I think having a giant weight would be a good replacement for suction boots. Bucket of water instead of fire extinguisher maybe? Not sure about that one.
9743be No.13742927
>>13742898
Actually I could have roller skates for +speed and a weight for reduced speed as well.
Fire extinguisher is "tacky" but I mean my aesthetic is all over the place aside from "light fantasy(?)"
e17150 No.13742958
>>13742889
odd, humm, I'm not really sure anon.
maybe try applying the modifier instead, and trying to export again.
Although… why can't u export with fbx and just select the "don't apply modifiers" in the geometries tab?
363222 No.13742967
>>13742958
Can't apply the modifier because it has shape keys
Also I'm not exporting as FBX, I'm exporting as JSON, long story.
e17150 No.13742984
>>13742967
ok…
duplicate model, delete shape keys, apply modifiers, and copy shape keys to duplicated model w/modifiers applied.
done
Before u do the copying of shape keys though, make sure exporting works… so:
duplicate model, delete shape keys, apply mods, export to see if it works. if yes, then copy shapekeys from original model w/shapekeys using guide below.
guide on copying shape keys:
https://blenderartists.org/forum/showthread.php?290760-SubSurf-applying-in-Objecs-with-Shape-Keys-(to-use-in-BGE)
e17150 No.13743000
363222 No.13743002
>>13742984
Tried deleting everything and applying it and it does export.
I'm gonna try doing your thing.
When you say "Duplicate" you mean Shift + D?
e17150 No.13743019
>>13743002
>When you say "Duplicate" you mean Shift + D?
yah
363222 No.13743028
The addon doesn't seem to appear in my addon list, so I'm just gonna go the complicated way
363222 No.13743052
Aaaaand this happens when I apply the modifier
853065 No.13743064
>>13743052
>KAAAANNNNEEEEEDDDAAAAAA
363222 No.13743077
>>13743052
Alright nevermind, I've got a backup of this without all the shape keys that exports. Guess I'll just go back and remake them in that fuck it
9743be No.13743092
Fire extinguisher!
Mine on left, theirs on right
1b222f No.13743101
>start to make assets for my game because I'm getting burnt out on programming
>realize I don't know what kind of artstyle I'm going for
It's never easy, is it?
c1cd8f No.13743116
>>13743092
Yours looks better if I'm being honest.
>>13743101
What kind of game are you making?
3d4f30 No.13743204
>>13743092
the right one is better as an icon
3d4f30 No.13743208
>cannon shoots in wrong direction
>but only once, when switching sides
I don't understand
363222 No.13743211
>>13743208
Sounds like direction isn't updating when it should
3d4f30 No.13743224
>>13743211
everything is generated when you click,, so one shot should be completely, 100% unrelated to another, yet somehow they're dependent on the last one
3da200 No.13743249
>>13738797
Looks impressive. What libraries did you use and how long did it take?
3da200 No.13743254
>>13739453
>3rd pic
>tfw no comfy farm
3d4f30 No.13743256
> Funny
Trust me anon, Dutch is not a fun language to learn.
That's not what that means, Dutchfag.
3d4f30 No.13743260
>correct cannon fires
>correct angle determined
>correct velocity set
>no relation to the last shot
>still fucks up when you shoot in the opposite direction as the last one
363222 No.13743275
>>13743260
record a video I wanna see this
e9ca45 No.13743277
>>13738645
>>13738574
>>13739787
these "games" are shit and should not be in the thread
a22878 No.13743284
>>13743277
Looks like the same baiter appears in all recent threads… Well, at least he tries to stir up shit differently each time
ad1c47 No.13743285
9743be No.13743314
Well, turns out my desktop was running a version of OBS like 2-3 years out of date, the new one is pretty slick and actually works with my even older laptop which is rad.
Anyways, how do these fires look?
455c30 No.13743335
>>13743314
It looks like a typical fire. :^)
cd0a4f No.13743354
>>13743314
fires don't look like that, ever seen a fire? it burns shit into ash which creates smoke and it's fucking hot and whips around fast too.
3da200 No.13743419
>>13743260
>>13743275
>this
ID trips demand video, post.
3d4f30 No.13743420
>>13743275
Flashes gray when I fire
3d4f30 No.13743440
3d4f30 No.13743458
Acts the same way if I have multiple cannons, too
3da200 No.13743491
>>13742391
>rule 34 ends up turning autists into masters of art, physics, and anatomy
3d4f30 No.13743679
is billboarding dead? obviously everything had to useit back before 3D hardware took off, but I liked the look of it. Seems like people just see it as an inferior version of 3D models and nothing else. And trees don't count, nigger.
3da200 No.13743693
>>13743679
>creepy snowman rotates and stares at you as you walk by
3d4f30 No.13743708
>>13743693
use your imagination
b5c05c No.13743710
>>13743249
Took about three weeks using THREE.js, and Tween.js for the camera movement in the intro. Background objects were made in Blender and reused as chunks for how long I deemed fit, whereas the final cavernous area is actually just a torus constantly rotating around itself to give off a looping effect. The simpler geometry for enemy and player models could be made on the spot using THREE.js itself, with the exception being the player ship.
cd0a4f No.13743760
>>13743679
no, shadow warrior 2 still uses billboarding, you just have to have a keen eye for it
3d4f30 No.13743780
>>13743760
>one game from 2016 uses it in a very subtle way
It's dead
cd0a4f No.13743789
>>13743780
ok it's dead, if anything it's probably better to just pack more detail into the skybox
e49dfd No.13743937
>all I care about is drawing
>haven't done anything gamedev related in weeks
>todo list full of things I planned to do
>demo day in 5 days
Maybe I'll just hide for a while and pretend I wasn't here for demoday
bce359 No.13743960
>want to stop being the worst kind of idea guy
>decide on one setting to focus my autistic daydreaming on building
>remember that I loath programing because I'm a brainlet
I guess the question is that if I build a world while learning to model and draw, could I eventually piece together a proof of concept with UE4 blueprints? Also alternate question: could I piece together an entire 3D platformer with blueprints alone?
I'm sorry for asking this shit
853065 No.13744042
Workin on the berserk fists next, primary rapidly throws out punches that ends with a haymaker after enough punches thrown, the fists sap health with each hit landed, secondary is gonna be a lunge that instantly throws the haymaker if you collide with an enemy.
Once the weapon is done I'll implement it as a mechanic where you have to build rage up before triggering it as a temporary power
a1628a No.13744085
>>13744042
Is this a .wad or a fully fledged game?
Either way, I've seen you posting your stuff here for awhile and I'm excited to try out a playable release. Lookin' good, anon.
853065 No.13744160
>>13744085
Just a big gameplay mod, overhauls the combat and tweaks the monsters. I got plans for the playable characters I've been working on for future standalone games, but I gotta finish GMOTA first.
