aee79c No.13760047
DEMO DAY IN THREE DAYS!
Crunch time edition.
Links and stuff:
>>>/agdg/
>>>/vm/
#8/agdg/ via irc.rizon.net
http://8agdg.wikidot.com/
Previous thread:
>>13738461
QUARTERLY DEMO DAY SCHEDULED FOR NOVEMBER 11TH
Reminder that the wiki exists, you are encouraged to contribute to it if you can.
Also please post your games ok? plesase
2bd4bf No.13760086
First for slightly improved life ring
86ddad No.13760110
make a RTS where you can have your friends play as your units but in a meaningful way
8b6a1d No.13760111
Supposedly the furfag who made this lurks here.
fa9382 No.13760128
>>13760111 (checked)
>oh it's not that bad, barely furry, what's the next step in your master plan
<0:39 THIS CAN'T BE HAPPENING
2511e9 No.13760145
>>13760111
>normalfags know
SHUT IT DOWN!
b3b58b No.13760164
>>13760111
>that ending
cute
fb6d04 No.13760339
>>13760111
Probably cuck/agdg/ since I'm pretty sure I'd remember those tits.
5da451 No.13760485
>>13755782
gj on this m8.
On a related note, can someone do a wiki entry for twitter in relation to marketing/PR shit?
>>13759010
>have to do it in Java since it's the only language everyone knows
u poor soul...
>>13760111
definitely cuckchan or maybe monster... I don't visit either so I couldn't tell u for sure, but I've never seen them post here.
20fdb1 No.13760547
>>13760485
>/monster/
One of these has a snout, you know how triggered they are about snouts.
87a4d9 No.13760696
>mfw switching from timer register to BIOS counter fixes the problem I was having with timing
e2635d No.13760715
I've also resized my UI elements to be native to my new lower render resolution. Here's a comparison with the shader on and off. At the moment you can simply turn the shader on and off with a button which is kinda fun.
I think for my test day build, I'll have it just be Stage 3, since I'm pretty sure most of you who wanted to play have already played my first and second stage and are probably sick of them by now. And no one but myself and some local testers have played that one yet.
9ae3b6 No.13760724
Can I get some feedback on a game idea? I'm already working on a game, but I've been thinking of other projects as well.
I want to make a 3v3 team-based arena combat game where you would have two units on each team fight while the third unit of each team acts like support and gives backup, advice, or strategies. The combatants would have a stripped down UI (not knowing your health or the position of the enemy on a map), so they would have to rely on communication from support for info and their other teammate on the field. This would be accomplished via test or voicechat, but voicechat would probably be the most fun.
Games like Monaco and Keep Talking and Nobody Explodes (a bomb-defusing game) are really fun when you can make plans and cooperate with other people to progress, and it's a shame it's not done more often. FPS's can achieve this as well, but death is such a minor setback in those games most people don't lead or employ strategy for fun, they just want to zone out and shoot things. Arma would be a good counterexample to this.
>>13760111
Why are the animal features not consistent? The first chick has pig ears and a tail but no snout, and the second chick has fox ears, a snout with whiskers, and a tail. Also the art's kinda meh, the artist should really get rid of the tit-glare, it's tacky as fuck.
e2635d No.13760756
>>13760724
Sounds a little bit like a smaller scale version of Natural Selection(Each team has a "commander" and then a bunch of footsoldiers who are the rest of the players). Could be a lot of fun, but it's such a base-level idea that it's hard to get a grasp of what the game would play like and that's really important for something like that. I think the idea itself could definitely work though.
bb6504 No.13760785
>>13760047
Are you gonna have a seperate thread for demo days? or are you gonna do it in this thread, asking since I wanna know if I should sticky it or not.
bb6504 No.13760788
>>13760784
can confirm tbh
53eb6c No.13760798
>>13760788 (checked)
Heiled
2511e9 No.13760804
>>13760785
and just like that, the thread is kill
e2635d No.13760817
My vote is to have a special thread for em.
2bd4bf No.13760845
How many demos will we have, anyways?
http://poal.me/esh7xo
9ae3b6 No.13760941
>>13760785
It'll probably happen in this thread. It'd probably be best to just use whatever current /agdg/ thread is up and just sticky it with an announcement for demo days on the board header.
>>13760756
I see, thanks for the input. I'll check out Natural Selection, sounds like a fun game that might give me some guidance. I'll start a design doc and post it around when it's more concrete.
2bd4bf No.13760953
>>13760941
I'd suggest having a separate thread; expect lots of anons to flood and shitpost and stuff, it'd be hard to ask a question
e2635d No.13760962
>>13760941
Yeah. Natural Selection is more like an RTS game where players play as the individual troops but the idea is similar. It has interesting ideas and I find the asymmetrical gameplay to be pretty nice.
5da451 No.13760964
>>13760941
better to have it in a separate thread as this anon mentions >>13760953
9ae3b6 No.13760977
>>13760953
Oh, didn't think of that. Also people might still want to use this thread for help, so having DD in a new thread would be better.
af292a No.13760986
Probably not going to have anything for demo day, maybe some small test video but that will be it. If I do make the video, it will be a kick animation probably destroying a Skaarj or Nali. I've been too busy lately removing a bunch of stupid bullshit from an add-on mod for Fallout Tactics Redux 1.3, called Equilibrium. The "map maker" that edited the maps has to be fucking retarded. There are so many additional plants in the maps now that THE FIRST AND SECOND MISSIONS HAVE FRAME RATE DROPS. Tested on multiple machines, I've deleted over 200+ from the first map which just has a bunch of overlapping (therefore non-visible) tiles. Oh, plus shitty OC DONUT STEAL characters without portraits that it just comes off tacky and awkward. Their dialogue is barely even worth looking at. It was so offensive to me that I decided to nuke all the plants with the map editor. I might release this on modDB or something if I care enough to finish it completely.
In the meantime, have an unfinished run template. Also decided it would be better to animate upper legs first then lower legs/feet. You can see the difference in the first 3-4 frames in this animation alone, as I switched to doing that by the fifth frame.
0262ad No.13760999
>>13760111
Jesus Christ. I should really get cracking on my own game, now that Godot has Mono support.
185421 No.13761010
>>13760964
>>13760953
someone suggested a few threads ago to have a link in the OP here to a thread on the agdg board specifically for demoday stuff, so people could have a place to post their games and get feedback/advice/whatever that wouldn't get flooded as much.
3fb5c4 No.13761226
Horrorgame dude here. Gameplay mechanics and story finally planned out, now i only need to decide where the plot takes place, spooky spaceship or spooky abandoned underground stuff? What scares you more?
2bd4bf No.13761241
>>13761226
Underground is lame to me, since it'll just be abandoned tunnels and maybe a cavern and "oh look, it was really connected to a haunted indian burial ground all along!" shit.
At least with space, you can play with agoraphobia and claustrophobia (infinite space and narrow tight tunnels), and the fact that you're sealed off from the world.
e10974 No.13761248
>>13761226
Scifi horror is always scifi first and foremost.
2511e9 No.13761251
>>13760724
>Why are the animal features not consistent?
he wants the kemono and monster community?
2511e9 No.13761264
>>13761226
>pooky spaceship or spooky abandoned underground stuff?
how about a gender studies university?
6745e7 No.13761273
>>13760111
He should learn to make real furshit, that is fucking disgusting.
2bd4bf No.13761309
>>13761264
>Gender studies university
>There are only shambling shells of what used to people, who attack you for being different
61ccc6 No.13761311
>>13760111
Just for the record, this was the other anon game made by 8chanons for that contest.
8b6a1d No.13761327
>>13761311 (checked)
>8chanons
What kind of human being uses such a word?
61ccc6 No.13761338
>>13761327
I dunno… I just came up with it. 8chan anons doesn't ring as well but sounds less spergy I suppose.
3fb5c4 No.13761378
>>13761241
>>13761248
Interesting. Personally i think underground/abandoned building or silent hill type atmosphere is scarier, but most people i ask tend to go with sci-fi/spaceship. This kind of makes me question my spooky-meter.
>>13761264
Whoa there buddy, calm down. I don't want people to die of actual heart attacks.
2bd4bf No.13761391
>>13761378
Underground areas tend to quickly be about WW1-WW2 or Cold War, so you'll probably find the setting as an abandoned coal/copper/uranium mine or a bunker/missile silo or what not. There's sort of like an unspoken progression through the setting that you can feel coming.
In a way, that's sort of why I like RE2-3: you visit the city's police station, and park, and hospital, and sewers, and find all sorts of nasty situational shit
e2635d No.13761430
>>13761378
Personally I like open spaces better for the fact that you get greater variety. It seems strange to me that almost all horror games keep the player pretty much in one place. Whats wrong with having underground settings, forests and cities all in the same game? I get that sometimes the place itself is the focus but I think it'd be cool to visit lots of areas.
2bd4bf No.13761541
Well hey, these reinforced walls came out better than I thought
3fb5c4 No.13761555
>>13761391
What if the underground building hat stuff like a hospital, sewers, other "regions" and a unique story without any relation to war? Both underground or spaceship would have multiple "regions"/wings to explore. I am just interested in which one gives a more creepy/spooky atmosphere itself.
>>13761430
Had already thought about a more open world, but sadly would be much harder to implement the story i prepared and also too much work for a one man army.
852564 No.13761574
>>13761338
I'd call us the Crazy 8's; or the Fighting Mongooses, that's a good team name.
6745e7 No.13761591
2511e9 No.13761738
>>13761378
>This kind of makes me question my spooky-meter.
nah, everyone has different tastes of what is spooky, just go for what you like about spookines and do it.
2bd4bf No.13761894
>Code cleanup is done
>Actually have to design content and make it interact now
7d843d No.13762028
How many whodevs will there be for demoday?
c7336e No.13762034
>>13761894
and this right here is the reason refactoring kills more projects than any other reason.
when you start it kills your momentum and slowly erodes your motivation, and when you finish you get motivation and sets your momentum back to zero again.
let this be a lesson for everyone to never refactor unless the work of starting your game from zero again is lesser than the work of getting new shit done in your current code
45bb35 No.13762043
2bd4bf No.13762049
>>13762034
I don't want hackish code, though.
7d843d No.13762050
>>13762043
There's a difference between a demo and a whodev demo
aee79c No.13762138
To the anon who asked for this feature, it's in the game now. It's not as useful as the guns, but it's got some lucrative score bonuses, especially if you hit more than one enemy on the ground (which can be done)
7d843d No.13762165
>>13762145
>it's not used here
That's because we haven't had demo days or anything of the like so there's no meaning to the term until now.
It's not just recap, it's also people who post in demo days and jams and the like but never otherwise.
2bd4bf No.13762168
>>13762145
I feel like it should have a logo that also has "demo day" on it, as well as something that says:
OFFICIAL /V/ + /AGDG/ DEMO DAY THREAD
on the first line, followed by a brief explanation of the event (eg, it's a quarterly event for us to show off our meme games)
2bd4bf No.13762170
>>13761894
Okay I lied, NOW it's done. Gonna make a bunch of coded content+interactions tomorrow.
Total engine code is about 2,700 lines (across 29 files) which isn't that much but it's my biggest not-abandoned project ever
5da451 No.13762180
apparently i just got banned for spam tfm
>>13762165
tru tru, and thx for clarification
>>13762168
agreed
aee79c No.13762183
>>13762170
>29 files for only 2.7k of code
Do you just make a new file, every two to five functions?
45bb35 No.13762195
>>13762183
Huh, that's less than 100 lines of code per file.
2bd4bf No.13762196
>>13762183
I make one file per class and one folder per namespace, and have a generally flat code structure.
This is one of my larger files, full of query operations:
https://hastebin.com/enudowepum.cs
And to compare, this is one of my smaller files, a simple enum definition. I have about 12 of these sorts of files kicking around
https://hastebin.com/edoxotuxek.cs
d17c82 No.13762203
>>13762183
Despite what you might believe, yes, you ideally have small files with not too much in them. That means you made a small object that only has a small amount of functionality.
5da451 No.13762264
>>13762180
>>13762168
Ok, here's the current version:
>Subject:
OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/
>Body
OFFICIAL /v/ + /agdg/ DEMO DAY THREAD
>What is demo day?
A quarterly community event in which your fellow anons show off their vidya, and for you anons to do what you do best.
>That is?
Tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.
Obligatory Notices
Please post criticism/bugs/etc in this thread.
After this thread is culled, please post the above here: >>>/agdg/demoDayThreadNumber
aee79c No.13762272
>>13762196
I was figuring this was an OOP language, I remember when school made me write Java I had to keep making new files for ever class or something… that ".cs" extension explains it.
>>13762203
>you have small files
>that means you made a small object
A lot of assumptions, like that I am using a language with first-class "objects". Really what I do is I put functions related to a system in one file, and then when it goes over 1000 lines, it's in general no longer that great for navigating in my text editor, so I make another file for more functions.
The point of when to make new files is really up to anyone, but I don't think that it's very worthwhile to have a huge amount of files in your source tree, when browsing this source tree is supposed to be a "high level" look at your code.
I could separate "console.c" into "ccmd.c","con.c", and "cvar.c", but in reality it makes more sense to just have them all in the same file, because they're closely related and the file is small enough that its easy to navigate.
