fe92c1 No.14286069
Pyramid of Power edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>{previous thread post number}
QUARTERLY DEMO DAY SCHEDULED FOR MAY 5TH
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)
fe92c1 No.14286078
>>14286069
I fucked it up, previous thread is here >>14265642
f5f2a4 No.14286087
>>14286078
See, this is why I don't make the threads.
I don't wanna be bullied.
4d4228 No.14286106
it turns out doing transformation and rotation is faster on the cpu and i lost 30+ frames
fuck
395d73 No.14286117
>>14286069
>tfw just finished editing a new OP image
There's always next thread at least
>>14286087
You just have to not mess up horribly like I have been lately. I mean do you think you could make a worse thread than that one that I got a 2 hour ban over?
4d4228 No.14286123
>>14286106
i'm probably going to restructure the renderer to call back to whatever so it can run its stuff, then a call to TransformAndRotate or something to do all that work, then a reupload of all the geometry to the gpu, then a requeueing of raytracer program, rinse and repeat
fe92c1 No.14286149
>>14286117
In that case I'll wait a bit longer before making a thread.
75900c No.14286169
>{previous thread post number}
fe92c1 No.14286188
>>14286169
I'm not worried about the bullying my fuckup will cause so much as I am worried that the thread will go off topic.
75900c No.14286215
>>14286188
nah, no one really cares i was just kidding
7d35ca No.14286253
>making top-down 2D game
>character's diagonal speed is faster than strictly horizontal or vertical speed
>fix it
>sprite now looks jittery when moving diagonally
b8e5f7 No.14286270
>>14286253
clamp the sprite's draw position to integers and store your character's position as floats
7d35ca No.14286329
>>14286270
This worked. Thanks a lot, m80.
058d7d No.14286496
Three more to go, glad that I already have every arm, leg, torso, and head that I will need. Did this animation group in like 2 hours and it is way less difficult. Still kinda looks like shit but it'll work. I still have to do forward, backward, and backward left but after that I can dump all of my animations into Unreal. After that, I think I'm gonna see if I can make a global item use animation, non-rotoscoped. More tomorrow, I gotta go to work in like 20 minutes.
I have my inspiration back, I just had to play Xenogears and Solatorobo and realize why I started this project in the first place.
d2effb No.14286503
>>14286087
There'll probably be some folks making fun of you, but that's really about it.
3c35c7 No.14286505
Started playin around with OpenGL usin GLFW n GLEW.
It took me like an hour to figure out how draw a single triangle to a screen.
06bd78 No.14286509
>>14286270
I'm wracking my brain trying to figure out why this solution works and I'm failing.
Throw me a bone, would you?
f5f2a4 No.14286523
>>14286509
>>14286270
Because it's trying to draw a character in between pixels and it doesn't know what to bloody do with that. Depending on your interpolation mode, it'll either be blurry like that or clip into itself strangely.
You gotta remember that on a screen, there's no such thing as half a pixel. In math it's fine, since it's just a number, but it doesn't exist when rendering to the screen.
c1d056 No.14286536
Am I a brainlet for using Godot? Should I mod a better engine like Cube 2/Tesseract or make my own engine? I feel like I'm stupid.
3c35c7 No.14286544
>>14286536
Take it from me man,
If you want to actually make a game use an already existing engine. Otherwise you'll be a year in and worry about random performance drops on dev graphic character collisions.
Engine dev, not even once.
b8e5f7 No.14286560
>>14286536
It'd be dumber to try and develop outside your skill set. Programming a game engine yourself is a heap of work that requires a significant amount of prior knowledge.
395d73 No.14286615
>>14286536
Is the game secondary to the engine? If that's true then make your own engine or heavily modify one of the engines you like.
469f26 No.14286624
>>14286610
That's an excellent example of good localization though. Or was that the point?
4f7526 No.14286642
>>14286536
The only thing that will fix this is if you prove to yourself that you aren't an idiot. People can talk all they want about how it doesn't matter and it's a waste of time, that you should just use an engine, but that's not gonna get rid of the feeling of not really understanding how things work.