Also I made the punches better.
Oh and you guys will have a playable demo of this update come demoday, no playable Doomslayer, sadly, but Blaz is also great.
b2a1e3 No.13744946
YouTube embed. Click thumbnail to play.
>>13743314
>this kind of game
Anon, you could make a more shitton times more fun game as your coding/dev learning project by making a clone of boulder dash.
2ce984 No.13744997
>>13743440
m_cannonBall.transform.position = m_fireSpot.transform.position;
m_cannonBall.GetComponent<CannonBall>().m_vel = GetFireAngle().normalized;
there's your problem. Look closely at which object's position and velocity you modify.
2ce984 No.13745026
>>13743679
If you don't count trees, then I guess you won't count particles either.
3e7b89 No.13745036
>>13743679
I think EDF uses billboards for enemies at large distances, which is part of why they can have so many of them at once.
ef26fa No.13745591
0a4ab0 No.13745653
>>13745591
Morning. I hope you're going to have a productive day. Demo day is soon.
ef26fa No.13745701
>>13745653
Thanks for the reminder and encouragement. Time to get off my ass and AGDG!
0a4ab0 No.13745719
>>13745701
What are you working on?
5dca38 No.13745736
Is there any reason to switch over to Game Maker Studio 2 if i'm already using GMS?
df7865 No.13745905
>>13745736
Haven't tested it much on the programming front, but as an art guy I've found that its tiling editor is objectively superior. GMS2 has built-in autotiling features, which is having the ability to "paint" things like cliffs and paths rather than placing all the tiles individually. Using it makes constructing huge RPG maps a lot more efficient and less time-consuming. It's for this reason alone that we plan to switch to GMS2 for our project once we've made a bit more programming progress. It just has a handful of features that are so powerful we'd be shooting ourselves in the foot not using them.
A codefag who's spent more time in GMS2 could tell you better though. If there was something in it that was undesirable you could still make use of the powerful level editor by making all the rooms in GMS2 and printscreening them into backgrounds that could be imported back into GMS.
5595ff No.13745969
>great everything's working now
>I know I'll make a new test map for variety
>exposes three new fucking bugs
e9ca45 No.13746029
>>13745719
Nothing. He is just coming here to blog.
ef26fa No.13746042
1feef8 No.13746173
Any of you art guys ever use Aseprite or PyxelEdit as an outside sprite art program besides the regular GMS2 sprite editor?
df7865 No.13746235
>>13746173
GM's sprite editor is fucking garbage. Can't speak for GMS2. I know it has some neat animation utility, but using it still seems redundant if you're already fairly literate in better, more powerful image editing software.
I personally just use photoshop for everything. Never heard of PyxelEdit, it seems interesting.
4af1f4 No.13746386
>Just solved a critical, game-breaking bug in the core gameplay that I've been fretting over for months.
HOLY FUCKING SHIT.
Maybe I'll make demo day after all.
342785 No.13746436
Making a Max Payne map
I figured out how to add weather
0fcb64 No.13746440
>>13746173
I use both. Aseprite is fantastic for character sprites and animation, since I switched from an ancient version of Graphics Gale I haven't looked back.
PyxelEdit has a really useful tiling function that lets you "build" a level on your canvas, edit individual tiles and have them update real time. Keep in mind it doesn't work for isometric stuff with an offset grid, but for sidescrollers or top down stuff it's extremely handy.
Never used the GMS sprite editor since it seems like an afterthought. I'd imagine it's really janky to use.
fab914 No.13746461
>>13744946
>>13744946
Actually I'm aiming to have most elements of Supaplex available for demo day, if I can. The game I'm cloning (SubTerra) was actually designed to work with most games of that genre, in addition to Chips Challenge and a few others.
4af1f4 No.13746474
>>13746440
>with an offset grid,
What do you mean by this?
0fcb64 No.13746506
>>13746474
I probably phrased that poorly, I meant a grid that's not square. Isometric tiles (and probably stuff like dimetric?) adhere to a diamond shaped grid so the tiling function doesn't work very well since the program is set up for square tiles.
1feef8 No.13746558
>>13746440
Thanks for the quick rundown. I'll definitely check out both when I get back home. The guy who was telling me about Aseprite earlier says you can compile the source yourself instead of throwing down shekels for it. But from what I understand both programs are fairly cheap.
0fcb64 No.13746596
>>13746558
No problem.
Yeah you can compile it yourself, I think someone in /agdg/ did like a year ago for an older version. But it's like $15 if you buy it. I think PyxelEdit was about as cheap on humblebundle one time, I don't remember when I got it though.
66c264 No.13746631
Do those american helmets look right? One is meant to he plain Kevlar and the other is draped in camouflage. Ignore the straps and heads, they're there just to provide context.
4af1f4 No.13746731
>>13746506
That's a shame. I'd like to have one that works with isometric, since I'm working on an iso test project right now.
4c35b0 No.13746896
>>13743314
The flames are mediocre and static, yet servicable. Flames should be dynamic and almost fluid, flickering and dancing about
ef26fa No.13746920
>>13744160
>Oh and you guys will have a playable demo of this update come demoday
!!!
>>13746631
I'm not a military person, but for the average joe like myself it looks fine.
3e7579 No.13746936
>>13746631
When unadorned, it's a bit rounder and taller. The flatness comes from camo.
d3d686 No.13746946
>>13746936
>>13746631
The protrusion covering the ear is a bit different shaped too, a bit more round than the real one.
Minor details tho, not sure if its even worth the bother of fixing them to be honest.
66c264 No.13747113
>>13746936
Thanks for that. Not knowing why some examples were flatter and some rounder bugged me the whole time. I always get paranoid when modeling utility items. That I'll change some detail that has a proper reason for looking certain way, but I'll just deem it as random.
>>13746946
I tried to base it on this photo. It's probably just a different model but I'll check more examples to make sure it's not camo again.
As of now I'm just doing it for fun and practice but I'll probably use this in the future so no point in cutting corners, especially on something so simple.
d50400 No.13747136
>>13746440
Woooo! You're back! People asked about you. Please post places we can find you and add your thing to the wiki pretty please
9743be No.13747184
>>13746896
Here's what I am basing it off of. If I was trying to stay true to the original, I think it looks accurate. But I agree that in general the animation could be better. I basically made it out of different little pieces and cobbled them together each frame
08b572 No.13747204
>>13744997
I'm not seeing it, anon
>>13745036
But again that's just using billboards as inferior models. Not for their own sake.