098eb6 No.13762336
>demo day coming in three days
>i'm gonna have a pixelspoop build by then!
>spend last month and a half doing update for a mod
>had to fix a lot of crucial issues, and then decided to add on some extra stuff as well so it's not just a bugfix update
>finish it up just today, release it tomorrow
>no time left to get pixelspoop ready
Can't be helped, I guess.
I'll have something for next demo day.
2bd4bf No.13762383
YouTube embed. Click thumbnail to play.
>>13762336
Yesterday? You said you'd make a demo today
d17c82 No.13762409
>>13762272
>A lot of assumptions, like that I am using a language with first-class "objects".
I meant objects in the general sense, not in the OOP-language sense. You can consider a simple struct an object too.
>Really what I do is I put functions related to a system in one file, and then when it goes over 1000 lines, it's in general no longer that great for navigating in my text editor, so I make another file for more functions.
There's actually a bunch of arguments to not do this and try to divide it into subcomponents where each component has it's own .h/.c.
It improves readability in the sense that the header provided is the only way to communicate with the object. You are essentially guaranteeing to everyone else reading your code that the API provided is the only way to communicate with it. This also doubles as making it easier to modify; you have a smaller API contract to follow.
It improves compilation time. If you only modify one object's .c, then only that object has to be included. In addition, if you only need the header of a single subcomponent, rather than the entire component, then a header file changes is less likely to require a recompilation for a compilation unit.
It makes it easier to re-use code. If you're starting on a new project, you might recycle some of the subcomponents of your previous project since they just did what they should.
Don't get me wrong, there's a lot of cases in which you can't cleanly divide something. My own project has .c files getting close to the thousand lines of code. That's because those are large components that mostly manage themselves. But even then, I tried to take some code out of the files where possible to reduce their size. Those huge manager objects contain a lot of complexity, and the .c should ONLY contain that complexity. Everything else needs to be shoved to separate files to make it easier to manage.
>The point of when to make new files is really up to anyone, but I don't think that it's very worthwhile to have a huge amount of files in your source tree, when browsing this source tree is supposed to be a "high level" look at your code.
>I could separate "console.c" into "ccmd.c","con.c", and "cvar.c", but in reality it makes more sense to just have them all in the same file, because they're closely related and the file is small enough that its easy to navigate.
If you want to group code together, why not just use a folder?
74a20d No.13762455
Well I think I've got my demo up to par, or as good as it's going to get. It's super rough and there's lots of stuff I need to improve, but that's longer term.
I was hoping to pop in completely out of nowhere with a masterpiece but I don't think that's happening.
So do we just post Mega links on the day or what?
5da451 No.13762518
>>13762455
>So do we just post Mega links on the day or what?
pretty much.
look at the advice section: http://8agdg.wikidot.com/demo-days
707557 No.13762645
>>13762180
That link shortener is blacklisted because it gets spammed all the time. Sorry about that.
5da451 No.13762738
>>13762645
ah good to know, thanks anon
713104 No.13762786
I really, really hope I can tie up Fists of Absolution into something roughly playable until demo day. It's not going to be pretty in either case, but I'd be happy just to be part of it.
18de33 No.13762892
>>13760941
I would personally prefer a separate thread. Can't really tell how many demos there will be, though. Might be a lot of hassle for a few demos. Still, getting a sticky will boost exposure- that's for sure.
ca4567 No.13763043
Is there an example of a game doing oil painting like graphics well?
>>13762034
Refactoring is a skill.
ddc7ae No.13763158
In a game where you play as giant monster vs monster fighter in a destructable city, what kind of aesthetics would be most pleasing for the time/location?
>50's
>modern city in todays world
>futurisic city, something like blade runner but more gothic architecture
>other, anything you can think of would be appreciated
I'm starting it up today, so I'm trying to get down what will be more fun.
78ddfe No.13763171
It's 5:30 in the morning and I have three whole days off. Maybe I'll once again try and fail to learn basic math
9faf52 No.13763214
>>13763158
Kaiju style with technicolor and film grain.
ddc7ae No.13763232
>>13763214
So wait what time period would this Kaiju Style be, I really like the idea of making it look like an old japanese monster film.
4f10d9 No.13763266
>Unity meme
>rigidbodies intersect
>suddenly Kerbal Space Sim
Is there some sort of "don't be fucking shit" checkbox to the physics I missed? I don't see why it thinks it needs to launch my junk into LEO just because it's triggered by penetration.
5135c7 No.13763270
>>13763266
you could script in a limit to the velocity
9faf52 No.13763292
>>13763232
Whatever tickles your pickle.
ed2260 No.13763525
>>13763158
I'd advise you to look at Earth Defense Force for inspiration, except you'll be from the viewpoint of the fuckhuge monsters instead of a human.
53eb6c No.13763587
>mfw following a breakout (or w/e it was named again) clone tutorial for godot on jewtube
maybe one day I will get to make a 3D tonk action RPG on this engine when I learn more about python.
f39248 No.13763640
Morning lads. 11/11 is getting close!
ebc6a2 No.13763892
>>13763640
Will you have a demo ready?
I sure won't, but I hope I can show off some screenshots. I want to finally reveal my project to you fucking great people.
3530ac No.13763893
>Mike Acton has been hired by the Unity Dev Team to help increase engine efficiency.
I wonder how many blue hairs and script kiddies he'll make cry?
ca4567 No.13763919
>>13763893
>>Mike Acton has been hired by the Unity Dev Team to help increase engine efficiency.
He's going to burn the entire engine down and start over.
ebc6a2 No.13763926
>>13763893
>Mike Acton
>improving Unity performance
Noice.
And it's not just him. Some Frostbite guy is also working for them now.
3530ac No.13763931
>>13763919
Honestly, if that's what actually happened, I might consider using Unity more. For now, my bets are on Godot.
ba9f9d No.13763946
>ctrl+f
>programming
>0 results
so how many artists and idea guys are currently here?
ca4567 No.13763953
>>13763946
>right above his post theres a bunch of anon's discussing game engines
ebc6a2 No.13763954
>>13763946
https://twitter.com/unity3d/status/928398022748368901
>>13763946
I'm primarily a programmer, but since I have no artists I had to learn how to 3d model myself. I wish I had at least one artist. It hurts to know that no programming is getting done while I'm working with Blender and Substance.
ba9f9d No.13763964
>>13763953
>talking about programmers being hired somewhere means we are programmers too somehow!
are you mentally deficient?
3530ac No.13763969
>>13763946
What exactly were you searching for? Code snippets? Language wars? Troubleshooting advice? It's a relatively new thread, stick around, you'll probably find something related to programming.
5f86d0 No.13763971
>>13763946
>code
16 hits
>engine
6 hits
how about searching for proper phrases next time?
ca4567 No.13763975
>>13763964
>This somehow doesn't apply to "programming" appearing randomly in a sentence
lol cuckchan
78ddfe No.13763979
>>13763971
how is your generic [PROGRAMMING] going, fellow [PROGRAMMING] user? I am [PROGRAMMING] using C#.
f39248 No.13764051
>>13763892
Something playable? Doubtful, but I do hope to have something to show.
>>13763893
>>13763926
>>13763919
!
e2635d No.13764095
>>13763266
Yeah its called writing your own physics lul. I found Unitys physics to be unappealing for my game and since I have such few physics interactions(basically just the player and select few enemies and projectiles) I just hand wrote them.
78ddfe No.13764102
>>13764095
>lul
>write your own physics like I did
>he thinks colliders are physics
78ddfe No.13764117
Checking for a mouse click in unity without using this shitty separate functions is painful
if (Input.GetMouseButtonDown(0))
{
var rc = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector3.forward);
if (m_base == rc.collider)
{
m_prepareFire = true;
}
}
5571fd No.13764118
>>13760052
don't have the time to go that far, but those drawings sure help me figure out what the hell is happening on the legs and ass
5571fd No.13764148
>>13764117
>shitty separate functions
what's the problem with it?
898c86 No.13764311
well fuck i wish i knew how to model it a easy and cute into a semi-chibi style like pokemon sun&moon, but this isn't bad, i just hope it doesn't get too hard to model the details…
603052 No.13764319
>>13763946
i'm a programming user tbh
b1a75c No.13764326
>>13764102
I mean, I use colliders but I'm talking specifically about movement. IE instead of using Unitys built in force/torque/gravity/etc functions I move things around by doing my own calculations and doing unit translations. Same thing with jumping and that sort of thing, because I didnt want to have sub-pixel movement in my game. I use the colliders more as trigger zones than anything.
a7af06 No.13764375
I created a discord server for modding Max Payne. Right now it's just me using it.
I'm somewhat skeptical if anyone else is interested in modding the game but what the hell I'll post it anyway. I'll probably just end up using it to archive the dev process.
https://discord.gg/vJYZWNQ
ebc6a2 No.13764400
It sure is a pain when you stop making mods and start having to create your own textures for EVERY. BLOODY. THING.
a7af06 No.13764408
>>13764400
You can buy textures you know
ebc6a2 No.13764420
>>13764408
I know, but I'm a student. I have no money, but lots of time.
9faf52 No.13764444
>>13764400
Substance designer?
ebc6a2 No.13764460
>>13764444
Substance Painter.
063614 No.13764463
Umm… I think I screwed up my shaders
603052 No.13764471
>>13764444
excellent digits tbh
898c86 No.13764508
Ok, anything else i should do on the model before applying the mirror modifier? armature comes after right? it has been a while since i modeled
clothes will be other objects so i can easily replace them
aee79c No.13764681
>>13762409
Really it's just opinions, I think that it's much easier to click on "console.c" and scrolling around an 800 line file than opening up a "console" folder and then tabbing between three small files.
I'm also not writing an API, or doing strict OOP. So, taking the "Java style guide" and applying it to C doesn't make sense unless I want to write a Java-like program in C. (At that point, C++ looks better). I think that a looser style that isn't attached to the idea of objects, is nicer to write…
Guaranteeing to people that the API is the only way to communicate with the object is not the best way- you can follow the rules and use the functions that I included in the header, or do
"extern con_t con" when you need to break them. You already can guarantee that, they can only access it normally through what is included in the header, so it's basically staying true to what you're describing. If I wanted to make a guarantee with three files, well I could have a header with all of the functions that I want the other console components to see, and a header for what I want external components to see, which would be included in all three files. So, now I have four headers and three files where there was previously one file and one header… I don't think that that helps, when with one file you can just scroll around, and it's easy.
2bd4bf No.13764704
5135c7 No.13764705
singing up for an irl 3d modelling course tomorrow
how much of my time am i gonna be wasting?
2bd4bf No.13764722
>>13764463
Nah, you made a "ghost vision" ability that lets you see through interesting objects through walls
2bd4bf No.13764727
>>13764400
I downloaded a 2 gb(?) zip archive from a Pixar resource that had a ton of premade environmental textures, including bump and normal maps. You could probably find it without too much effort
185421 No.13764742
>>13764705
depends on how much you already know vs how much the course will teach, so who knows.
fa9382 No.13764743
>>13764705
3d modeling doesn't require singing
It probably depends on the skill of the teacher, both in modeling and teaching.
f39248 No.13764753
>>13764705
>how much of my time am i gonna be wasting?
How long is the course?
098eb6 No.13764842
>>13763043
Can't think of a game. But there was that one Van Gogh movie.
2bd4bf No.13764890
>Creating an application window in Windows automatically centers it
>It takes the midpoint of the screen, ignoring the start bar's size
>Devving on my laptop at 1366x768 because that's the biggest it can go, game window is 1280x720
>Have to manually drag it up to the very top of my screen, and it JUST fills it up snugly and immediately runs into the start bar; the default place crops it by about 16 pixels
>This is unacceptable, decide to look up how to change the position programmatically in XNA
>The only results I can find at hacky calls to System.Windows.Forms or calling a static extern interop dll
>Forums are all filled with cockmongers with posts from 2007 saying "lol it was designed that way, you're probablying doing something wrong?? :P"
b848a0 No.13764934
>>13763954
what are you making?
f39248 No.13764958
>>13764890
XNA, anon? FFS why?!
>According to an email sent on 31 January 2013, XNA is no longer being developed
https://en.wikipedia.org/wiki/Microsoft_XNA
78ddfe No.13764959
>getting a degree so I can start to become a jew
>teacher suggests their game development course
>it uses gamemaker
>it says that gamemaker uses javascript in the course catalog
I'm not stupid enough to take a game development course
aee79c No.13764963
>>13764890
>not calling GetSystemMetrics with SPI_GETWORKAREA to obtain the screen coordinates of the screen without the start bar
>not creating the window with CW_USEDEFAULT and then adding a hotkey to set it to the top left corner of SPI_GETWORKAREA with MoveWindow
>listening to plebs who think windows "was designed that way"
WinAPI is not an API for cowards. You CAN win, but only if you stand and fight.
d796fc No.13764968
>>13764959
Isn't gamemaker's scripting language similar to Javascript though?
78ddfe No.13764974
>>13764968
It is in some ways, but it's not javascript.