Plus, depending on the type of game, any kind of "engine" (including your own) might be just stupid. Not everything needs an all encompassing, fully featured engine. Don't be so quick to automatically conflate programming from scratch with enginedevving.
887c59 No.14286644
>>14286624
it's certainly not pickles.
c1d056 No.14286673
>>14286544
>>14286560
>>14286642
Riddle me this, why is modern opengl such a pile of shit? Should I use GLEW or SDL?
469f26 No.14286685
>>14286644
What would you want the joke to be translated as then?
c1d056 No.14286686
>>14286673
SDL looks better.
4f7526 No.14286704
>>14286673
>why is modern opengl such a pile of shit?
The same reason the Windows API is shit: it's been developed for decades, so it's held back by bad decisions made a long time ago.
>Should I use GLEW or SDL?
GLEW is OpenGL. It's how you get the addresses of all the OpenGL functions supported by the graphics driver. As for SDL, it's great for the purposes of windowing and input. It might bother you to not understand how to handle those things with the system specific API (Windows API, or whatever the fuck they have on Linux), but you can learn how those work just by reading documentation if you want, and SDL is just so damn convenient. As for SDL's own renderer, it's alright for fast prototyping in 2D, but I'm not a huge fan.
d73543 No.14286747
holy jesus fucking christ it's been 2+ weeks of me taking a break from gamedev due to a particularly bad episode of depression and it's not getting better, at all. If anything, it's getting worse. Holy shit anons fucking hold me this might be the worst one yet
>tfw living in shitholeland atm so no chance for pills at all
4f7526 No.14286751
>>14286747
what dev are you?
d73543 No.14286755
>>14286751
I don't think anons have christened me with a name yet, but I'm working on an autistic voxely game
395d73 No.14286794
>>14286704
I have become a lot more forgiving of the windows API since I learned a little bit of Xlib and other Linux programming. You can really tell that Microsoft made a far superior API compared to what existed at the time. Also windows API doesn't change after it's released, the only difference is that new things are added and existing things can never be removed. So if I want to open a window I am using the same API that people were using in 1995.
a7c58c No.14286807
>>14286794
Being better than Xlib isn't much of an achievement, given how X11 is a complete dumpster fire the unix community is desperately trying to get rid of.
d2effb No.14286831
>>14286747
Push yourself to do some stuff.
It'll keep your mind off the bad stuff, and while you won't be working at 100%, you can always come back and polish/fix/rehaul stuff later on.
527482 No.14286836
>>14286755
I ve been following your gun models, well if that is you, but i assumme its you, these gun models are the ones i use to practice 3D, i think you do nice stuff and should keep the good job.
Also go play a dating sim.
d2effb No.14286842
Here we go, the first of the puzzles is done. It's gonna be a pain in the ass coding/implementing 30+ different puzzles, bloody hell.
I wonder if 30 is enough for a puzzle game or if people are going to be wanting more.
d73543 No.14286851
>>14286831
Yeah I tried that. It's not that I focus on the bad shit, it's more the general state that I am in that bothers me. In my case depression works more as a general coloring over everything. I don't enjoy anything, I get constant, body-wide aches and splitting headaches - life just feels like eating a bland, rancid cracker with no water to wash it down. It gets very close to feeling like physical illness, honestly.
spoilered for blogpost
>>14286836
Nah, anon - the model in the animation is something my friend cobbled together as a placeholder for the game I'm working on. I think I know what guy you're talking about though - I think he's given me a bolt-action rifle to animate for practice in the past.
f7e69b No.14286887
>>14286117
Not too much today. Just implemented a BS'd load screen and such that'll probably cover for death and respawn. Haven't figured all on how this stuff will work in design yet, so I'll probably fiddle around over time.
9877ef No.14286909
>>14286747
I had your issue. Sometimes you have to just say fuck the world and blast Slayer. Recently I've been feeling like shit because I am surrounded by too-normal-for-reddit normalfags, but after listening to shit I haven't touched since highschool I'm back in action.
f7e69b No.14286912
>>14286887
Woops. Didn't mean to reply.