08b572 No.13747212
>>13747136
>wiki
you mean graveyard
anything that gets released is tantamount to a zombie
363222 No.13747219
>>13747212
the fuck is this even supposed to mean
0a4ab0 No.13747360
>>13743960
Yes, you could. Blueprints is powerful enough for that.
363222 No.13747455
Managed to export my model as a JSON, apparently the exporter was just fucking broken so I had to get into the code and wrestle with python for a while
342785 No.13747643
I figured out how to import a model from 3dsmax into Max Payne 2. It wasn't very straight forward since the only documentation I found on how to do this was on some Russian website. It took a bunch of fiddling to finally import and have collision.
I also had to figure out on my own how to make it into a prefab since that wasn't explained. Apparently most of the more complicated objects in this game were made this way.
363222 No.13747673
>>13747643
Always thought Max Payne 2 had really solid documentation
Also can anybody help me with this? Blender inverted all my faces, and selecting everything and presing CTRL+N doesn't seem to invert them
help
1a2af1 No.13747679
>>13747643
I'm not really into gamedev, but I'd like to help. I can translate some shit for you if ya want.
b71db7 No.13747696
>>13744042
>>13744160
Would giving him boxing gloves be too cheesy? I think it would be fun.
>>13747184
It looks like fire just fine, but if you want the fire to look more dynamic, change the sprite so it goes from having 3 wisps merged into 2 or 1 and back.
342785 No.13747709
>>13747673
>Always thought Max Payne 2 had really solid documentation
It doesn't explain everything. Like I have a ton of questions I only really got answered by asking people. Like how to spawn weather or the nuances of the level editor.
Learning how to do this sort of thing really helps more in the long run since I don't have to worry about wasting time making complex shapes with booleans like you normally would. It's also only possible to do via 3dsmax 5.1. It can't be done in any earlier or later version of the program. Nor can it be done using milkshape. (Which can only import/export character/weapon models)
>>13747679
>I'm not really into gamedev, but I'd like to help. I can translate some shit for you if ya want.
I mostly use Google Translate. There is this this one tutorial I found on importing models via milkshape that's slightly confusing reading via Google translate
http://xgm.guru/forum/showthread.php?t=26088
e17150 No.13747720
>>13747673
select the mesh, go into edit mode, press A (select all), and then go to the Shading/ UVs tab on the left side menu; select "Flip Direction" under the "Normals:" part
>OR
select mesh, go into edit mode, press A, and press space (open dynamic context menu), search "flip normals", and click it
>>13747709
probably sounds like it would be a good modding resource for others, and it may be a good idea to do some documentation if you want to get serious about modding that game.
U could start a page on the wiki, like "max payne modding", and post your resources, tips, and such things.
Though there may be some type of wiki already out there for the max payne modding scene.
342785 No.13747739
>>13747720
>probably sounds like it would be a good modding resource for others, and it may be a good idea to do some documentation if you want to get serious about modding that game.
>U could start a page on the wiki, like "max payne modding", and post your resources, tips, and such things.
>Though there may be some type of wiki already out there for the max payne modding scene.
I've actually been steadily reposting shit I've found on moddb. Some of which I only found via archives and links that are now dead.
The Max Payne modding scene used to be huge and had a lot of overlap with the Half-Life modding scene. (The creator of They Hunger/USS Darkstar apparently even had a page devoted to it) but entirely vanished due to the fansites that used to host this sort of stuff going down. It's hard to even find evidence that there used to even be a community in the first place. It's similar to a bunch of other games like F.E.A.R used to have a pretty big modding community that also went the way of the dinosaur.
I wanna make my own tutorials albeit I'm mostly just figuring stuff out still.
8ec454 No.13747747
>>13747673
Looks fine. Maybe the error's with your perception.
363222 No.13747750
>>13747720
For some reason this didn't work for 5 times then it suddently did.
Dunno, thanks
>>13747747
Nigga you need glasses
1a2af1 No.13747891
>>13747709
Holy shit that's a lot of text and a lot of runet/modeling jargon. The first guy replying says he'd read this exact text about 6 months ago, so this might be easier if I look for the "original" tutorial.
Found this forum on the MilkShape 3D modeling software, since the guy explaining it is talking about it:
http://www.chumba.ch/chumbalum-soft//forum/forumdisplay.php?s=033505b2129fa3c13865d2caced6f90d&f=7
I'll let you know if I find anything that resembles this tutorial, otherwise I'll go ahead and try translating it.
342785 No.13747897
>>13747891
I get the gist of it, it's just awkward reading it
3e7579 No.13747903
>>13747750
For future reference Flip Normals is in the "W" (Specials) menu. So the keyboard shortcut is W->F. Shortcuts are essential to using Blender efficiently.
363222 No.13747922
>>13747903
> Shortcuts are essential to using Blender efficiently
I've long given up on ever doing that
363222 No.13747953
>>13747930
dude get the fuck out with that shit wtf
9bda85 No.13748001
853650 No.13748006
Somethings off aesthetically, but I cant quite figure it out…
>>13745905
>Mother tiles
Yo, Ive been struggling to find good rips, ended up having to rip them myself. Mind sharing?
363222 No.13748079
Yeah I don't know, it seems like I can't just point all my normals out.
Even if I use "Recalculate Outside", the result is exactly the same as "Flip Normals". I dunno if I'm doing something wrong myself
e17150 No.13748189
>>13748079
Use the "Make Normals Consistent" in the dynamic context menu.
Or, u can color faces with wrong facing normals and display normals to manually edit them if the above doesn't work.
Guide/info:
https://blender.stackexchange.com/questions/16602/color-faces-with-wrong-normals
363222 No.13748215
>>13748189
I fixed it manually, thanks tho
85b3d1 No.13748687
>>13746461
>Supaplex
The enemies' movements immediately made me think of that. Sounds interesting.
df7865 No.13748962
>>13748006
Those assets are actually all hand-made by myself. Though they're obviously Mother-derived (and I will admit that I had a good deal of Mother 3 tiles open next to me while I worked) they're not carbon copies and I'd rather keep them for myself until the game is released. Sorry. I scoured Google to find my references, you're best off looking in places like starmen.net.
>something is off aesthetically
What is immediately apparent to me is that the character is a bit too tall. I'm more used to bodies in the Mother stye looking more squat. It doesn't look half-bad, though, from a stylistic perspective, so if that's what you're going for the next best way you can improve this sheet is to make the character's walk look a little less stiff. As it stands it looks like kind of a board bobbing up and down; you could easily fix this by adding some more lateral swing to the arms. Have them arc out a bit. That extra swing will give your figure a good deal more intent and direction, it communicates the action better. See pic related for an example of what I'm talking about, it's a simple walk for a character in my project.
853065 No.13749152
>>13747696
Normally I'm all for goofy shit, but I want to make the Doomslayer's berserk fists an actual threatening state for the character, give the player the feeling that they're decimating shit while in this enraged state. So no boxing gloves.