2bd4bf No.13765046
Also these don't look like rocks
>>13764958
Yes, I know. I consider it "feature complete" and it's basically 1:1 to Monogame when I get off my ass and set that environment up
ca4567 No.13765050
>>13764959
>Game design degrees suck
In other news water is wet. There are 2 major problems with game design degrees:
1 is just institutionalized education is fucked. Even a computer science degree is full of redundant, useless or outdated crap. Everything past the first year is useless garbage and you graduate as a complete amateur. I remember at one school the professor was a boomer (or older) lady, so basically the least likely person to play games statistically. They literally just got some random professor to teach the class and regurgitate slides, business as usual.
2nd, even if education wasn't a joke the degree itself is literally just for money and has no thought in it. They know the dipshits taking it put no thought into what comes after school.
78ddfe No.13765071
>Game design degrees suck
>In other news water is wet.
What? I didn't say that. Why are you responding to yourself?
ecf2c5 No.13765102
>>13764463
>windows 10
>chrome
063614 No.13765128
>>13765102
what can you do, my man. I never bothered to do a re-install on this system after buying it from a friend. I hope all all the blocked IPs on my pfsense router help with the surveillance somewhat.
And yea, I'm trying to switch to EPB but haven't made using it a habit yet
a85e88 No.13765136
>>13764959
>Also getting degree
>Look at the curriculum for game development courses
>Teaches C, C# and C++
>Uses Unity and Unreal
Sounds like you just chose the wrong school, anon
>>13764968
The people who made the thing say it's Python based
a7af06 No.13765162
In the secret level to Max Payne I noticed it has a reflection on the floor. The game however doesn't support using mirrors (at least not that I'm aware of).
The only way I can imagine Remedy accomplished this is they did it the same way Tony Hawk's Underground 2 did it. They built an exact replica of the room underneath the regular one except upside down. And just made the floor a glass texture.
I might make a tutorial about it if I can replicate the effect on my own in the editor.
78ddfe No.13765235
>>13765162
>I might make a tutorial about it if I can replicate the effect on my own in the editor.
Is that the sort of thing that needs a tutorial?
ebc6a2 No.13765283
>>13764934
A survival horror game that hopefully doesn't suck using Unreal 4.
It would be so great, if I had an artist I can trust. I'm trying to do the best I can without help and hope I can find it someday. It'll sure help, if I can point to actually finished stuff when the question of my own reliability arises.
a7af06 No.13765308
>>13765235
>Is that the sort of thing that needs a tutorial?
A big reason I like to write tutorials is more for my own reference (in case I just forget it entirely) and to better my own understanding about something. It's one thing to know how to do something instinctively but it's another thing to be able to explain how to do it to someone else and understand it on that level.
ecf2c5 No.13765322
>>13765128
i hope you switch soon, anon-kun.
>>13765283
>if I had an artist I can trust
>have an artist friend that I could force ask to make monstergirl assets
>mfw still reading how to code in python
08d170 No.13765330
>>13765162
They did. You can see it with noclip.
a7af06 No.13765332
>>13765283
I'm an artist anon
I do suck though so that's probably a disqualifier.
061fee No.13765348
>>13765308
Just to kinda expand on this, being able to explain HOW something works is actually an incredibly important skill if you don't plan on working for yourself. I remember hearing my friend talk about an interview for a programming job he took where he was asked to write and explain some simple stuff like linked lists, bubble sorting etc on the spot and even though he knew how to do it, he just couldn't explain them very well. Whether he didn't get the job for that or something else, imo it just shows that there's a big difference between knowing how to do something and knowing how something works. And that's what college CS degrees are ultimately about.
2d51f9 No.13765368
>>13765322
Python is a piss-easy language, Anon. I believe in you.
2bd4bf No.13765398
>>13765348
>Think of the most performant way to do something
>Okay I want a [data structure]
>Hm, but it looks like this isn't implemented natively for some reason?
>Research it, finally grasp it after a week
>Turns out it is actually in the base library, just under a different name or namespace
>>13765368
>Lua is everything I might want in a language
>But it's 1-based indexing
>Python is a light and easy scripting language
>But it's known to be subpar performance wise for heavy lifting (eg anything more than as a glue language or scripting or batching)
>Also forced indentation
2d51f9 No.13765425
>>13765398
You don't just learn one language as a programmer. I learned Java in school, and am teaching/taught myself C, C++, C#, Python, Ruby, and Javascript. I guess GodotScript too, even though it's basically just Python.
2bd4bf No.13765437
>>13765425
Oh I know, I just have C# as my main language that I'm most comfortable with. Most languages are fairly interchangeable too, they do the same sorta things at the end of the day, it's just a matter of how and how effectively
2d51f9 No.13765444
>>13765437
>Most languages are fairly interchangeable
Basically, especially if their syntax is C-based. I think switching from statically typed languages to dynamically typed ones like Python was the hardest hurdle for me. It just felt wrong.
ba988e No.13765478
>>13765368
D-Do you believe in me too?
8787e3 No.13765508
>>13765398
1-based indexing isn't really bad. It's not as good as 0-based, but it doesn't actually cause any problems when you get used to it, and you usually never have to deal with it directly anyway (because you typically insert and remove with table.insert and table.remove, and iterate with ipairs). Lua is a good language for embedded scripting, but it can get painful when you need anything even moderately interesting (like any sort of network communication, interesting string processing, or anything else). Object-oriented Lua is possible, but such a big pain in the ass because there isn't a "standard" way to do it, so you end up programming your own entire class system from scratch. You're better off in practice just keeping data-oriented and avoiding OO entirely, other than some very light metatable stuff.
Lua is also good because with luajit, it's really fucking fast.
Python is not light, and when you get into the grit of it, isn't really that easy. In a lot of ways, Python is kind of the C++ of dynamic languages, given how fucky you can get with metaclasses and the power available that everybody suggests that you probably never use unless you actually need it.
Python's performance issues are pretty heavily exaggerated. It's not fast, but it's faster than Ruby and faster than non-jit Lua. The main reason to use Python is because it's "batteries-included" (the standard library has a fucking module for everything. It has a goddamn HTTP server, Email modules, ftp modules, xml parsing, every major compression format, built-in curses, even fucking libraries for reading and writing images and wav files).
Forced indentation is also one of those things you get used to. It's ugly and makes reading the code a pain much of the time, but you were going to be indenting it anyway.
>>13765437
Why not just use C# as a "scripting language" then? I know CLR makes it pretty easy to hot-load CLI bytecode assemblies (or whatever they fucking call them), and you could easily create an interface representing a script to run and extend that in plugins.
2d51f9 No.13765512
>>13765478
I believe in all of you
2bd4bf No.13765530
>>13765508
>Why not just use C# as a "scripting language" then? I know CLR makes it pretty easy to hot-load CLI bytecode assemblies (or whatever they fucking call them), and you could easily create an interface representing a script to run and extend that in plugins.
I don't know how to write proper hooks, nor take a raw .cs file and feed it into an application and "have it work"
8787e3 No.13765571
>>13765530
It probably wouldn't be a raw .cs file, rather you'd load in the .dll (though you could use source files if you worked in either Microsoft's now-FOSS C# compiler or Mono's as a library, or you could ship mono with it and invoke it as an external command and load in the .dll it spits out).
But you'd have to be pretty well-informed on the functioning of C# on the VM level and have the knowledge necessary to embed it. If you want readable and easily-loadable user scripts, Lua is probably the best avenue for that, and it's by far the easiest to embed, given that it's entirely designed around being an embedded language.
c2ba26 No.13765584
>Plan on revealing the thing on demo day
>Double jury duty
>Family birthday
>Friend comes to town
>Overtime week
I am sorry, my friends, but I might not be ready in time to participate in demo day. Regardless, I am hoping to make tons of progress through the rest of the month.
fa78bd No.13765593
>>13760111 (checked)
ayyyy
fb6d04 No.13765597
>>13765398
I wish Lua had operators like +=.
>>13765508
>because you typically insert and remove with table.insert and table.remove, and iterate with ipairs
Rather you should use those ones when you have a particular need for them. Since there are much faster alternatives for more common use cases that don't have unnecessary function calls.
f39248 No.13765603
>>13765584
Don't give up mate. Is that an Ultima clone?
9f39a7 No.13765668
>>13765584
Those window views are cool. Id def play if you got around to posting it. It kinda reminds me of this MMO I played a very long time ago, called Wyvern or something.
ebc6a2 No.13765748
>>13765322
>monstergirl assets
/monster/ is planning their own game. Maybe you should drop by in their thread.
Also, why python in particular?
>>13765332
I know that feel, Anon.
I'm a shit artist in a very specific way. It's not that what I create looks shit, it's just that I a) can't into character design/modeling and b) need too much fucking time. The worst part is that I'm already in over my head. Every minute that I spent in Blender/Substance I don't spend in Visual Studio or reading the books I have to read.
>>13765584
I wish I had something substantial to show, but I won't make it either. What sucks is that I have to go to speech therapy tomorrow, and chances are that it'll take a long time. My therapist has that really rare combination of being good at listening and interesting to listen to at the same time. Logically we tend to dive into quite engaging dialogues about everything from politics, over history and psychology, to philosophy. (She's also quite cute.)
I want to have a pretty webm ready at the very least.
8787e3 No.13765755
>>13765597
Yeah, you should avoid them if you can, but you shouldn't go out of your way to avoid them (such as just doing it in Lua or something), because they are implemented in C and are likely faster than if you tried to do the same yourself.
The legitimate use of lua "arrays" is pretty limited, though, and you're usually better off with a "set", given that lua can use any arbitrary value as a key:
> foo = {name = 'foo'}
> bar = {name = 'bar'}
> tab = {[foo] = true, [bar] = true}
> for key in pairs(tab) do print(key.name) end
foo
bar
> tab[foo] = nil
> for key in pairs(tab) do print(key.name) end
bar
> baz = {name = 'baz'}
> tab[baz] = true
> for key in pairs(tab) do print(key.name) end
baz
bar
There, adding an element is just using it as a key set to true and removing it is assigning nil to it.
For the most part, you only really want an array in lua if the index itself is important.
80f31c No.13765772
>>13764311
here is some concepts i have
2bd4bf No.13765830
Source on left, mine on right. Starting to really get the hang of this
9f39a7 No.13765832
>>13764311
You need bigger heads if you want that style. Look how huge the heads see in Sun/Moon.
9f39a7 No.13765847
>>13765830
One thing that will greatly improve your rock imo is if you follow the softer edge shading like the source has. IE lighter edges where light hits, darker ones in the shade. Uniform lines dont work as well with higher detail.
87a4d9 No.13765851
>>13765508
>1-based indexing isn't really bad
Do you understand how pointer arithmetic/addressing actually works? 1 based indexing is pants on head retarded. It's counter-intuitive for programmers while at the same time not being any more sensible to people who don't program. It is objectively bad.
fb6d04 No.13765931
>>13765755
>For the most part, you only really want an array in lua if the index itself is important.
I presume you mean if you're using Lua for scripting alongside C/C++/whatever? Then yeah I'd agree with that since Lua's tables have a large memory overhead. Specifically I meant things like table[#table+1] for inserting at the end of a table and for i = 1, #table rather than ipairs for non-sparse tables.
2bd4bf No.13765955
>>13765851
Actually, ONE time I've found it useful is with AutoIt3 (which I think is a Basic-like scripting language iirc)
It would store the array size in index[0], and all the relevant data in subsequent indexes
ecf2c5 No.13766103
>>13765748
>Also, why python in particular?
trying to make a dating sim VN using ren'py, it uses python to code stuff, so first im reading "automate the boring stuff with python" to learn the basics.
8787e3 No.13766143
>>13765931
Like I said, you can just use table.insert to insert on the end of a table and ipairs, which are both faster than the #table access (only slightly, but they let you avoid the 1-index shit). By "the index itself is important", I mean that you should be using a set unless the order or position of elements itself is necessarily important. If the order is important but not position, you're better off with something like a black-red tree or any other ordered binary tree anyway.
>>13765851
>Do you understand how pointer arithmetic/addressing actually works?
Yes, but that's not relevant to Lua, as it uses a hashmap for all table indices. That's why I say "array", as even integer-indexed Lua tables use a hashmap, not a literal array, so none of that is relevant.
> 1 based indexing is pants on head retarded. It's counter-intuitive for programmers while at the same time not being any more sensible to people who don't program. It is objectively bad.
1-based indexing is stupid and counter-intuitive, but nowhere near as bad as people make it out to be. It's as bad as the people who shit themselves every time they see object-oriented programming because they think it shouldn't exist anywhere ever.
I don't like 1-based indexing, but it's easy to work around and get used to. It's not like it's a new thing, either; COBOL and Fortran use 1-based indexing.
I like Lua, but there are far worse things about the language than 1-based indexing. Hell, there are far worse things about most languages than 1-based indexing. I would trade a lot of the worst problems with C++ for 1-based indexing, given the choice.