9877ef No.14286914
>>14286842
>I wonder if 30 is enough for a puzzle game or if people are going to be wanting more.
How about as many good puzzles as you can, maybe 25% filler puzzles at most.
395d73 No.14286925
>>14286807
I understand, it would be interesting to see a window manager with a better API. Maybe Plan 9 or Haiku have nicer systems, whenever I look at my unix-specific code it just seems a lot poorer looking than my win32 code.
d73543 No.14286932
>>14286909
I've not tried really hard music yet, maybe it'll help
9877ef No.14286957
YouTube embed. Click thumbnail to play.
>>14286932
The thing about it is you kind of have to get latched onto the momentum the song has (having decent speakers helps). Especially if it's a really long one that goes through all sorts of twists and bends. Vid related. It starts out absolutely fucking dismal and just builds up until it's absolutely flying at the end.
a17a5e No.14286991
Armor update. Got leg armor and wing armor then I can start to render everything before starting topologize things.
d2effb No.14287004
>>14286914
Hopefully all of them would be good, but I'll admit I'm having a lot of trouble thinking of anything interesting past 23.
I could just go with the old survival horror standby of collect-and-use-X-on-Y quests.
401b42 No.14287081
Playing around with some ghosting effects. I need to get a cool shader going and maybe have the "ghosts" decrement their alpha over lifetime, but I like the way its functioning right now at least.
a17a5e No.14287247
>>14287081
>ghosts" decrement their alpha over lifetime
It looks good right now but you're right in that they need to fade away and a little faster at that.
bdc7b2 No.14287286
well i've got appropriate animations depending on what you have equipped, although i wish they weren't going forward so much
still need to make more weapon types to handle two handed animations though
df4086 No.14287364
>>14286842
If you structure it a certain way, you can get way more than 30.
For example:
>Puzzle A 1 (Basics)
>Puzzle A 2 (Basics + secondary element)
>Puzzle A 3 (Real puzzle)
>Puzzle B 1 (Basics)
>Puzzle B 2 (Basics + secondary element)
>Puzzle B 3 (Real puzzle)
>Puzzle C 1 (Basics of both A and B)
>Puzzle C 2 (Basics of both A and B alongside their secondary elements)
>Puzzle C 3 (Real puzzle)
This way you can build on top of what you already know, all while keeping the progression smooth and the quality of puzzles consistently high.
b003c5 No.14287414
>>14286991
Are you making a 40k game or is it just a coincidence.
don't let gw find out
d2effb No.14287419
>>14287364
I really like that. That sounds like an absolutely fantastic idea, thank you.
Maybe in different sections the puzzles are themed after a certain core mechanic that keeps popping up, with a couple breaks for different mechanics to spice things up a bit.
Plus, dev-wise, it makes things easier for me since I can pretty much repeat certain puzzles multiple times, just doing more with it.
bdc7b2 No.14287420
>>14287414
pure coincidence
a17a5e No.14287427
>>14287420
>>14287414
I'm making this model for the 40k scene in Table Top Simulator. The only models available are those that can be ripped from the games which are pretty bad ones that can be 3D scanned which also end up poorly and ones that people hand make with 3D programs.
415cee No.14287467
>>14287286
very nice, now implement confused turtle
bdc7b2 No.14287482
bdc7b2 No.14287497
>>14287485
oh, that already works
i just don't have any attacks for the shields and i'm not sure if i want any
a17a5e No.14287501
>>14287497
> and i'm not sure if i want any
You're making a terrible mistake.
df4086 No.14287509
>>14287497
It's just bashes and hugs, you exist to push things off of high places
618210 No.14287514
>>14287485
>not wielding one polearm in each hand
bdc7b2 No.14287521
>>14287501
>>14287509
in any case i don't have a shield bash animation at the moment, so i can't really do much
d73543 No.14287539
>>14287521
You can make a shield bash animation.
bdc7b2 No.14287546
>>14287539
have you seen the ones i've made so far?