Could always add goofy ass boxing gloves and a DING DING sound, along with punchout sound effects to another project of mine I plan on updating after I get this GMOTA update out.
853650 No.13749153
>>13748962
Thanks for the tips. Ive been struggling with walking cycles (mostly north and south) for a while now, but now that you pointed it out I can see what I can do to improve it. Thankfully, Im still at a stage where it shouldnt be that much work.
And one of the things that also looked off to me was her color scheme. I think theres a lack of contrast, so Im gonna throw a red flower on her.
>What is immediately apparent to me is that the character is a bit too tall. I'm more used to bodies in the Mother stye looking more squat.
At first they were the 32x32 squat style, but after some issues regarding the engine I was using, namely that everything looked way too fucking small, I decided to re-do what work I had done but a bit larger. Pic related.
But when it still looked too fucking small, I said fuck it and decided to keep them tall.
>Those assets are actually all hand-made by myself.
Oh, impresive. I guess Ill have to keep on making my own tileset at least for the time being.
1e3230 No.13749165
someone make a ultra realistic mech simulation game tbh
c1cd8f No.13749218
>>13749165
If it's "ultra realistic" you can just leave out the mechs entirely.
1e3230 No.13749226
>>13749218
how about drown your self in aids instead my friend tbh
e17150 No.13749249
>>13749165
then make it.
nobody really knows what u want, only u do, and they won't fulfill what you actually want in their endevour of making an "ultra realistic mech simulation game".
1e3230 No.13749256
>>13749249
but you can totally read my mind before I even made up my mind though
e45542 No.13749269
Is there anyone here who know Cg very well? While trying to customize this CRT shader I feel like I've gone down a rabbit hole and there's no turning back. I really wanna add halation and blur to really tie the look together but I haven't got a clue and there seems to be extremely limited resources on how to write shit in Cg.
df7865 No.13749277
>>13749153
Regarding the color scheme on the other character, I actually don't mind it. I think you could benefit from using less bold lines on the details of the clothing. As a rule of thumb I try to only use solid black lines on the contour of the sprite (disregarding facial details), and use a darker iteration of the clothing's primary color for actual inner details. So in places like the top of your character's boots, on the edges of their torso and the bottom of their shirt, try using dark blues instead of blacks. It might help make it look less visually cluttered.
That sprite on the bottom looks fucking great. What's your project, anon?
2272a4 No.13749304
>released a really neat game recently
>have to wait to show you fags until the jam judging period is over so the judges don't discriminate against us for being anons
9743be No.13749307
>>13749304
If you were anonymous, how would they know?
Check and mate.
2272a4 No.13749315
>>13749307
Some redditor or other cuckold might be lurking here and snitch on us.
Discriminate against our entry, not us.
9743be No.13749321
>>13749315
I know, I'm just shitposting because I don't want to work on my game right now
e17150 No.13749332
>>13749269
I'm too lazy atm to help with shaders so I'll give u stuff to read.
>there seems to be extremely limited resources on how to write shit in Cg.
most of the unity shaders out there are in cg
there's cg docs, and plenty of tutorials out there on writing cg shaders.
here's a few links
>look at the builtin shaders dropdown, lots of effects, like blur/etc
https://unity3d.com/get-unity/download/archive
>good set of resources linked, basic tuts
https://unitygem.wordpress.com/shader-part-1/
>more resources
https://en.wikibooks.org/wiki/Cg_Programming/Unity
https://wiki.unity3d.com/index.php?title=Shaders
9743be No.13749367
>Pop onto itch.io for a sec
>Oh hey cool they have a list of top sellers, let's see what's popu-
https://trainmilfsgame.itch.io/love-on-the-peacock-express
591a92 No.13749478
Progress on rouge commander, the ground troops now shoot you. You can't shoot back yet, though. Also, game over's are not implemented yet.
e45542 No.13749484
>>13749332
Thanks man. I'll give this stuff a read. Just trying to understand what functions and stuff I have available. I've been trying to "port" Cg shaders I've found elsewhere into Unity with little success so hopefully I can get a better grip.
e17150 No.13749572
>>13741815
ok, so thinking about this (in hindsight), you can fix this via selecting the "Key All Bones" option in the FBX exporter animation tab.
1bdecd No.13749631
I is make FTP thing work i are a lot of smart :)
0ad473 No.13749669
YouTube embed. Click thumbnail to play.
>>13749478
Slow the background down, it should be slower than the foreground.
Other than that it looks good.
1e3230 No.13749673
>>13749631
forward touching penises? pretty smart tbh
3e7579 No.13749690
>>13749478
reverse heli attack from the flash days
591a92 No.13749706
>>13749669
Noted, i've slowed it down now and you're right, it does look nicer.
>>13749690
I remember that game, even though I didn't play it as much as some of the other games.
Luckily, this isn't in flash, its all in C. The game's size is still 162kb.
2a8a06 No.13749777
How do you make a good card game AI?
>>13749478
Shouldn't it be rogue commander?
9743be No.13749807
>>13749706
>tfw sitting at 125 kb, including exe, a dll I made, and art assets
One of my sprite sheets is like, 8-10 kb, because I decided to be autistic about the size and index it and shit
853065 No.13749967
I ditched the jabs in favor of those absurd haymakers, I think this turned out for the better.
cfc1e8 No.13749999
Does any one knows how to completely clear an UV unwrap in blender? I want to remove UV coordinates just for these two faces.
3e7579 No.13750006
>>13749999 (checked)
U>Reset
cfc1e8 No.13750017
>>13750006
This resets the coordinates, but does not remove them. Resetting is how i got the edges textured perfectly.
66c264 No.13750109
YouTube embed. Click thumbnail to play.
>>13749967
I might have an idea why your previous quick punches looked off. When the punch is thrown it goes off center when it reaches it's target. It looks good for slower powerful hit because it implies that the fist is like a heavy mace, it smashes and keeps going to the side because of inertia. This animation looks worse on lighter faster punches because they lack weight and therefore there not going to the side because of their power but because they're executed wrongly try punching very fast from the sides, it's hard and uncomfortable.
Embed related, the guy's fists are like pistons - they go mostly forward and backward, a little bit down and up, they always hit the same spot and they never cross his center.
a0a78b No.13750129
i don't suppose anyone knows how move the camera in irrlicht, all i really need is a simple setPosition/getPosition
but i still don't really understand how this engine works.
853065 No.13750151
>>13750109
Yeah, but unfortunately, realistic movements often look like shit for vidya. I mean for example, realistically if you fought with with a sword and shield, you would NEVER lower your shield as you strike out, you'd keep it up to guard yourself. But that doesn't look very good in vidya.