Technically, you can use 0-based indexing if you really want to, you just have to not use any of the "table" library and not try to access your table size via the # operator. It's easier to just use it and stop bitching, or use a different language if it bothers you that much. Nobody is making you use it.
fb6d04 No.13766271
>>13766143
>which are both faster than the #table access
I was going to argue otherwise but it's been so long since I've read up on benchmarks that I had to go check and turns out table.insert really is (slightly) faster for LuaJIT. I guess that teaches me for trying to correct people. Interestingly I found this while I was at it: https://www.cryptobells.com/fasterest-table-inserts-in-luajit/
8787e3 No.13766336
>>13766271
It's not going to make a big difference anyway. If you want more major speed gains, you're better off really just using C/C++ datatypes through userdata or something of the sort. Lua tables aren't excruciatingly slow or anything, but they aren't incredibly fast either. If you're using C++, sol2 makes C++ datatypes in Lua unbelievably easy.
23f801 No.13766347
>don't want to use C because math is a pain without operator overloading and std::vector is seductive
>don't want to use C++ because I hate most of the language and it seems like a waste to bring all of that complexity in just so I can add vectors with +
>don't want to use visual studio because new versions fuck with my windows 7 installation and old versions that I'd have to pirate don't support C99
>don't want to use mingw-w64 because everything is broken and gdb is cancer
>don't want to use windows because of the aforementioned compiler and development environment problems
>don't want to use linux or freebsd because i hate everything about using them except for the development environment, and even then gdb is so cancerous that *NIX devs have been stockholm syndromed into printf debugging everything
>don't want to use other people's libraries because I don't like using code I don't understand and once I start reading their source I inevitably find things I disagree with and also I can get barely any libraries to compile with mingw-w64 as nobody tests their fucking code on it
>don't want to make my own libraries because every time I do it wastes so much time that I lose motivation for whatever it was I wanted to work on
Anyone else have these kinds of problems of technical autism and crippling indecisiveness? I wish I could turn off the part of my brain responsible for this and become a productive C++-using Visual Studio IDE-loving library-using codemonkey like the real game devs. Even now I'm sitting here trying to decide if I want to post "autism cat.jpg" or "satania autism.jpg"
0f1117 No.13766385
>>13762034
For me the best way to code without falling into the pit of spaghetticode, masturbatory reusability or autistic optimization is the following:
If it's a programming dead end for a simple functionality, program it to make it work and bugtest it, then leave it the fuck alone.
If it's something that will serve for multiple functionalities, and/or be a major part of the game/engine, write it out on paper or whatever, try to divide it small and simple parts, so you can get a good view of what you're trying to implement and then implement it.
Another thing you should do when you get that feeling that some part of the code could be more optimized but you don't know exactly how to do it, is have a time limit for your solutions. If you can't figure it out in 10 minutes, go do something else.
Also, something that always helps me out when I get stuck in some programming problem for too long is to simply stop thinking about it, and do some other work that needs less brainpower. When I come back to it, my mind is fresh and I solve shit rather quickly.
d796fc No.13766397
>>13766347
Sound like you need to become a macfag
0f1117 No.13766413
>>13766347
What you need is an external source of discomfort that forces you to be productive.
The moment you're staring at your code and you feel "I need to finish this shit fast, and it needs to work or I'll be fucked" you won't give a shit about any of those issues and you'll get shit done.
aee79c No.13766452
>>13766347
>don't want to use visual studio
It's called Pelles C anon. Pelles C is the best IDE and compiler suite for windows right now. It has full C11 support, something that glibC doesn't even have, its incredibly lightweight. Pelles C is the ultimate windows development tool.
Just write your vector math in C, it's really not that big a deal. You can even re-use it because it's impossible to fuck up normal vector operations.
15410a No.13766516
8787e3 No.13766578
>>13766347
Get a programming job. When you have to deal with your own shit long term and write code for other people to use, you'll get over most of that other shit. NIH doesn't last any time in a professional environment with deadlines.
Mostly, think about what you want to waste your time debugging. Do you want to waste hundreds of hours debugging a library that you wrote when you didn't even need to?
23f801 No.13766950
>>13766413
>>13766578
I think you are both right. The times that a fire was lit under my ass were my most productive. It is a bit of a catch 22, in that it is hard to feel motivated without a job to make me value my free time, yet I can't get a job unless I complete projects to put on my resume, but I know something has to change.
>>13766452
I saw you mention this a while ago and disregarded it, but looking at it now it seems like a nice, cute development environment. Thank you Pelles C anon, I will give it a try.
f688b4 No.13767207
>>13765444
It felt wrong because it is wrong. It creates so many opportunities for very annoying bugs. Python is essentially BASIC taken into the modern era. Everyone has to start somewhere though. With all of the pre-built packages for Python it's pretty easy to get something interesting finished especially for people new programming.
I learned a very limited BASIC when I started, then moved to assembly on the 68000 (Amiga) and then to C. I miss the days when you could write assembly for well-documented hardware. Intel assembly is a complete shitshow though, and the hardware is mostly blackboxes with undocumented firmware you have to access through buggy drivers and API layers. Modern programming on PCs really kind of sucks shit.
My only release is messing with GLSL. Mostly just using ShaderToy these days. Writing pong and breakout in a fragment shader with minimal (actually none) if-then statements is pretty fun.
916482 No.13767247
I've been wanting to try and make a text adventure game. I'm reluctant though, because I've failed twice already trying to "learn" Python. This was mostly because I had no idea which learning materials I should use and a lack of dedication.
I'm also horrible at math -like, Debby downy tier retarded. I'm not exaggerating- which I imagine will be a pretty big roadblock.
Maybe I should learn how to write properly and focus on that instead..
Speaking of which, I'm going to be writing stuff anyway, are there any writefags here that can share/spoonfeed tips or links to reading material on proper writing for beginners?
f688b4 No.13767257
>>13766347
Use QtCreator either with Visual C++ or mingw. You can use either (or both) compilers with QtCreator IDE. QtCreator is really a pretty decent. You can use it on Windows or Linux. It's sane. It's fast. Syntax highlighting and auto-completion are 1000% faster than Visual Studio. GDB isn't that bad, and QtCreator provides very nice integration with it. You don't even notice. You absolutely do not have to use Qt libraries in QtCreator projects. You can build vanilla C++ executables. It even has templates to do this when you create a new project.
Just bite the bullet and go C++. Use just the pieces you are comfortable with. Get the GLM math library. It does it all: vectors, matrices, quaternions, functions for building projection matrices, everything.
74a20d No.13767299
>>13767247
What kind of text adventure did you have in mind? If you were leaning somewhere more VN-like, Ren'Py might be an easy starting point.
I can't speak for anything more complicated, but I'm pretty terrible with numbers and it hasn't come up in my project at all. The worst I've had to do was calculate angles, which a high schooler could've done faster. Brute forced the fuck out of it though so it's all good.
I could be wrong but I can't imagine a text adventure would involve much math.
I could've sworn I had a good resource for learning Python but I've lost the bookmark. There's a lot of stuff on the wiki, that might be a good place to start.
5da451 No.13767430
>>13767247
Mathematics and programming in execution is pure logic (more along the lines of "formal logic", but the less formal approaches to logic apply to the act of problem solving).
To counter your, "Debby downy tier retarded" ability at math, learn the philosophy of logic, and then you'll be good for either.
The reasoning behind this is that you'll then have learned the fundamental philosophies which are the underpinnings of both fields, and it'll become "natural" to solve problems with the philosophy of logic (as it's a more abstracted, or "higher level" of thinking which harnesses one's creativity, or just "higher order thinking for low-level problems"); notably from a slightly higher abstracted view point each formal approach (math/programming) just provides different notations, formulas, and rules/axioms to solve these problems with; however their formal logic is the same.
<Note: philosophy meaning… philos = love, sophy (sophia) = wisdom/knowledge, love of wisdom/knowledge, pursuit of wisdom via the love of knowledge, etc.
So in summation, math never "clicked" for me before I took logic courses, before it was notably all memorization for me, and I further expanded on this on my own with philosophy research; now the act of problem solving + formalizing it into code/math is natural to me.
Though honestly, while solving problems themselves is easy it's the memorization part that's dull to me; as it's just different syntactical approaches to formalizing the logic I have in my head.
To go off on a tangent, it's honestly down right retarded (in the full formal definition of the word, i.e. retarding the intellectual growth of the learners) that the education system doesn't first teach logic, philosophy, ethics and such things before more advanced mathematics (of course basic algebra is fine, as it goes hand in hand with teaching logic at the same time).
It's simple to see that here would be a lot more mathematicians/programmers/etc if it was done this way imo, as it would be natural to solve proposed problems in either field from a higher order of abstracted thinking, but sadly the education system isn't there to better people; it's there as an institution in which to keep the populace docile.
>learning python
look at code academy, and also "learning python the hard way".
The latter teaches lessons all programmers should know, and will give you self-reliance.
The former will teach you the basics, but it will not come intuitively unless you understand logic.
8b6a1d No.13767451
>>13767430
>Learn Python the Hard Way
>written by Zed "Python 3 isn't turing complete" Shaw
5da451 No.13767475
>>13767451
>one past statement of X discredits X
nice job with the poisoning the well fallacy
There's still some good lessons to be learned for a beginner there, and while I don't care about the author (unlike the triggered few, like (You)); your statement certainly doesn't mean what's written in the book is totally worthless.
On the otherhand, feel free to offer better resources, and contribute to the thread.
9ae3b6 No.13767480
>>13766347
Learning python, or any other programming language, isn't that hard at all. You just need a strong foundation when it comes to programming in general. You don't even really need any insane math skills either; as long as you know how to write your ideas into code you're golden. I'm not sure what I'd recommend as a resource though. The internet is flooded with stuff that promises to make you a competent programmer, but it's mostly garbage. When I first started programming (before I took classes), I learned from K&R's The C Programming Language. It's an old /g/ meme but it worked for me. That and being able to ask others lots of questions.
Here's a link:
http://www.dipmat.univpm.it/~demeio/public/the_c_programming_language_2.pdf
Programming is all about breaking a problem you want to solve (make a game) into smaller parts (how do I draw something too the screen, get inputs, etc) using a language of your choice. It really is that simple.
>>13767430
<learning python the hard way
<The former will teach you the basics, but it will not come intuitively unless you understand logic.
Eh, I didn't get anything out of it when I first started. He really just teaches you python specifics very loosely before moving on to the next topic. When I was done I had some idea of how to use python, but a very weak foundation when it came to building a program in python. If anything it just helped me learn C/C++/Java faster and made me hate python.
5da451 No.13767545
>>13767480
Yeah the "learning python the hard way" is alright for getting the basic concepts, but not much else (I swear it looked different last time i looked at it… is there a new version?)… I actually have a better book in mind that I forgot about.
"Python programming an intro to comp sci", it's a more generic introduction to programming with some good comp sci knowledge, using python in a generic way (avoiding specialized python features), so the logic of programming knowledge instilled via the book crosses over pretty well to other languages.
Honestly though learning python is like babbys first gentle - high level - intro to programming; as to build confidence.
Through this it can be seen that it's really useful for beginners since it's so high level, and they can "just get shit done" without much worry.
And honestly what you're mentioning happened with me too, and presumably happens with people who care about the application of a programming language which requires performance considerations (game engines, games, etc).
So it's not too grasping to say the natural course for anyone getting serious about programming, after getting some initial confidence, is to learn a C language.
2bd4bf No.13767553
>Guy writes in broken english asking how to interact with the clipboard on windows
>UMM try google! *snicker* :D
>Oh sorry didn't realize it would be so difficult please explain what (specific error message means)
>He didn't even realize XNA and C# were "related"
>Told to apply attribute-level meta shit to his classes
>Why don't you just do what it told you
>Posts: 17000
http://xboxforums.create.msdn.com/forums/p/36369/236281.aspx#236281
2bd4bf No.13767663
Well, I don't think I can do it. There's too many glaring issues with how I set things up. Pretty much all the shit I did in the last week (except for the sprites) is garbage and has to be redone. I might as well jump to an actual engine at this point
86ddad No.13767666
someone code me a (you) tbh
74a20d No.13767692
YouTube embed. Click thumbnail to play.
>>13767663
You can't stop yet, anon. Even if you think it's trash, you believed in it up to this point. You made it here. You should share what you've got.
Think of it as free exposure for when you become a yesdev.
I'm really looking forward to seeing everyone's demos.
52a108 No.13767699
I need some more Blender help.
So I have this model, exporting it to JSON reveals that the textures are "LightMaps".
However, in blender, I have no way of telling what type of maps these are.
I'm need of copying those LightMaps into normal Maps, but I can't figure out how to do that since there doesn't seem to be any mention of what type of maps they are in blender.
Anybody know how to do this?
Do I do it from the Texture or Material panel?
e5f55a No.13767701
>>13760111
So does this mean the AGDG graphic is public domain?
>>13763946
Ya, I make the art for cooking anon.
5da451 No.13767778
>>13763266
>Is there some sort of "don't be fucking shit" checkbox to the physics I missed
If the object is going really fast, then select the "extrapolate" setting for the rigidbody.
Extrapolation means that the rigidbody will predict where it'll be next fixed update, and will prevent penetration for fast moving objects.
Also, check out the collision detection mode. Continuous Dynamic is used for fast objects.
You can also change the penetration settings, but that's ill advised.