3f124e No.14287569
>>14287485
>can't one hand a two hand weapon
that's bs tbh
415cee No.14287574
>>14287569
>>14287514
If you can one-hand a two-hand weapon, you should instead two-hand a four-hand weapon
d73543 No.14287579
>>14287546
So? Study slow-motion videos of movement that you need, and learn what makes it what it is. In about a year of doing that, I can pretty confidently say I can animate pretty much anything to a satisfying level of quality.
You don't progress by avoiding things outside your comfort zone.
ce83c3 No.14287589
>>14287569
the only reason to do the knife/spear combo is to knife people very up close, which you kind of fucked up if they managed to dance around your spear.
d73543 No.14287672
>>14287589
You mean to say that having a backup plan is not a good idea? You know versatility and flexibility is like the name of the game in a fight, right?
d73543 No.14287687
>tfw wanna play a game to cool off before working on your own game but the game you're craving to play is the game you're making
3f124e No.14287692
>>14287687
make my game then
d73543 No.14287694
ed74af No.14287695
>>14287546
is this literally the europe migrant sim where you rape your way across europe as a poor dindu fugee?
3f124e No.14287701
4ff811 No.14287705
>>14287695
Sure you can do it freely as long you have beaten the local migrant hunter :^)
d73543 No.14287708
>>14287701
but what is the joke
7eeaf3 No.14287713
>>14287546
You should look into Root Animation if you want to go for realism, that sidestep is really weird
3f124e No.14287723
556324 No.14287775
>>14286106
how do I into matrix operations?
I know I studied all of that shit in the past, but now its all moonrunes to me
75900c No.14287790
>>14287574
>not dual two handers
bdc7b2 No.14287794
>>14287579
>In about a year of doing that
yea, see, i don't really want to spend a year working on animations just so i can do a half-decent shield bash
you could spend a decade reworking code too, doesn't mean you're ever gonna finish it and be happy with it
illegal elbow punch is the closest we're gonna get for now
>>14287713
root motion is generally unreliable when i want to be able to control how the movement works
the character should always move independant of the animation
556324 No.14287802
>>14286747
>particularly bad episode of depression and it's not getting better, at all. If anything, it's getting worse
anon, my advice to you: depression is a biological issue more than a psychological one
fuck pills, stay away from that shit, depression drugs only aggravate the issue
shake your self off, force yourself to do some activity,
> get proper nutrition
> do some exercises
> walk around outside and just take the environment in
> get rid of attention hookers, like drop your electronics or even go off the board for a while
> get into doing stuff again, like cleaning your house or cooking, manual labor is good for the mind
> get back into being productive, the satisfaction of accomplishing something is reward on itself
> get proper nutrition, eat fucking fruits and protons
c7505f No.14287820
>>14287794
why do you do something that's easy and takes ten minutes, when you could spend a few years learning how to do it my way?
65b07f No.14287828
>>14286851
As you've pointed out you have signs of depression.
Doing something like "getting in the flow" of music isn't confronting the issues you're having, but it may help you to stop overthinking; as overthinking is stress, and to continue that cycle is an infinite loop of depression (archetypal hell).
One skill everyone has to learn, as to survive in the modern world (I.e. a world where technology, and complexity of life; has advanced far quicker than our wisdom, and ability to handle the complexity); is to refine the "mode of being", that has the goal of not overthinking (getting in the "flow" of something, is a guide to how to2 do this). As there's a time and place for everything.
For example, I used meditation to learn how to "get in the flow" in daily life, and to just be the experience; instead of some experiencer who overthinks everything.
There could also be other issues in your life you're not noticing, due to being too "involved" in your conscious awareness (the "point of attention" which most people define themselves by, I.e. Conscious awareness feedback loop of internal to external world, which is only a tiny facet of your being); so you end up missing what is unbalancing your internal being.
Again, "getting in the flow", and learning to observe the experiencer can help a lot here; as to determine what is unknown to the conscious attention, but known (and surfacing as depression) via the subconscious.