The jabs also lacked weight in general, and there wasn't much I could do with that. So I've ditched it all in favor of something more exaggerated, but ultimately with better feedback.
2a8a06 No.13750175
1bdecd No.13750195
would any modeller here want to practice doing a character in my game? using the default mannequin gets boring
a0a78b No.13750259
>>13750175
yeah i did this class doesn't contain set or get position
eab2c9 No.13750283
>>13749777
Depends on the cardgame obviously, but generally you can start off with the chess method. You have a rating function that rates a given game state with a score, and then calculate every permutation of possible moves to pick the one that leads to the state with the highest score. This branches off into a tree and depending on the game it can quickly get very complex. Also depending on the game you have to take the enemy turns into account, read more here:
https://en.wikipedia.org/wiki/Minimax#Minimax_theorem
a0a78b No.13750302
>>13750259
actually i just noticed it inherits from ISceneNode which does have those members
e49dfd No.13750308
>Krita 4.0 has an isometric grid guide
neat
1a2af1 No.13750388
9743be No.13750496
Finished up some of the base walls, I guess. Various rounded corners (I can't do a hard outline because they might merge with other wall tiles), a one-time use dirt passage, a glass wall that allows lasers through, a star block and fragile wall (which can be destroyed by falling rocks or by touching the star), reinforced wall (two explosions to remove), an embedded wall (can contain "any" object at level start), and two exits
d70105 No.13750644
>>13750308
Oh shit, cool. Maybe I won't need to kill myself after all.
2ce984 No.13750741
>>13747204
Sorry, I meant to include this line too:
var b = Instantiate(m_cannonBall);
So: here we have GameObject b based on the prefab m_cannonBall, correct?
Then, you set the position and velocity of prefab m_cannonBall:
m_cannonBall.transform.position = m_fireSpot.transform.position;
m_cannonBall.GetComponent<CannonBall>().m_vel = GetFireAngle().normalized;
But, m_cannonBall was not the result of Instantiate, so m_cannonB is not the object you have in your world.
It was 'b' that you instantiated into the game world. So, what you probably wanted to do is:
b.transform.position = m_fireSPot.transform.position
b.GetComponent<CannonBall>().m_vel = GetFireAngle().normalized;
19e36b No.13750752
Silly question, but can you make a JRPG lateral combat system easily in gamemaker? I have no experience programing except for a few variables crap I did in RPG maker years ago.
e65cbf No.13751091
fucking hell, how the fuck do i do this now? no, im not modeling the dick
1e3230 No.13751104
e65cbf No.13751106
a1902c No.13751108
>>13751091
edge loops that match with the groin,why do you need reference pictures? but even if you chose not to give her a feminine dick your going to need to give her a bulge and work around that having something there is important for the overall topology.
e65cbf No.13751111
>>13751108
its a male character, if it was female it would have some extra booty
a1902c No.13751115
>>13751111
spending hours shaping the perfect male ass… what are you gay?
e65cbf No.13751118
I wish the reference had diagonal view too
>>13751115
The player will spend a lot of time looking at that, im not trying to go full Metal Gear, but it should look accurate
a1902c No.13751131
>>13751118
step 1 should be widening the front and giving "him" a bulge. personally i prefer to work up form some base extrusion then cut the extra loops in as needed. but i'm just a nodev with like 5 abandoned projects under my belt.
e65cbf No.13751179
fuck what was the hotkey for flipping one normal on Blender? got a few parts of the hatchecks inverted
3e7579 No.13751186
>>13751179
Select the face in edit mode.
W-F
e65cbf No.13751212
>>13751186
W-F?
you mean shift+W and shift+F? neither worked
I did manually clicking in the Flip Direction button which also does not tell the hotkey when you mouseover it
1e3230 No.13751221
>>13751106
MODEL THAT BULGE
NOTICE THE BULGE
LOVE THE BULGE
1e3230 No.13751227
3e7579 No.13751260
>>13751212
No, just W and F. W should open the 'specials' menu and F should be the hotkey for Flip Normals. Your mouse needs to be inside the 3D view. What version of Blender are you using?
e65cbf No.13751286
>>13751260
oh i see, i was trying with shift
but i was looking for a single button hotkey, i remember it having one
im using v2.79 btw
0fcb64 No.13751309
>>13747136
>You're back!
But I never left. I'm just really self conscious about posting my stuff. Sorry.
e65cbf No.13751313
Hey it was not THAT hard in the end, now feet
9743be No.13751367
>>13751108
>>13751115
>>13751131
What is this, WikiHow: the Anime?
47ea1f No.13751514
>>13749277
An RPG Maker game. Just some regular fantasy adventure with a few twists that I decided to develop for a niche market on a whim.
Do you have any tips for giving black haired characters more detail? Outside of maybe using lighting.
09ca22 No.13751599
e65cbf No.13751609
>>13751599
>not making your own mesh to make sure it fits on your game perfectly
Im already on the hands dude
09ca22 No.13751619
>>13751609
Of course you should make your own mesh you dingus, i am just telling you to learn character topology from artists who already went through that. You'll be in a world of pain once you start animating yours trust me, so at least read this: http://wiki.polycount.com/wiki/Limb_Topology
e65cbf No.13751628
df7865 No.13751719
>>13751514
>do you have any tips for giving black haired characters more detail?
Yes, just use a single ring of highlights around the head to denote a bit of lighting. Something like the middle character in that sprite lineup in my last post. On characters with dark hair, it goes a long way in adding some extra detail.
Good luck anon.
591a92 No.13751746
>>13749807
I could probably get some of the size back by linking libwebp and storing WEBP instead of uncompressed RGBA data and then running through the EXE packer to compress it. Although i'm unsure if i'm at such a threshold that
>>13749777
I spelled it wrong and i'm too lazy to correct it
e65cbf No.13751756
How are the finger proportions?
5595ff No.13751771
>>13751756
inb4 ring finger longer than index means you're gay discussion
ef26fa No.13751794
>>13751771
There is a correlation in regards to hormones:
https://en.wikipedia.org/wiki/Digit_ratio
>The digit ratio is the ratio of the lengths of different digits or fingers typically measured from the midpoint of bottom crease (where the finger joins the hand) to the tip of the finger.[1] It has been suggested by some scientists that the ratio of two digits in particular, the 2nd (index finger) and 4th (ring finger), is affected by exposure to androgens, e.g., testosterone while in the uterus and that this 2D:4D ratio can be considered a crude measure for prenatal androgen exposure, with lower 2D:4D ratios pointing to higher prenatal androgen exposure.[2][3] The 2D:4D ratio is calculated by dividing the length of the index finger of a given hand by the length of the ring finger of the same hand. A longer index finger will result in a ratio higher than 1, while a longer ring finger will result in a ratio lower than 1.