2bd4bf No.13767880
>>13767692
The problem is that a blank project in Unity or Godot with imported content is more of a game than what I accomplished
61efc8 No.13767945
>>13760111 (checked)
Great, new /agdg/ thread, let's get get off to a good st-
>this post
WELP
>>13763946
>ctrl-f "ba9f9d"
>2 results
Meet Mr. Two and Through!
>>13765508
>Lua is also good because with luajit, it's really fucking fast.
lolno https://benchmarksgame.alioth.debian.org/u64q/lua.html
http://luajit.org/performance_x86.html
90% of the time Lua is 10-20x slower than Java, and takes up more memory to boot. Even if you account for the reported performance boosts provided by LuaJIT, it still lags far behind Java (e.g. the binary-trees test is 43.69 times faster in Java than Lua, but LuaJIT only provides a 4.9x speedup, leaving Lua 10x behind).
>>13765955
That would require some sort of special-casing in many scenarios, e.g. if you want a char array with more than 255 characters, or an aligned array of longs. I've definitely contemplated such a scheme before (trying to figure out a sane way to do length-based strings in C), but to me it feels like more trouble than it's worth.
53eb6c No.13768076
So I have those documents about python, is there any other documents that I need to download?
18de33 No.13768342
>>13765584
wtf this is awesome. Damn shame I won't get to play it
I feel ya, though. I have quite a few additional errands myself. I'm losing sleep but I will have a "game" on demo day.
A very broken, unfinished mess of a game but I guess that's the idea.
>>13767663
don't worry, my man. Just put it out, I don't think your work should go to waste. I think most people who are crunching now to have their game ready for demoday will re-write most of it later.
we need as many people to participate in demo day as possible
b2095b No.13768361
>tfw you're finally no longer just a useless artist but an actual programmer
for (int a = 0; a < 1000000; a++) {
for (int b = 0; b < 1000000; b++) {
draw(tiles[number++]);
}
}
52a108 No.13768407
>>13768361
That's a start I guess.
You should probably use the length of the array that contains the data of the map instead of 100000 though
52a108 No.13768443
52a108 No.13768465
Is there any way to open two models in the same scene in Blender?
53eb6c No.13768493
>>13768465
By holding the shift button and selecting the layers? There is also the append and link button, the append button will make a duplicate of the model and the link button just links it so you cannot do much changes to this model.
74a20d No.13768550
>>13768465
You could try importing, that'll put the second model in as a new object. If anyone has a better solution though I'd love to hear it.
52a108 No.13768560
>>13768493
I read about append but it just opened my model as a folder and didn't seem to work.
I ended up opening a second instance of blender and copying it over. Which was still a waste of time because my shape keys were all fucked
f859e0 No.13768594
>mfw I just got a million dollar idea
>it's not even hard to do
This is it boys
b2095b No.13768595
>>13768594
share it with your friends?
f859e0 No.13768607
>>13768595
I'm legit afraid someone faster will do it before me. I can tell you though that it's a twist on the clicker/idle game concept.
52a108 No.13768616
>>13768607
>>13768594
It's probably an awful idea, you just haven't thought about it enough to realise it yet
ed2260 No.13768628
>>13768607
>clicker/idle game
>any dollars at all
Pretty much no one pays for that shit.
f859e0 No.13768629
>>13768616
Whatever you want to believe.
f859e0 No.13768636
>>13768628
Who said it's a typical clicker/idle game?
8eb018 No.13768724
>>13764508
Your topology is absolutely shit, my recommendation would be to look at other peoples work and delete your current work, then start over. What are you even doing with those shoulders, what the fuck is up with that head, why is there that tight loop right in the centre
Oh no no no no! look at the top of his head.
So this is my Arx Fatalis Female replacer, and apart from deleting my textures and not being able to extract the animations from AF to use as reference to make new ones she's actually mostly finished, just use her as reference for your own model, look at the flow from the neck to the crotch, and pay attention specifically to the legs and the way the line flows from the but to the inner thigh, your shit is way off and you need to re do a fuck load of your model, now this model is currently 7k tris but you can cut back on a fuck ton of that detail and get her down to around 3k while not losing much of the silhouette.
How much tris are your model? and fix the head holy shit.
5da451 No.13768803
>>13768724
>>13764508
Just so that anons knows there's better resources on the wiki in the 3d modeling section than a singular picture.
I'd recommend that that anon watches the vids on topology, and also joint deformation topology.
Then look at the polycount wiki for topology (has info per area specific to character modeling).
8eb018 No.13768817
>>13768803
I'm not saying just use my picture, I'm saying download professional work and look at how they did what they did, that's how I learned topology, even though it's still off.
The errors on that person's model are very blatant and easy to fix.
5da451 No.13768841
>>13768817
>I'm not saying just use my picture
i'm giving u shit anon, chillll, and giving them a lead on doing this:
>I'm saying download professional work and look at how they did what they did
>The errors on that person's model are very blatant and easy to fix.
no arguing there
>even though it's still off.
in terms of practical topology it looks good to me
except maybe the joint areas in terms of deformation topology (hips esp).
though arx is pretty low poly so I don't think that's an issue.
only reason i mention it is bcs I'm a stickler for that type of thing.
fb6d04 No.13769356
>>13767945
>trying to mash two different benchmarks together
>using one specific example to state the difference between the two
Come on.
1ad8af No.13769523
unity's networking system makes me want to tear my hair out. i understand most of it and have been using it for a while, but it feels like the more i try to deviate from it's design philosophy the more it fights me, and the more unet weaver errors i get.
maybe it's worth rolling my own solution with the transport layer, but i don't want to lose out on features i actually want to keep. my main problems come from when i want to make tools and concepts more generalized, rather than say implementing client side prediction individually for each class or something like that.
916482 No.13769630
>>13767299
>What kind of text adventure did you have in mind?
Purely text-based with a UI and buttons for user input. Beyond that I haven't put much thought into it yet. I want to have plenty of combat, so depending on how fancy I'd want to get damage calculations could get tricky for me I suppose. But I don't know anything about that yet, so I don't think there's much use in worrying about that now.
I'd rather focus on world-building a bit first while I try to get my head around a programming language again.
I'll take a look at the wiki.
>>13767430
I never even heard of a philosophy of logic, but that sounds like it's worth reading about so thanks for that.
Doing some looking around I found a website called ubacity which is giving free courses in introducing Comp Sci using python and courses for python itself. It seems promising enough from a first glance.
d4c3c8 No.13769779
>>13769356
Inb4 benchmarks abuse things like allocation sinking which doens't always works and when it doesn't it tanks performance, and do not even attempt using C structs for which LuaJIT generates pretty much bare x86 assembly.
bf0381 No.13769789
Has anyone tried Visual Studio Code with UE4? VS is so fucking slow and sluggish and bloated, really all I need is for UE4 to support it, Intellisense or similar (since UE4 is so fucking massive), and that's about it.
d4c3c8 No.13769797
>>13769789
Fucking why? Just use a notepad and configure it to envoke toolchain when you press F5.
603052 No.13769798
>>13769789
In my experience intellisense + UE4 is absolutely horrible, but replace intellisense with Visual Assist and it works alright. I don't mean to shill that plugin, but I don't think there are any cracked recent versions. I haven't checked in a while though.
5da451 No.13769917
>>13769763
morning anon, fitting picture, hope it's a productive dev day
>>13769789
There may be ways of getting compilation times down, and I know how much of a pia that is.
Such as here (not sure if you're tried it yet, but worth a shot):
https://answers.unrealengine.com/questions/18526/extremely-slow-compiling.html
>>13769798
most recent one I could find was from 2 years ago, but most of the torrent meta-search engines i knew of are dead. nothing on cg
d796fc No.13769931
What software would you murder if it were a person?
For me it's GNU Make.
5135c7 No.13769961
>>13769523
and they have the gall to limit how many people you can have on their multiplayer if you use their matchmaking servers
>disconnect from game i'm hosting
>takes around 30 seconds for the game to stop being hosted
wooooooooooooow
78ddfe No.13769972
>>13769961
Don't forget how massive overpriced their matchmaking servers are, for the privilege of letting players host servers on their own computers. Oh, you want an authoritative server? Too bad.
5135c7 No.13769982
>>13769789
i tried taking a game engine course in uni thinking that we were gonna be making an engine from scratch
turned out they were just explaining how UE4 works
i ended up dropping the course because the course required us to only do c++ instead of blueprints
if i try to compile with VS while UE4 is running, it could take about 5 minutes
if i try to compile from UE4 it might crash
so i have to turn UE4 off, compile from VS, turn UE4 back on and pray that shit works
meanwhile blueprints compile as fast as VS when it's working correctly
5da451 No.13770062
>>13769523
You may want to look for an open source project.
Here's one I found that's pretty active, MIT licensed, has docs, and has been around for a few years:
https://github.com/BeardedManStudios/ForgeNetworkingRemastered
898c86 No.13770082
>>13768724
>>13768803
Trying to get to the final result is quite hard without a step-by-step guide, do you have a video tutorial suggestion? I watched some, but i guess the ones i watched were bad examples
Also where do i upload my stuff for the demoday?
898c86 No.13770087
>>13765772
do you have a side view for these models? these are great by the way
I guess i will just redo my model
5da451 No.13770374
>>13770082
>Also where do i upload my stuff for the demoday?
look at the advice section:
http://8agdg.wikidot.com/demo-days
>Trying to get to the final result is quite hard without a step-by-step guide, do you have a video tutorial suggestion?
most of the step by step tuts have really bad workflows.
it's most efficient to create a base model with good topology (subdivision topo, and deformation topo; at your wanted in-engine poly count) then re-use that for sculpting/rigging/etc in a streamlined workflow.
Wiki page with lots of links (i'll reference this as "resources"):
http://8agdg.wikidot.com/resources
I'd recommend that you look at how full character topology is done by professionals (look here: http://wiki.polycount.com/wiki/BodyTopology), and study topology videos (topology section of resources has vids/links).
After that you need to create your re-usable base model.
In most cases it's more efficient to get a rough base mesh (such as here: http://wiki.polycount.com/wiki/BaseMesh), and retopo it (again look at resource page, for "retopology").
Your goal here is good subdivision/deformation topology w/proper poly counts is what your going for with the base model (so, your focus isn't details, it's just the topology, plus getting the basic silhouette of your base).
After that, u have a reusable base, and can sculpt/blendshape it to your hearts content.
It's best to test your deformation topology though (f.e. realistic shoulder deformation topology can be especially pesky for female models), and make sure it all works properly in various usage cases before you start sculpting/blend shaping it, and back it up before doing anything to it too as it's a re-usable resource.
For sculpting I'd recommend going balls deep, and downloading/studying a full course (really worth it).
Search cg peers for "anatomy sculpting", and using one of those courses (best ones are in zbrush).
898c86 No.13770498
>>13770374
So, each dev will make its own thread and link it, got it.
im going to study more about topology, but in the end i will still need a front/side reference to model it, would be great getting the side version of that
>>13765772
So far one hour searching and i didn't find anything like that
5da451 No.13770510
>>13770498
>So, each dev will make its own thread and link it, got it.
even tho im damn sure this is sarcasm, no do not do that
>would be great getting the side version of that
wat
898c86 No.13770515
>>13770510
>Create a thread on /v/ for "demo day", at 12am on 11/11
Oh, so these are not instructions for each dev?
898c86 No.13770521
>>13770510
something like this, front and side view
2bd4bf No.13770524
>>13770515
OP will make an appropriate demoday thread, devs post their shit in the thread, anons screech and shitpost about the games. Sticky and/or cycle or remake if needed
898c86 No.13770533
>>13770524
ok, sorry for the confusion
d17c82 No.13770576
>>13770533
>>13770498
>So, each dev will make its own thread and link it, got it.
You make a thread about your project in /agdg/ (or already have one), and in the demoday thread on /v/ you also post a link to it. That's what you're confused about. You do not create your own thread on /v/ because then you'd be competing with all the other projects for page 0 space and that obviously isn't gonna work well.
78ddfe No.13770641
I missed foreach loops in javascript
5da451 No.13770704
>>13770521
i don't think you understood my post anon.
I didn't mention box modeling, side/front perspectives, or anything like that; so I'm assuming you're not going with the proposed workflow.
If you want to model by hand, then I'd recommend to look at the zbrush summit vids out there, and learn from the professionals with decades of experience as to improve your workflow; after you've studied the topology that is.
>>13770533
is the demo day page clear enough for u now?
>>13770641
jesus what a trainwreck
78ddfe No.13770719
>>13770704
i'm just going to pretend my last post was a joke
5da451 No.13770732
>>13770719
don't mind me, i get grumpy when i'm tired, carry on as u would w/o me here
2bd4bf No.13770774
>>13770641
At least C# has better looking syntax for that
898c86 No.13770777
5da451 No.13770797
>>13770777 (checked)
all good anon, thanks for letting me know.
ecf2c5 No.13770819
>>13765772
>first pic
i hope you are going to add the nipples and lewd parts later.
063614 No.13770875
Now these might actually be demo day ready
d4dd02 No.13770887
How in depth do you guys code your tools?
My project that I am working on with a friend we are making a full blown ID system because Unity doesn't allow to save references to game objects in Scriptable objects, and oh boy is this irritating.