7eeaf3 No.14287830
>>14287794
>the character should always move independant of the animation
I disagree, having an animation based movement can make movement and positioning much more important during a fight
32cf6e No.14287840
>>14287775
Matrices seem complex because it's a lot of fucking operations, but it can be rewritten into a few loops instead.
Basically, the whole deal with matrices in gamedev is that you want to throw a N-dimensional vector against a M-by-N matrix which then produces a new M-dimensional vector. In graphics, this often means throwing a vertex position (x,y,z,1) into a matrix, producing the appropriate position on the screen.
The matrix multiplied with in graphics is just several matrices multiplied with each other, each performing a different operation.
In practice, a matrix is just all the factors you have to multiply your vector with and then add up. For example, if you have a 2D vector and have a 3-by-2 matrix that thus produces a 3D vector, then the 6 values that the matrix consists of are basically just:
>how much of input.x ends up on output.x
>how much of input.y ends up on output.x
>how much of input.x ends up on output.y
>how much of input.y ends up on output.y
>how much of input.x ends up on output.z
>how much of input.y ends up on output.z
Which can be written as a simple loop:
float in[2] = {your 2d input vector};
float out[3] = {0};
float m[3][2] = {your 3-by-2 matrix transform};
for(int i = 0; i<3; i++) {
for(int j = 0; j<2; j++) {
out[i] += in[j] * m[i][j];
}
}
It's just that nobody writes the actual loops because nobody trusts compilers to do vectorization for you.
Once you properly grasp this, all the matrix operations (addition, product, …) should come natural. Product especially is just a gigantic fucking calculation that is only terrifying due to the sheer amount of calculations, but can be simplify just as easily.
Some examples/tutorials
https://open.gl/transformations
http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3
415cee No.14287841
>>14287830
>movement and positioning much more important during a fight
and unresponsive
7eeaf3 No.14287856
>>14287841
Not if you do it well. Look at Chivalry, it feels great to play.
Without it you just get a clunky and weird combat system
556324 No.14287858
>>14287840
>linear algebra
that's the name,
the thing is I knew how to do these operations(matrix adding product and etc like you've said), but I don't remember shit
so I wouldn't even know where to apply them in gamedev, but I've guess is more useful for 3d stuff
but thanks, I'll read into those links with more depth later
bdc7b2 No.14287860
>>14287856
>Look at Chivalry, it feels great to play.
7eeaf3 No.14287861
>>14287860
Great argument, real quality discussion
bdc7b2 No.14287862
>>14287858
only thing i can think of is getting a direction from another transform's point of view
other than that, pretty much everything is just dot/vector products
32cf6e No.14287865
>>14287858
It's actually pretty useful too in 2D gamedev. It's just that if you don't grasp the subject, doing a project without it entirely takes just as much extra effort as understanding it does, so you can get away with it just fine.
bdc7b2 No.14287866
YouTube embed. Click thumbnail to play.
>>14287861
>>Look at Chivalry, it feels great to play.
7eeaf3 No.14287874
YouTube embed. Click thumbnail to play.
>>14287866
>these animation bugs are somehow indicative of the combat system not working or not being fun
What are you trying to say here?
My point still stands, Oblivion does the same thing and it works
There's no game that doesn't do sword combat combat based on animations that doesn't absolutely feel like shit
415cee No.14287880
>>14287874
oblivion does not have your movement tied to animations, it's the animations that sync with the movement instead.
You can go from fullspeed moving left to fullspeed moving right instantly, independent on where you are on the walk animation. Which is why the movement is nice and responsive
bdc7b2 No.14287881
>>14287874
>>these animation bugs are somehow indicative of the combat system not working or not being fun
yes, they are?
the animation bugs are a result of the system not being thought through completely
7eeaf3 No.14287887
>>14287881
You can't actually believe that cherrypicking a bug with no reference as to how often it happens and just use that as proof that the system doesn't work.
I've played 50 hours of chivalry back in the day and I've never encountered this once.
>>14287880
Are you sure?