>A number of studies have shown a correlation between the 2D:4D digit ratio and various physical and behavioral traits.[5]
And this is relevant for e65cbf:
>The 2D:4D digit ratio is sexually dimorphic: although the second digit is typically shorter in both females and males, the difference between the lengths of the two digits is greater in males than in females.[4]
e65cbf No.13751812
>>13751771
means higher testosterone, so it would be the opposite, longer index would be the "gay" configuration
d50400 No.13751872
My codefriend kept telling me not to code in useless shit like item levels and gore systems for the game.
This is what happened when he returned to devving after 4 months.
monsters doing a ballet impression.
smh tbh
I know it;s supposed to be one of those black triangle moments and it actually will allow for an element of stealth in game, something I never saw in an aRPG
but he expects me to tweak and balance this on my own which is kinda infuriating
19e36b No.13751910
>>13750752
Could anyone answer my question?
Or is it so stupid it doesn't even deserve a reply?
3d4f30 No.13751912
d50400 No.13751918
>>13751910
Autumn Willow dev is pretty advanced in GM. I don't work with it so I can't tell ya.
19e36b No.13751920
>>13751912
Oh…
>>13751918
I'll search stuff about Autumn Willow to see how it goes.
Thanks SHODAN.
e65cbf No.13751928
>>13750752
>>13751910
what do you mean with lateral? you mean something like Valkyrie Profile dungeon crawling? or the combat in Tales of Eternia?
d50400 No.13751930
19e36b No.13751939
>>13751928
I mean 2d side combat like most SNES games.
I want to make a combat system with limb location and cover for proyectiles.
>>13751930
I'll have to check. Thanks SHODAN.
591a92 No.13752051
This is my progress, you can now shoot back. I'll implement game overs later and make level one just this for three minutes.
a1902c No.13752074
>>13752051
can i drop commies out onto the other commies?
ef26fa No.13752078
>>13752074
This. Where are the free helicopter rides at, 591z92?
1e180e No.13752100
How would you guys name a Mario Party clone without using the word "party"?
591a92 No.13752103
>>13752074
>>13752078
This feature is in the works. If you drive your helicopter over a still breathing commie, they will be captured. Then in the level end sequence, they will be dropped out of the heli if you haven't dropped them out of the heli during the level.
2ce984 No.13752115
3e7579 No.13752163
What do you guys think of my state machine for a melee enemy?
>>13752100
Depends on the theme you use.
ef26fa No.13752227
09ca22 No.13752234
66c264 No.13752263
>>13752051
>background is still moving faster than the ground
Is the helicopter going in circles or have the commies started to overrule laws of perspective?
>>13752078
Mario Meetup :^)
>>13751872
This could be used to make some really cool behavior based on whether the player is detected/undetected, but does an ARPG really need detection based on field of view? Sneaking seems like the opposite of action.
d50400 No.13752333
>>13752263
>This could be used to make some really cool behavior based on whether the player is detected/undetected, but does an ARPG really need detection based on field of view? Sneaking seems like the opposite of action.
I think it's worth to try adding an action-stealth element as an experiment. I don't think anyone tried it.
But I only came to this conclusion AFTER he added the unplanned feature.
I told him to add shit like reacting to skills hitting them (like in the demo). I told him to replace the ballet with basic patrol routes (like Diablo monsters). I told him to use raycast in case there's a wall between the character and the enemy (like Diablo mod Beelzebub). He refuses to add this because MUH CODE.
And he likes them spinning around like retards.
3e7b89 No.13752511
>>13751872
>something I never saw in an aRPG
Sneaking up behind knights in Dark Souls to backstab them doesn't count?
>>13751939
Sounds rather easy to do in GM, would most likely be a lot easier than modding RPGMaker to do the same.
1e180e No.13752621
>>13752163
Toys I guess, so, "toybox something"?
>>13752511
By ARPG he means diablo clones.
9743be No.13753060
>clean up my cruft so I can make it more elegant
>70+ errors, which isn't very much, but this many spring up with every refactor
>it's been a 2-day project
Pic related I guess. Otherwise, things are going well, I think. It's mostly reworking systems and moving shit around so I can "do" things
d90ed3 No.13753065
>>13739660
pulse rose at this post
9e41b4 No.13753284
>>13751286
flip normals doesn't have one, recalculate normals does.
ctrl+n
ctrl+shift+n
c2e2e8 No.13753404
>Godot has no basic meshes for you to use for alpha quickstarts
>Had to open up Blender and make my own PillMan
Kind of annoying, but at least I'm getting used to Blender and exporting .dae's
d50400 No.13753493
>In the villa of Ormen
>Stands a solitary candle
3d4f30 No.13753554
>>13750741
holy shit, you're right, thanks anon
why the fuck does changing the stored prefab's values even work?
3d4f30 No.13753578
Why does unity let me do this to myself
>edit the prefab instead of the instance by ingame
>it actually ruins the asset in the editor
>also lets you add the same component multiple times, which should be impossible
b71db7 No.13753648
>>13747204
>But again that's just using billboards as inferior models. Not for their own sake.
Why would you ever use "billboards for their own sake" though? The whole point of billboarding is to create a performance-efficient visual that sacrifices graphical fidelity. Even real-life billboards don't face you everywhere you go.
>>13749404
Doki Doki Literature Club is half of those tags and definitely isn't pozzed. There's no need to make excessively broad generalizations.
>>13753554
I'm guessing the Instantiate method creates a copy of the object parameter and adds it to the level. When you modify m_cannonBall, these modifications show up in the next shot you take.
If you want to test this, replace your current code with
m_cannonBall.transform.position = m_fireSpot.transform.position;
m_cannonBall.GetComponent<CannonBall>().m_vel = GetFireAngle().normalized;
var b = Instantiate(m_cannonBall);
(If this works, you could also get rid of the variable capture and delete the var b part, since you're not using it.)
e65cbf No.13753870
>having fun modeling a character
>remember i have to finish a few small things for the demoday release
I hate programming so much
e17150 No.13753997
>>13753648
>There's no need to make excessively broad generalizations
ok, lets see…
>VN
choose your own adventure books are !realGame
>twine
see above
>LGBT
HAH, go insert your "gender politics" and "gender neutral bathrooms" elsewhere
>interactive fiction, etc.
rest are fine
6ed969 No.13754223
>>13753997
DDLC is Ren'Py and doesn't have fags.
2da411 No.13754345
My current client is out of town and I am running out of commissions so here I am shilling my work, I made the mesh following the sketch I was given, my animation work is still a little sloppy but improving once I get a hold of IK stuff.