1ad8af No.13770973
how the fucking shit do C# attributes work? i've been looking at tutorials and they all focus on metadata instead of cool shit with reflection. what i want to do is have a custom attribute that tags methods, and those methods get their reference stored and can be called later. is that even possible or should i give up on attributes?
2bd4bf No.13770984
>>13770973
>and those methods get their reference stored and can be called later
Are you maybe looking for Delegates? A delegate is basically a method pointer and can be passed around like a reference and eg, store it in a Queue or Dictionary that gets invoked. (C# events actually work as a collection of delegates / invocation lists)
Also, Func<T> and Action<T> are premade delegate types that can quickly encapsulate shit. For example, I define all my behavior as Action<Actor, Actor>
e2635d No.13770992
>>13770515
12 AM what time zone? Eastern? I've got my demo locked and loaded, ready to go. Just got done doing some last minute spit-polishing.
I hope people have fun with it. If you found the last demo to be too hard, this one should be a lot more bearable. This one is only stage 3, and stage 3 is intended to be a bit of a "break" after stage 2 which is a more grueling stage. There are in fact only two points on the entire stage where you can fall to your death, all other deaths will be because an enemy killed you. The boss is pretty fun to fight to I think.
>>13770875
Thats really cool. There's pretty much the exact same effect in the first Diablo. Your wall textures look super clean too btw. Looks great with the lighting.
d4dd02 No.13770996
>>13770973
Reflection can be though, but luckily I believe I have already done what you are asking for.
Basically you want to run through the assembly your code is in, look for any class with the attribute, and use PropertyInfo/Fieldinfo, and you can use a list of PropertyInfo/Fieldinfo and use them on demand from the list.
However I am unsure if this works for methods, I've only done it for variables and get/set methods.
eee66e No.13771005
>>13767701
>ask extremely relevant question
>get ignored
Alright then.
IS THE AGDG GRAPHIC PUBLIC DOMAIN?!
f39248 No.13771035
>>13771005
I've made derivative works for the community, released them anonymously, had zero issues. If you try and get commercial with it, and jew it, then the original artist might find you and sue you. All artworks are implied copyrighted and have to be released to the public domain explicitly (either by the author or due to aging out). fuck you, Disney, and all your anti-copyright shite
d4dd02 No.13771044
>>13770973
>>13770996
I'll try to include an example
List<Type> ClassesWithSpecialMethod = new List<Type>();
List<Action> ClassActions = new List<Action>();
//Gets the current assembly and all Types/Classes associated with it
foreach (Type type in typeof(CurrentClass).Assembly.GetTypes()) {
//If the type has the attribute
if (type.GetCustomAttributes(typeof(YourClassAttribute), true).Length > 0) {
ClassesWithSpecialMethod.Add(type);
}
}
foreach (Type t in ClassesWithSpecialMethod) {
foreach(Action a in t){
ClassActions.Add(a);
}
}
I believe that should work.
2bd4bf No.13771051
>>13770996
>>13771044
>I've only done it for variables and get/set
Those are two entirely different things.
Properties are basically a syntactic sugar wrapper around a field. When you create a property with a getter or setter, what you're actually doing is telling the compiler to create a private field and a public method. So it will work.
1ad8af No.13771054
>>13770984
yeah i already have a delegate list for method calling, i just don't want to litter my code with SomethingElse.RegisterForLater(SomeMethod) and would rather use [DoSomething] on any method i need to.
>>13771044
will look into this
063614 No.13771064
>>13770992
>12 AM what time zone? Eastern? I've got my demo locked and loaded, ready to go. Just got done doing some last minute spit-polishing.
lucky boy. I'm still out in the woods. Will fall asleep at 4AM locally probably.
And thanks for the praise. I'm rather happy how it looks. I hope others will like it as well… and in motion.
Sorry I haven't been able to run your game at some cool, low resolution yet. Can't really get my video card to scale properly and I still need you to set resolution to exclusive mode in Unity.
and I'm getting a fucking FW900 on sunday. Wew, lad
eee66e No.13771068
>>13771035
sooooooooooooooo the guy who made the graphic needs go out and say "I DEDICATE THIS THING TO THE PUBLIC DOMAIN" and done?
Does that mean this guy → >>13760111 Could get sued for selling his shitty weebfurry game?
f39248 No.13771071
>>13771005
http://emptyeasel.com/2008/03/18/copyright-information-for-artists-how-copyright-laws-protect-your-art/
>First off, the moment you create ANYTHING visual—paintings, drawings, photographs, sculptures, etc—the only person who is allowed to copy that art is you. If you decide to sell prints of one of your paintings, you can. If anyone else does, without your written permission, you have the right to take them to court and sue for damages.
>In fact, copyright laws are so strong that your family or legal heirs will still own the copyright to your artwork until 70 years after your death.
IANAL, and I think this is more of the "ideal" how we think/like copyright to work. Then there is this asshole:
https://please use archive.is2015/5/30/8691257/richard-prince-instagram-photos-copyright-law-fair-use
f39248 No.13771079
>>13771068
Again, IANAL, but yeah, that could, potentially, if the original artist wanted to pursue it, and could reasonably determine to a judge that real damages occurred, be fodder for a lawsuit.
If you want to use the AGDG logo, I'd say use it in good faith on a project that won't embarrass the community and you should be fine. Worst comes to worst, someone contacts you and you have to change the art asset later.
*polite sage for double posting
d50919 No.13771097
>>13771079
Why don't we create a new /agdg/ logo for 8/agdg/, that's specifically in the public domain then?
Using it on something good is also a risk, because if your game is successful, there's something to sue you over. There's no use in pressing charges against someone with no money.
80f31c No.13771108
>>13770087
sadly no i got this from some anon a long time ago i saved it, so i may use. but i wanted to get use to realism so i can get good at proportions and try to make my own aesthetic. pic of what im working on now. note it is not finished.
f39248 No.13771142
>>13771097
Cause we're too busy working on our demos for tomorrow? :D
2bd4bf No.13771144
>>13771097
One complication is that the "Just Like Make Game" meme is associated with it too, which means we can't use that phrase since it's linked to that brand
fa9382 No.13771149
>>13771097
>>13771097
>>13771144
Wasn't the original artist an anon? How could he/she prove they have the right to it?
ed2260 No.13771156
Anonymous copyright works a bit differently, it's for 50 years after initial publication, and you have to prove you are the original author somehow first. I am fairly sure no one can prove when the /agdg/ logo was first used, and that no one can reliably prove to be the one who created it, so you can use it and literally no one can do anything about it at any point in time.
ed2260 No.13771171
Also note that there's faggots selling /agdg/ shirts and they haven't been sued.
https://www.redbubble.com/people/nintendino/works/16351066-agdg-logo?p=t-shirt
1ad8af No.13771193
>>13771044
>>13771054
progress
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types) {
var methods = type.GetMethods();
foreach (var method in methods) {
TickAttribute tick;
if ((tick = method.GetCustomAttribute<TickAttribute>()) != null) {
// Okay so we can get the method name, but we don't have a reference to the object it belongs to.
}
}
}
problem now is that i don't actually have an object reference to the class that the method belongs to, so i can't call it. will have to find an elegant way of getting it.
d4dd02 No.13771209
>>13771193
Well theoretically if you are working with a scene that contains instances of those objects you can cross check each instance of an object against the list of classes you have that adhere to your attribute.
Another thing you could try are Interfaces.
1ad8af No.13771210
>>13771193
i suppose i could store a static list of all attribute instances in the attribute itself, but then i have the problem of finding out the object that specific instance of the attribute is attached to.
f39248 No.13771245
>>13771156
This actually kinda pisses me off. Redbubble is making money off this. Am I alone here?
8b6a1d No.13771295
>finished a game jam project
>ends up in the itch.io top 15-25 for a while
>download count tanks sharply after we release a hotfix for a late game bug
fugg
>can't update the main download until the jam's voting period ends
fugg
2bd4bf No.13771420
>>13771245
>Redbubble is making money off this.
That means you can too
063614 No.13771447
>>13771295
wow, my dude. Why didn't you share that gamejam project here? we can rig the voting for you
8b6a1d No.13771479
>>13771447
https://eighth-exodus.itch.io/dietotenmaske
https://itch.io/jam/igmc2017/rate/191313
No point in voting for something unless you actually like it, but eh. There's also a release thread up at >>13771116 that no one gives a shit about but I'm okay with that.
If you've been here for long enough, you might recognize some bits from a mechanical prototype one of the devs slapped together ages ago and posted here.
bcabe0 No.13771524
>18 minutes into demo day
>it has already been hours in chink lands
>still no demos
6c3b18 No.13771533
>>13771524
<most of the demos so far are non-games
well it's better than no demo
aee79c No.13771534
>>13771524
Demo day is in six hours for me.
fa9382 No.13771542
>>13771524
Only burger time matters.
a57ec2 No.13771591
>>13771149
I won't quote every post, but I was wondering myself for a while about using the AGDG logo as the game/dev logo. I guess maybe it is more hassle than it's worth.
ee4328 No.13771594
>>13771524
I'm locked in and ready, but I was waiting for a burger to make the new thread. Or at least for this one to get stickied.
2bd4bf No.13771610
>>13771524
5.5 hours here.
Even so, I'm going to pull an all nighter and post something at 8 am EST, which gives me about 13 hours to try to get it out
2bd4bf No.13771624
Man, following a gamedev bot is like having shitposts delivered right to your doorstep
898c86 No.13771642
>>13771524
Is the demoday thread up?
Anyways you can get my stuff at
>>>/agdg/29837
68b326 No.13771647
>Demo Day tomorrow.
>Wake up early, knowing I need to work my ass off if I'm gonna have my demo ready.
>Eating breakfast when I get an emergency request from my dad's company.
>Spend almost the entire day making three different designs for smoke detectors with hidden cameras in them.
>No fucking way I have enough time to finish my demo now.
Guess I'll see you guys in the next one.
c2ba26 No.13771650
>>13765603
It's so Ultima inspired that I'm tempted to release it as "Not-Ultima". One of the things I'm hoping to bring is a fleshed-out dialogue chain for NPCs which can reward players who prod, like the manager of this warehouse in the starting village who can give you tips about the nearby towns. Asking him further about the cobbler will drop a tip that you might be able to get him to make armor pieces from leather. Otherwise, I'm hoping to improve upon the original formula.
>>13765668
Huh, I looked up Wyvern and I remembered playing it after seeing storm giants. I had forgotten about it.
Line of sight is off a little bit right now, but I need it to be pretty tight, since enemies will not initiate combat unless they have vision. I'm working pretty hard on polishing stuff like that, since subpar vision/lighting has plagued most Ultima-like games, and it's really annoying.
>>13765748
As long as you are making progress, friend. Demos come and go, but progress is eternal.
>>13768342
My issue is putting together the content to actually demo, since I've been dealing with constant tests involving floating icons and random numbers. I've put together some drafted locations and encounters, though without magic implemented, the mage and the priest will serve the role of bench warmers.
898c86 No.13771654
>>13771647
Even if you are the last anon to release it, just do it anon
Don't give up
2bd4bf No.13771667
>>13771650
>It's so Ultima inspired that I'm tempted to release it as "Not-Ultima". One of the things I'm hoping to bring is a fleshed-out dialogue chain for NPCs which can reward players who prod, like the manager of this warehouse in the starting village who can give you tips about the nearby towns
Please let me know how you plan to manage your dialog trees and have your choices both display a string and query certain stats. I can't fathom how to dump it into a string table or what not and poll game objects that might not even exist
This guy's vision algorithm is pretty solid
http://www.adammil.net/blog/v125_roguelike_vision_algorithms.html
45bb35 No.13771684
>>13771624
>I'm going to make an action adventure but call it an RPG
How much you wan to bet that his dialog trees resemble a quarterstaff?
098eb6 No.13771711
>>13767666
Here's one for you, Satan.
61efc8 No.13771740
>>13769356
I have so many issues with your post.
>You give random graphs without a source.
>You automatically assume the "one specific example" is cherrypicked, when there are plenty of examples like k-nucleotide and fasta that are just as bad.
>You don't seem to understand how multiplication works because you complain about "mashing different benchmarks together"
>You didn't read that the LuaJIT site's benchmarks were based on Benchmark Game's benchmarks
But worst of all,
<Your graphs literally reinforce my point. With the exception of n-body, all of those demonstrate Java is faster than LuaJIT for larger datasets.
And Java isn't even that fast a language. Look how absolutely annihilated it gets when it's compared to C++ http://benchmarksgame.alioth.debian.org/u64q/compare.php?lang=gpp&lang2=lua
No amount of JIT will save you.
>>13771624
>Working on an action RPG prototype that's a clone of Hyper Light Drifter. It's interesting how easily we get trapped into tropes and follow them without question.
2bd4bf No.13771748
>>13771740
Silly anon, if it has green landscapes and a medieval aesthetic, it MUST be an RPG
61efc8 No.13771763
>>13771748
I think it's more likely that he's thinking "If I make it in RPGMaker it must be an RPG!"
4ce19f No.13771845
>>13764311
try sculpting. It helps me with getting the main forms of the character down, especially if its stylized.
Retopo is a bitch to do but it's worth it imo
f688b4 No.13771846
>>13771740
LuaJIT's best use case is as a scripting language for C++. That's how I use it. Dynamically reload AI scripts, level generating scripts, camera movement scripts during runtime. You get the flexibility of Lua with the speed of C/C++. Lua mostly calls C++ functions through the very simple and powerful LuaJIT FFI system. Pretty much all data lives in C++ stack and heap.
So, I think this entire comparison is contrived. Speed of C++, ease of use of Lua .. or Java. Look, I don't care if you like Java whatever. No one really cares. It sucks, but if you're comfortable with it don't let anyone stop you. But you need to realize people aren't using LuaJIT like people are using Java. It's a small, simple language designed to be embedded in larger projects written in compiled languages. It adds flexibility where you need it and can trade speed for it.
098eb6 No.13771858
>>13771763
It's weird, because the RPG Maker games I've had the most fun with were never RPGs.
4ce19f No.13771973
does anyone know any good non photo-realistic rendering tutorials for zbrush? Not for making games but just making a render image with.
c2ba26 No.13771984
>>13771667
Thanks, that's good reading.
Right now, my NPCs have three things relevant to dialogue: a state, a schedule, and a script. The state can change the NPCs schedule. The schedule determines not only where or what an NPC will be doing at a given time, but what script they are using. The script is a link to a file of dialogue used by the NPC when you speak to them. Script files have flags to them. There is the normal flag, and there are other flags in NPCs that might use them to change their dialogue as it continues.
When you talk to an NPC and say something, it will check their schedule for their script, the script for the current flag, and then check if the NPC understands what you said. If so, it will return the designated line of dialogue.
For the most part, conversations aren't gated. If you ask the warehouse manager in my picture about Trinton before asking him about the region, the result is (and should be) the same. You can ask them anything you like. I'm using custom little tags at the start of each line to determine whether a special action should be taken. For example, I check the start of each conversation line for >> and all text leading up after it until it reaches a space, and if it exists, it queues that as the next dialogue option. The tag itself gets removed from the string before it gets sent to print. I haven't had a reason to print things in conversations such as specific character values, so I haven't approached that. I am querying stats like what hour it is by using the tag /hr, which it replaces with the current hour before it prints the dialogue. I imagine I can just expand that for other things I'll need to print.
I imagine none of that is helpful for a game with more structured conversation.
61efc8 No.13771995
>>13771846
>LuaJIT's best use case is as a scripting language for C++.
I don't disagree, but you could also use a better language, e.g. Python, which has a lot more external tooling, libraries, and support as well as C interop.
>that whole second paragraph
I only brought up Java because I wanted an example of a JIT compiler that doesn't suck as bad as Lua's. I was specifically correcting his claim that LuaJIT is "really fucking fast" which it fucking isn't. I have no problem with Lua.
Also there's no reason to be a pretentious prick and say "Look, I don't care if you like Java whatever. No one really cares. It sucks."
2bd4bf No.13772004
>>13771984
I really liked how older games had a topic system, such as Exile. Newer games like say, Baldur's Gate or Avernum had a more structured system. Morrowind is more classic. Something that could handle both of those, that would be ideal.
One dream project of mine would be a Blades of Exile/Avernum clone
aee79c No.13772013
This is some more gameplay of rouge commander, this is me beating level 1. Right now it's looking good.
efcca6 No.13772075
>>13772013
that's some funky music
>drops them out of heli at end
ebin
aee79c No.13772081
>>13772075
You can also drop them out during combat, and if they hit an enemy you can get kills that way too.
ed2260 No.13772092
>>13772013
Someone else mentioned this already, but the word you want is Rogue. Rouge is a type of makeup.
aee79c No.13772128
>>13772092
I know, it's just that I don't want to bother fixing it. Maybe it's a little bait-y but I don't have time.
The next level will be a 2d platformer. So, that will be cool to playtest.
fa9382 No.13772285
>>13772013
But can you shoot a man after throwing him out of a helicopter?
>>13772128
>new gameplay the night before the demoday
MADMAN
A
D
M
A
N
45bb35 No.13772374
>>13772285
>But can you shoot a man after throwing him out of a helicopter?
Can you shoot a man before throwing him out of the helicopter?
2bd4bf No.13772460
>>13772374
>>13772285
I'm wondering why you would shoot someone before you throw them out of a helicopter?
aee79c No.13772470
>>13772285
>But can you shoot a man after throwing him out of a helicopter?
Please, no. There are limits when you have a deadline.
>new gameplay the night before the demoday
Don't worry, there is some old code that will allow me to do it.
>>13772460
At least you can talk. Who are you?
898c86 No.13772476
Demoday thread is not up yet.. i want to sleep
5da451 No.13772518
>>13772476
may be best to make it a bit early, i need to crash too.
what u anons think?
063614 No.13772534
Hey dudes I need to go to sleep but want to post my demo. what do?
fe14bc No.13772535
>>13772518
>sleeping
shiggy
2bd4bf No.13772539
>>13772534
10h energy drink
063614 No.13772596
>>13772539
nah dude I need to go do patriotic stuff during the day.
0f1117 No.13772608
>>13767880
Even if its bad, try to at least finish a level.
Don't fall into the unfinished project spiral. Treat everything as a goal, a stepping stone. The more you fuck up, the more you learn.
Your next finished project will be better.
2bd4bf No.13772802
>>13772596
oshit its remembrance day
aee79c No.13772870
This is some footage of the "game over" screen and what happens if you lose.
61efc8 No.13772903
>>13772870
>COMMUNISIM
Don't fix this, the pun is great.
aee79c No.13772916
>>13772903
These spelling mistakes are not intentional
2d51f9 No.13772939
>Someone made a Source Port of Ultima Underworld in Unity
>In fucking Unity
Unity's been surprising me a lot lately.
898c86 No.13772940
>>13772870
*Insert Liberty Prime line*
2bd4bf No.13773021
Well I made an object list
https://pastebin.com/raw/secS0Kq4
Let's see how many I can implement in 9 hours
063614 No.13773027
http://8agdg.wikidot.com/beelzebox
I likely won't be able to post it at the start of the demoday thread so here it is. Have a good night or morning, y'all.
4351b4 No.13773154
Stupid question. Where would I put my demo up for you guys?
2bd4bf No.13773162
>>13773154
My game is less than 1 MB
I'm using Mropbox, myself
2bd4bf No.13773168
4351b4 No.13773169
>>13773162
So it doesn't matter where I upload it? I just gotta toss a link here and say IT'S FOR DEMO DAY
eee66e No.13773175
>>13773169
>IT'S FOR DEMO DAY
>lostboys.exe
Nope.
4351b4 No.13773180
>>13773175
My project isn't even an .exe you donut
2bd4bf No.13773182
>>13773175
Come on anon, it'll be just like the good old days
9ae3b6 No.13773193
>>13773180
>being this much of a newfag
What is it, a leenux game?
4351b4 No.13773200
>>13773193
I'm familiar with lostboy.exe. I'm just genuinely curious about how the fuck this works.
it's a doom mod, a borderline gameplay TC
9ae3b6 No.13773228
>>13773200
http://8agdg.wikidot.com/demo-days
The wiki suggests using MEGA, but I think any uploader will do.
45bb35 No.13773264
>>13773250
Looks like it continues at plenty of values. :^)
2bd4bf No.13773285
>>13773264
Ideally I would be making an array to hash input->output or even a switch statement, but I don't have time for that
45bb35 No.13773296
>>13773285
Any reason you can't use a less than statement?
2bd4bf No.13773318
>>13773296
Because those are placeholders and I'm actually calling functions now
61efc8 No.13773349
>>13773318
You have >30 different functions that are going to be called? Could you tell me what exactly that code is doing?
Regardless, have a meme.
2bd4bf No.13773352
>>13773349
Doing hacky things in time for demo day
61efc8 No.13773369
>>13773352
excuse me my dude
if (d<0x10) args.Tiles[i] = d;
else if (d<0x18) Actors.Create(i, d - 0x10);
else if (d == 0x20) Actors.Create(i,8);
else if (d == 0x21) args.Tiles[i] = 16;
Cast the d parameters as appropriate.
2bd4bf No.13773504
Game now reads all .png images in a directory, and generates a file list. Then uses this file list to load textures from another supplied files that define frame data (for animations, etc). It's handled dynamically and mostly not hardcoded, for once.
>>13773485
>>13773349
Oh shit I didn't even see it was an edit, ha
aee79c No.13773636
This is my progress, I know the collisions are retarded, but i'll fix them whatever
4351b4 No.13773741
>>13773228
Okay I read the wiki, so it looks like someone is gonna make a demoday thread on /v/ later? So I'll just wait til that thread pops up
a28a35 No.13773823
My body is ready, too bad I have to wait for a Burger to post.
aee79c No.13773826
Looking good so far! I doubt I will be able to implement any enemies but, this is good work for the time I put in.
760045 No.13773849
So do I post my demo here and its included in some OP post? Or do I just post in the thread?
a28a35 No.13773925
>>13773849
I think go to /agdg/ and make a dedicated thread there, then wait for the stickied Demo Day thread and crosslink there when ready.
2bd4bf No.13773927
Inventory is kinda done again
4351b4 No.13773986
>>13773925
Quoting the wiki, it says
> Make a post with your demo in the /v/ demo day thread, and a duplicate post in the /agdg/ demo day thread.
I am so confused
2bd4bf No.13774007
>>13773986
>>13773925
>STEP 1
>Post your demo on a (permanent) thread in /agdg/
>Your thread should showcase your game, screenshots, description, download, link to wiki, etc
<STEP 2
<OP posts the demo day thread in a few hours
<Crosslink via >>>/agdg/xxx to your thread in THIS thread
<The demo day thread on /v/ will be stickied or whatever for anons to find
<This current agdg thread will still be used for general dev purposes, but all the focus will be on /agdg/ as a board, and the stickied /v/ thread
2bd4bf No.13774008
>>13774007
>in THIS thread
I mean in the demo day /v/ thread
5da451 No.13774111
DEMO DAY IS ON BOYOOOS
>>>/agdg/29845
>>>/agdg/29845
>>>/agdg/29845
>>>/agdg/29845
>>>/agdg/29845
POST in the /agdg/ demo day thread that is linked.
I will make the /v/ demo day thread shortly.
I will link it here, and on that agdg demo day thread.
2bd4bf No.13774123
Looks like there's a demo day thread u-
Oh.
5da451 No.13774155
>>13774111
/v/ DEMO DAY BREAD IS HOT n' TOASTY
>>>13774137
>>>13774137
>>>13774137
>>>13774137
>>>13774137
POST in the /v/ demo day thread >>>13774137 and POST in the /agdg/ demo day thread linked here >>>/agdg/29845
5da451 No.13774158
5da451 No.13774289
good news boyos, the /v/ demo day bread is stickied.
i surmise that there will be more community participation when the burgers get on, as most are asleep (12:40am pst, 3:40am est)
52a108 No.13774555
>find anime model to use as a base and actually manage to convert it to JSON
>figure out how to load complex models in browser without horrible performance hits
>figure out how to load the fucking textures from said model after they fucking break and refuse to work
>actually figure out how to use morph targets in said browser so that I can visualise my model and change its appearance depending on player choices and events
>model just refuses to display morph targets despite all other more simple tests working perfectly
I think I'm going to give up. I can't model on my own and none of the models I've downloaded work.
If any modellers want to take a stab at this and get a shot at working on a Violated Heroine-like game (just not shit) feel free to step forward, I could really use some help.
52a108 No.13774560
>>13774555
>also didn't manage to get a demo done for either of my games so I've got fuckall to show for demo day
fuck me
53eb6c No.13774709
>demoday is today
>I decided to abandon all of my previous projects due to various issue
>procrastinate with python instead
maybe in 50 years I will have something. its not like they were in a somewhat playable state
2bd4bf No.13774740
>>13774709
>its not like they were in a somewhat playable state
Same. I was indecisive for how my code should be in the days leading up to it, that I only had 12h left to work on it, so I pulled an all nighter and basically hardcoded spaghetti into my main loop to make it functional … it's not good.
I need to make "systems" so it can handle things better.
But here's what I have right now if anyone wants to take a look. Not worth posting in the demo thread, though.
https://www.dropbox.com/s/yxinslqwlhrw0ql/Autumn%20Willow%20DEMO%20Nov%2011-17.zip?dl=0
>VERY buggy, broken behavior
>No gravity yet
>Touching any object removes it
>Touching a red key will add it to your inventory
>Red doors will block your path, no other doors will
>Touching a red door with a key in your inventory will correctly remove it
>Gates are non functional, but you pass quickly through them as intended, but it doesn't require a key, and it doesn't check the other side
fb6d04 No.13774752
>>13771740
>no source
Fucking google "luajit vs java benchmark".
>assume one specific example is cherrypicked
One specific benchmark is a shit example of comparing two languages which is exactly what I said in my post. LuaJIT does some things well, other things not so well. You completely missed the point of my post to eagerly post language wars level shit and tell us blatantly obvious stuff like how C++ is faster. Yes, we could all use C or C++ for our games but personally I like the flexibility that Lua has and allows me to prototype things quickly and easily without having to extensively plan out my classes and refactor them constantly.