So, small commissions are accepted, props, simple meshes, simple animations, etc., my texturing is still not good enough to exhibit.
3d4f30 No.13754374
>>13754345
this is a horrible place to shill, the only one of us who has expendable money spent all of it on an anime abomination
c1cd8f No.13754382
>>13754374
A $2,000 anime abomination no less.
95a3bd No.13754384
>>13754374
One of us had expendable money? You're right, though. If I could afford to pay the artfags enough that they'd be excited to work, I would.
d47a94 No.13754401
>Godot 3.0 is shooting for a stable release by the end of the year
>Blender 2.9 is coming in 2018
Game Dev is gonna be fucking great next year.
2da411 No.13754423
YouTube embed. Click thumbnail to play.
>>13754345
Wait, did the file go through?
9e41b4 No.13754456
>>13754401
I downgraded my project to 2d because of the waiting also unrelated pic
b71db7 No.13754473
>>13753997
I obviously wasn't referring to LGBT as not pozzed. Twine is pozzed too, although Free Cities Pregmod is nice. As for VN's, let's agree to disagree.
>>13754423
It says "File Deleted" here.
2da411 No.13754479
>>13754473
Check the YT video then, it doesn't let me post it again.
9e41b4 No.13754494
>>13754423
uninspired/10
needs more unrelated gears and pipes coming from nowhere
no idea of the size but if it is an scuttle bug it has no propulsion engine or means for take off. if it is bigger it lacks the intimidation factor, pic related
2da411 No.13754544
>>13754494
Man, I only made it following my client's design.
e17150 No.13754566
>>13754382
>.gif
>>13754473
>As for VN's, let's agree to disagree.
agreed.
thou to clarify they're not "pozzed". It's that they're not really video games.
>>13754479
u may want to try a different codec when encoding.
preferably use the older vp8 not the latest vp9 as there's widely varying support for the newer codecs.
2da411 No.13754578
>>13754566
I used the well known WEBM Converter, BTW, I can't believe that thing was made following the same concept art my client gave to me.
e17150 No.13754648
>>13754578
i use xmedia recode, works well
2da411 No.13754666
>>13754648
I'll check it, anyway, still shilling myself, need shekels and I have room for one or two small commissions.
a1902c No.13754750
YouTube embed. Click thumbnail to play.
>>13754423
hexapods have a particular pattern of walking that you are not fallowing. with 2 sets of legs stepping at a time. that is mimicked by most diy hexipods. this produces a triangle for a base that provides the most stability while really not being "all that" complicated.
in case vid does not embed https://www.youtube.com/watch?v=vMSHBRI3skQ
2da411 No.13754834
>>13754750
Oh well, maybe next time.
9743be No.13755138
>>13751918
>Got mentioned, but only by accident
I'll take it
9743be No.13755252
So I'm pretty sure that Twitter is better than Tumblr for blogging / building a following. For one, Twitter is #8 in traffic and Tumblr is like #52, so just in terms of sheer numbers and normalfag exposure, you're more likely to get noticed.
Twitter also seems more fluid and easier to use, and I seem to pick up followers just by commenting on whatever indie gamedev bots repost (eg, Looks nice!, etc).
I mean I'll be using both, but probably putting main project notes on an itch.io page when it's in a good state, and post little updates to Twitter
9e41b4 No.13755344
>>13755252
yes but how many of these are bots?
the thing with tumblr is that discourages bots heavily so if someone is following you is probably a real person. (is also terrible for editorial corrections and for cataloging shit)
for you to see a post in tumblr it needs to be:
a) rebloged enough times into trendy where the staff can curate it
b) rebloged by someone you follow currently (there are still bots but if someone follows them is mostly on purpose)
c) targeted towards you directly which limits the scope a bot can spread before being detected
maybe i should start a marketing page on the wiki
9743be No.13755355
>>13755344
Definitely include a list of useful hashtags by website. #screenshotsaturday is very popular on Twitter, for example.
b03017 No.13755384
>>13755344
>>13755355
Having an attractive avatar is more important than people think.
d50400 No.13755497
What in the hell is my codedude even thinking?
0613c9 No.13755514
Something was missing from my Berserk fists, and after some talking over I've come up with a simple but effective solution
9743be No.13755688
>>13755514
Are they supposed to be that strong? Seems like it's killing stuff in one hit? You could make it a risk/reward style of weapon where if you miss, you have a hefty stagger time that you can't attack and/or are slowed
0613c9 No.13755718
>>13755688
Yes, this the Slayer's BFG tier weapon. The idea here is you'll have to build rage by damaging enemies with your other weapons, and once that's filled you hit a button and shift into a strong as fuck berserk state that grants you devastating punches, damage resistance, and life drain on hit for a short time.
I've just wrapped up the punching part and now I'm working on the actual mechanic of building energy to use it.
9e41b4 No.13755782
http://8agdg.wikidot.com/wiki:tumblr
>>13755384
I have a teddy bear render as mine and have received complains that I'm not living to their expectations
>>13755355
tumblr tags are only useful for searching and their search engine is broken
d0b885 No.13756128
>>13753870
hello, i can be your programmer tonight
a0a78b No.13756359
I'm feeling rough I'm feeling raw I'm in the prime of my life.
Lets make some games, make some money, find some models for wives.
4ec28e No.13756465
>>13755252
Isn't twitter increasing their character limit too? I'd rather devblog on twitter anyway, fuck tumblr.
98e62c No.13756520
Since my knowledge of anatomy is so extensive that I actually know that humans have 4 limbs and one head, does it make sense to get a skeleton 3D model and model a character over it, so that I don't make some obviously wrong stuff? Especially on shoulders. I will also use a image background reference
2ce984 No.13756612
>>13756520
sounds like it might help, but I'm not a 3d artist so I wouldn' t know ¯\_(ツ)_/¯
I say try it and post results
98e62c No.13757394
>>13757332
>tfw you don't live in america
>tfw everything comes with 160% income tax, more at times
98e62c No.13757397
>>13757394
>income tax
import tax
e45542 No.13758132
I've been experimenting more with the CRT shader, and I think I'm getting closer to an effect that I like. If you zoom in super close you can see the RGB of the individual "phosphors", which is kinda cool. I should probably just call it done and stop wasting time on this though. I should be working on more important elements.
c93f14 No.13758141
>>13756520
can't say i've ever done that, but if you think it might help, try it out. topology usually mimics muscle anatomy though so it won't be much help with that.
e65cbf No.13758520
Just took 4 hours to do the hands!
oh this is going to be so fucked up when i put the armature and animate
ef26fa No.13758535
>>13758520
Right there with you mate. how many days until 11/11? OH FUCK ME
e65cbf No.13758548
>>13758535
i have my demo build ready, but this model is not part of it
good luck bro
9743be No.13758585
>accidentally hit F8 in visual studio
>suddenly jumps me to the next compiler error
>was previously hitting F6, looking at the build error list and double clicking
THIS WILL MAKE THINGS FASTER
9743be No.13758839
How does my life ring look?