53eb6c No.13774834
>>13774740
Well at least you can write your own code and if I see it right even your own engine, so you are in better state then I am. The only major skill I have is making hard surface models. You can at least improve your code and make it less "shit" so to say.
For the skullshit tonk mod I have I am stuck between 2 hard choices either I use the ACS script for vehicles controls made by somebody else and make it single player only or not use that and then get stuck with a poor tonk control. I tried the latest GZDoom branch which has a decorate function for detecting keys and the result was even worse where one function like driving doesn't work at all when the player is firing his gun. So this is my only issue with that, the other is that I have yet to make several maps. And when I see what the fuck Graf Zahl is doing with his source port it is making me even more depressed.
I don't know enough of the ACS stuff in order to fix this vehicle control script, I can only steal the other scripts and modify it in a way so that it works in my mod and that's it. On my side the vehicle script acted pretty buggy in multiplayer. So I would need to learn ACS somehow in order to fix the multiplayer part, which at this point I am not even sure if it will work in the first place.
And the thing with Spring is that its pathfinding over the years has not improved and I used to play a lot of it back in the days which is several years ago, their forum is in a bad shape as well where other content developers get banned over some discussion and its not any random content devs either but someone who worked on their game for several years, the ban was not permanent but it is something to consider about the moderator priorities. I don't even know anymore why I bothered with this engine this year when I very well know its pathfinding is shit I'm sorry to the other anons who are interested in my project and I let you guys down
t. tonk autist pro
898c86 No.13774892
>>13774555
Anon don't lose hope, im horrible at modeling, but im trying, today i will probably spend the day looking for better references and studying topology to remake my model
You can do it too
52a108 No.13774932
>>13774892
I'm just not an artist, I've tried many times before
898c86 No.13774995
>>13774932
same here, im not a good programmer either
im an idea guy with a dream
4351b4 No.13775180
While Demoday is still going on I'm gonna keep working on this guy.
I AM ANGRY.
ANGRY ABOUT DEMONS.
063614 No.13775210
My post on the demoday thread got deleted. I guess it's time to give up and die.
898c86 No.13775238
ed2260 No.13775261
f859e0 No.13775281
>>13775210
>>13775261
Pretty sure that site is banned
ed2260 No.13775285
>>13775281
Yes, it is. It's constantly used to spam CP, so there's an automated system that bands anyone who uses it.
f859e0 No.13775288
Here's the text in case you want to repost
Thanks for mentioning in the OP. Here's a bit more on my demo.
The game's called BEELZEBOX. It's an action RPG. I'm trying to re-capture some of the charm of the original Diablo.
DOWNLOAD HERE:
[removed]
and here, for those less trusting:
https://shodanon.itch.io/beelzebox
The download you want is the DemoDay BeelzeBox.zip. It's a 32 bit build for Windows.
Most of you know how to play typical isometric ARPGs, but for those of you who don't there's a recap on the wiki:
http://8agdg.wikidot.com/beelzebox
Hope you guys have fun playing this early build. I'll be happy to answer any questions and will accept any criticism. It's likely that if you have a suggestion, I'll be implementing it!
You can either give your feedback here or in the dedicated /agdg/ thread:
>>>/agdg/29865
Again, have fun and good luck. Post your scores too.
5da451 No.13775290
>>13775281
>>13775261
>>13775210
yup, auto ban so don't worry, happened to me earlier too >>13762180
04dc89 No.13775369
What is up, my niggers
Im trying to set up walking in my barebones "physics engine", but right now it behaves like a spaceship with thrusters. What you're looking at is supposed to be a top down view, pressing WSAD is setting accelerations to +/-1000 or 0 if nothing is pressed.
5da451 No.13775384
>>13773027
>>13775210
a helpful mod just reposted your deleted post, but the imgs/webm were presumably deleted
i'd recommend linking your images/webms to the repost so it's clear which game it is
5da451 No.13775416
>>13775384
i'll post some of the screenshot images but i don't have the webm
04dc89 No.13775597
>>13775369
To contrast, this would be with just linear velocity manipulation which doesn't get dampened. Its completely controlled and the speed is fixed, but it's stiff and unnatural, i would want something in the middle, accelerating until a fixed speed is reached, quickly decelerating when stopped and slightly leaning into curves. How could i achieve that?
fa9382 No.13775690
>>13775369
Why are you multiplying the velocity by pow(velocityDamping, dt)? Shouldn't it just be velocityDamping * dt? It just seems like you should increase your velocityDamping value.
063614 No.13775731
>>13775384
>>13775288
thank you all for helping with this. The webm is back up.
And I'm back home. Time to play some demos.
04dc89 No.13775770
>>13775690
If i do that, the velocity struggles to reach even just 1, because it would be multiplied with extremely small values each tick. Velocity damping is 0.5f right now, and with the power expression it's halving the velocity every second.
04dc89 No.13775786
>>13775690
>It just seems like you should increase your velocityDamping value
I've done this where the damping gets massively increased at 0 acceleration, to make a faster stop. I think with some number tweaking this could work out, but how do i get acceleration to stop at a maximum speed? Sorry for the double post
fa9382 No.13775848
>>13775770
I usually only apply the dampening if there is no input. That way it's easy to ensure an exact acceleration/deacceleration.
>>13775786
Something like this:
if length(velocity + acceleration) < maximumSpeed:
velocity = velocity + acceleration;
else:
velocity = velocity.normalized() * maximumSpeed;
52a108 No.13776105
Do you ever get the sudden realisation when you're taking a few break days that you have absolutely nothing to do if you don't dev because you usually spend most of your free time working on a variety of stuff for gamedev?
I hadn't realised I completely dropped all my hobbies
d50919 No.13776319
>>13776105
I know that feel, Anon.
68b326 No.13776367
>>13776105
Yeah, kinda. Aside from video games themselves, almost all of my hobbies were related to gamedev in the first place, but combined with the ones I picked up just for gamedev, it all just seems like one big hobby now.
>Programming, Drawing/3D Modeling/Spriting/Animation, Music Production/Singing/Instruments, Video Production, Japanese, Lifting
There's not enough time in the day to practice it all, and it's easy to get burned out, since it's all related. But it's still leagues healthier than not having any hobbies, I think. Really, I think it's just because of how broad video games are. Any creative hobby can be put towards gamedev in some way or another, and so can many that aren't creative. Lifting is the only one of mine that's not directly related, and I'd like to try including a martial art and 3-Gun, if I had the money. But even those are partially for the benefits to animation, which ties back to gamedev.
Do you feel like you just want to fight all the time? Not necessarily in an angry way, just as an outlet for a shitton of male aggression. None of my hobbies, even lifting, really let me let loose in that way, and I'm betting that it's common.
603052 No.13776413
>glfw's joystick/controller/gamepad polling only returns GLFW_PRESS or GLFW_RELEASE, not GLFW_REPEAT
for fuck sake
04dc89 No.13776982
>>13775848
Thank you, pic related is how i implemented your solution, it works great now.
>>13776367
>Do you feel like you just want to fight all the time?
Yes, for me lifting increases that. I can recommend boxing or some other martial art once a week on an off day, it makes for the most enjoyable cardio there is and you should do some cardio even when bulking, just don't do it on the same day you train.
2bd4bf No.13777021
Okay, so I think I figured out a way to get parentable behaviors, which should simplify object type chains (eg, a key behaves a certain way, and its a falling object which behaves another way, but it's also an object in general…)
The only question is if it makes more sense to maintain a Stack<Action<Actor,Actor>>, or just recurse it like so? (Personally I like it how it is, since it's one less thing I have to pass around)
7e3673 No.13777028
>>13776982
I see you're using ECS, got any good tutorials/git repo examples?
2bd4bf No.13777031
>>13776413
So maintain two states, Current and Previous, and compare the PRESS or RELEASE state between them - if it's pressed in both cases, it's held, otherwise it's a press or a release and not a half press
04dc89 No.13777039
>>13777028
Yes, im using this one:
https://github.com/redxdev/ECS
It's just one .h file and very simple to use. Components are just structs, the getters and so on are all short and quick to type. Found it yesterday, the readme explains it well.
603052 No.13777344
>>13777031
Yeah I know. It just annoys me it's inconsistent with keyboard and mouse input. Those also have callbacks, whereas for gamepads I have to get it with a function call. And now apparently also hold my own copy of the state just to manually check for the repeat state.
2bd4bf No.13777390
>Decide to finally move from XNA to Monogame
>Only have .NET 4.0 on my machine
>Monogame downloads and installs and creates a new project just fine, even runs it without an issue
>Save
>Try to run it
>UM YOU CANT DO THAT BECAUSE THE PRIMARY REFERENCE (MONOGAME) WAS BUILT WITH .NET 4.5 AND YOU HAVE 4.0 AND YOU CANT DO THAT EVEN THOUGH YOU LITERALLY JUST DID
Thanks microshit
2bd4bf No.13777444
I JUST INSTALLED THE DEV THING FOR .NET FRAMEWORK 4.5 WHY AREN'T YOU DETECTING IT AND WHY DOES YOUR SHITTY APPLICATION JUST LAUNCH THE BROWSER INSTEAD OF GIVING ME MORE OPTIONS I AM MAD
898c86 No.13777473
>>13777444
Back in the day i used ot uninstall older versions of the framework, but i heard its better to leave them there and find other way to solve the problem, so i don't know how to help, sorry
checked
fe14bc No.13777479
>>13777444
How can you possibly be mad with numbers like these on your side?
2bd4bf No.13777501
>>13777444
Well I guess I'm not changing to Monogame after all. Apparently I require .NET 4.5.2 to run it at minimum, and this requires Windows 7 (which I have) and Visual Studio 2013 or 2015, I have C# express 2010 because it's smaller and less cancerously bloated than later versions
>Stick with XNA
>Deprecated from 2013 onward
>Works with Windows XP
>Difficult to port
>Change to Monogame
>Uproot my entire fucking environment and put more MS spyshit on my machine
>Easily ported
>Probably faster
I DONT EVEN NEED THE FUCKING FEATURES THE NEW VERSION OFFERS, IM JUST USING BASIC C# STUFF, I HATE EVERYTHING
e024ae No.13777510
I have nothing to show on this day of the demo. Nothing complete, anyway. I'm using Simple Media Layer (SDL) API in C++ and a map editing application called Tiled to rebuild Cave Story. I am doing this because fuck using game engines, I just need this one library. Here is what I have so far, I have only learned how to display all of my assets to the screen, I need to move on to learning about physics and implementing attacks and such. I plan to eventually use what I have learned to rebuild other games, like maybe the original Super Mario or Zelda II, and then I will move on to produce my own games with the information that I have learned. This is my goal for next year. SDL has a comprehensive documentation and it's described as a "low level API" so maybe I should be able to get the hang of it well enough.
2bd4bf No.13777718
>>13777564
I just started a new VS project, with all my old setting. Stripped away all the extra bullshit fluff that VS does, made it nice, sleek, and elegant. I'm going to do it properly this time
aee79c No.13778288
>>13777501
>>13777444
Just make the jump to OpenGL and WinAPI, it's got much less bullshit. C# and frameworks sound really lame.
2bd4bf No.13778357
>>13778288
I don't want to re-learn how to approach the same thing from a different framework's way. One day I will, though.
7e3673 No.13778567
>>13777718
What did you do?
It sounded like all you needed to do was get the newest version of .NET
TBH just write you game in XNA and do your porting to Monogame when you're prepping for release.
>>13778288
>WinAPI
>much less bullshit
Confirmed for never writing a program in winAPI
following handmade hero doesn't count btw;^)
aee79c No.13778671
>>13778567
I have never watched handmade hero and I have written all of my games in WinAPI. The only tutorials that I used are online here:
http://www.winprog.org/tutorial/
http://nehe.gamedev.net/tutorial/creating_an_opengl_window_(win32)/13001/
After reading those two, the only resource that I use now is MSDN's online documentation, because I can do all of the basic things myself. I can write the basic window creation code almost from memory, and I remember a lot of the things you have to do for simple tasks.
It still has some minor bullshit, but it gives you the facilities to deal with it. Like making animations play while dragging a window around.
>>13778357
Since it's the same goal, there is nothing that you have to conceptually re-learn. You just need to learn more detailed things about how the systems you use work.
2bd4bf No.13778992
>>13778567
I wanted to release my game on toasters, which includes Windows XP for a Japanese audience, maybe (implying they'll play western trash). Anyways, XNA supports it and Monogame does not.
The issue with upgrading is that I NEED to use a newer version of Visual Studio for some reason (2013 instead of 2010) but I don't feel like registering for another trial key.
MonoGame needs .NET 4.5, which needs Visual Studio 2013
2bd4bf No.13778994
Also we're almost on page 13, is someone making a new thread or we using the sticky or what?
45bb35 No.13779029
>>13778994
We should make a new thread. The sticky is for demos, not general game development.
45bb35 No.13779068
7e3673 No.13779101
>>13778992
Update to a newer VS to be compliant with .NET 4.5, compile your game with XNA for windows and with Monogame for extended platform support, IE linux and mac