Also new bread soon
e65cbf No.13758870
>>13758839
looks round
tee-hee
ef26fa No.13758915
>>13758839
Decent, but it also looks a lot like the umbrella corp logo from Resident Evil.
fc9805 No.13758937
>>13758132
>13758141
I usually don't like retro wank, but if you wrote that it's very cool.
2ce984 No.13758982
>>13758585
>F8
wtf I didn' t know this.
I did literally yesterday google how to do that shit and I found fucking "ctrl+shift+F12" some bullshit like that.
3e7579 No.13759010
>demoday imminent
>start new project in software engineering class
>making a game
>get chosen as project leader since I am the only one who's worked on games before
>have to do it in Java since it's the only language everyone knows
>no time to dev
ef26fa No.13759018
>>13758585
>>13758982
https://blogs.msdn.microsoft.com/saraford/2008/04/18/did-you-know-you-can-use-f8-and-shiftf8-to-navigate-among-errors-in-the-output-window-197/
>If you have the Error List open, F8 and Shift+F8 will take you directly to the error in question by highlighting that part of the code. If you have the Output Window open, F8 and Shift+F8 will put the cursor on the beginning of each line for each error listed in the Output Window.
And not to be condescending, but this is fucking useful as well:
https://msdn.microsoft.com/en-us/library/y740d9d3.aspx
>Often, you start a debugging session using F5 (Debug / Start Debugging). This command starts your app with the debugger attached.
>The green arrow also starts the debugger (same as F5).
>A few other ways that you can start the app with the debugger attached include F11 (step into code), F10 (step over code), or by using Run to Cursor. See the other sections in this topic for info on what these options do.
ef26fa No.13759301
>Windows 10 has a built in video recording feature
>it is only supported by certain, newer cards
>my video card is THE EXACT SUBVERSION BEFORE THIS FEATURE WAS SUPPORTED
Any of you lads have a free, Windows compatible screen recorder that isn't shite?
b611b9 No.13759308
>>13759301
ShareX is working wonders for me, despite me having integrated Intel graphics.
2272a4 No.13759348
>>13759301
>Windows 10 fag
>doesn't know about OBS
Git gud, faggot.
c93f14 No.13759369
>>13759301
i just use obs and crank the bitrate up
688286 No.13759376
>>13758839
The extinguisher looks better than the source material because it is tidier in its colors and also better alludes to 3d space with the sticker.
I think you should use the same thinking with the life ring. You're one certainly looks tidier, but the source sprite looks more 3d likely because of the equally thin, curved white lines.
ef26fa No.13759449
>>13759308
Thanks.
>>13759348
Oh yeah, forgot about OBS. Windows 10 isn't my choice on this machine. It's the year of Linux! Right? Gotta be one of these years… I'd just like to interject for a moment. What you’re referring to as Linux, is in fact, GNU/Linux, or as I’ve recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.
>>13759369
Thanks mate.
9743be No.13759492
>>13758915
>mfw learning that the Umbrella logo was based loosely off the Nazi iron cross
>>13759449
>>13759348
My PC had a clunky version from 2-3 years back, popped a new version on my laptop, much faster and sleek, good program.
ef26fa No.13759608
Yeah, OBS is cool. Is there a way to capture specific windows/programs and not the full screen?
c1cd8f No.13759652
>>13759608
Are search engines blocked by your Internet provider or something?
https://jp9000.github.io/OBS/sources/windowcapture.html
ede1cc No.13759653
>>13759608
literally has a capture window option
ef26fa No.13759699
>>13759652
Not asking for spoonfeeding, but I figured it would be easier/faster to ask here.
>>13759653
Yeah, it turns out that's not what I wanted anyway, I used "game capture" and told it to focus on the Blender window specifically. I'm happy.
f61b15 No.13759722
>>13758937
Oh I didnt write it, no way. I'm not nearly smart enough or knowledgeable on CRT technology to do that. All I did was take a shader written by Timothy Lottes(guy who also created fxaa) and ported/tweaked it to work in Unity and with the specifics of my project and how it's set up. Im extremely green to cg/shaderlab so writing something like this is way beyond my level.
2da411 No.13759726
>>13759608
Shouldn't that be naturally looping on the webm?
ef26fa No.13759756
>>13759726
No, the animation is looped in Blender but the recording is just a slice of what I could capture in OBS. I'm not good enough to bother editing the video to match it up so that it loops properly, nor am I wasting the time to learn. Also, mp4 not webm, because again, not gonna waste my time on that stuff right now.
2da411 No.13759854
>>13759756
oh OK, I assume blender doesn't have a recorder itself, in Maya I use a Maya Software rendering and select the frames, it outputs as AVI and I just have to convert it, although the webm I made didn't go through so I had to upload to YT. >>13754423
ef26fa No.13759874
>>13759854
8ch supports MP4 (although it CAN be a little finicky about the audio codec in my experience) and there are free MP4 -> webm converters out there, I just don't have any fucks left to give about formats these days. "Does my shit post?" is about as far as I take it.
2da411 No.13759942
>>13759874
Well, for me it was a pain in the ass, I used FFMPEG which usually works but not this time.
9743be No.13759956
Start writing up a new thread fam, one more should push this over to page 13
591a92 No.13760031
>>13759956
I've got the new thread ready
9e41b4 No.13760052
>>13756520
here are some references made by a furfag try to reproduce them in blender with each muscle group into its own 3d object.
for the hands and face use your own, those are complex shapes and is better if you see how they deform yourself. it doesn't matter if you are fat or a girl, you can transform these from male to female very easily.
you should try to avoid triangles but is not necessary, the important part is that you learn all the muscles groups.
once you do that, do it again but this time as a single object, do a simple box model with proper topology and sculpt the rest (search for the sculpting shortcuts).
all this should take you about two weeks tops. and is probably the fastest way to get good enough I know I did
after you have the shapes down just use a lattice modifier to superimpose them over your skeletons, regardless of size height or other bullshit.
591a92 No.13760054
>>13760031
ah shit, I was looking at /tech/ for the thread by accident and didnt find it, so I made the new thread too early. It's here: >>13760047 and we can use it when this thread is ready to go
e17150 No.13760304
>>13760052
better to use something like zbrush for this
9e41b4 No.13761256
>>13760304
the goal of the first exercise is to identify the different parts that come together to form an anatomical correct body, and to practice on dealing with organic shapes
the second one, yes, could be done in zbrush or any other sculpting software