Nevermind about that I guess
bdc7b2 No.14287891
>>14287887
>I've played 50 hours of chivalry back in the day and I've never encountered this once.
it's literally why most people quit the game
all the high ranking duel servers do this
all of them
100%
go in the game right now, join a high ranking duel server, and everyone there will be doing this
why? because they can
the combat system was not designed to be used like this, and they did nothing to fix it
7eeaf3 No.14287901
>>14287891
Wait so this is an exploit used for duels?
Well then no fucking shit it looks bad, it's still not how most of the combat works
Not to mention the system still works great in the vast majority of cases
d73543 No.14287914
>>14287802
Depression is a biological issue, that's exactly why pills that help produce satisfaction/enjoyment chemicals in your brain is the right answer, or at least a good one.
I'm not a vegetable, I do a lot of self-care shit - I take walks, I eat healthy - plenty of animal fats and protein, vegetables and fruit, I only drink water, and I sleep 7-8 hours a day (sometimes I can't sleep or I get sleepy too early, however - which is expected when suffering from depression). I take scalding hot baths to relax my muscles, I do calisthenics, stretches pretty regularly and I even have a pretty great, non-normie girlfriend
The thing is, when I do this much healthy shit that everyone seems to be convinced is the right answer to depression and I still want to empty my wrists, don't enjoy something I know is easily my life's greatest passion and I can't even have fun playing my favorite vidya, I can be pretty sure that my brain's circuitry is fucked.
>>14287828
I do have anxiety issues, so you've got me there. I might try either meditation or regular power naps.
>>14287794
>I don't want to spend a year working on X to do X half-decently
Work is sacrifice of the present for the sake of the future. You won't get good unless you practice. This applies to absolutely everything. Vidrelated - animation from a year ago when I first started, then animation from 6+ months ago, and then an animation from a little over a month ago. The last one, with the punch, is the most recent. I still have plenty of room to get better, but a year is not all that long.
bdc7b2 No.14287920
YouTube embed. Click thumbnail to play.
>>14287901
>it's still not how most of the combat works
well technically it is, you could pretty much kill someone behind you by accidentally doing an overhead swing
besides, it still has issues
example being the vanguard charge - pretty much teleports you and misses half the time, unless you're using a spear
the game is pretty much riddled with oversights
>>14287914
you really want me to spend a year working on animations when the game doesn't even have close to all the ideal features ready?
d73543 No.14287921
>>14287914
>>14287794
I fucked the order up a little - here it is labeled
d73543 No.14287925
>>14287920
You don't have to work a year on ONLY animations, mr autismo - you can simply make them when you need to and get better that way
bdc7b2 No.14287931
>>14287925
but i don't need them right now
d73543 No.14287932
>>14287931
Well you clearly need a shield bash
bdc7b2 No.14287936
>>14287932
yea, but i don't need a professional AAA tier shield bash
d73543 No.14287941
>>14287936
Sounds like you're looking for excuses, anon. Just animate a shield bash and take some time to do it right. You'll benefit from the experience.
bdc7b2 No.14287944
>>14287941
but the current one works >>14287794
1b7af0 No.14287973
New renderer layout:
Two callbacks
- ReadyForFrame
- DrawFrame
Ready will be the engine loop, in which objects are prepared, Draw will, well, draw things.
TranslateAndRotate will process geometry, and then run GPUUploadGeometry for the next frame after ReadyForFrame, and before the next frame is drawn.
At 120fps, this gives us around 8ms to prepare for each frame, at 240fps 4ms, and so on.
This is doable.
CPU Power!
I don't know why I'm using like proper capitalization, I never use it.
415cee No.14287974
YouTube embed. Click thumbnail to play.
>>14287914
shit reload animations
e627f2 No.14288189
>>14287914
I'm manic-depressive (bipolar) so I understand the biological standpoint, and agree it can predicate someone to this mode of "internal workings" for the mind (being more succeptable to depression, anxiety, etc).
However, Ive experienced that medication is a crutch, and does not solve the real issues; it only serves to mask the symptoms until your next dose (the root cause of the issues are never solved).
Again though there's another however, sometimes one needs "grounding"; be it reprieve from the constant darkness of depression, or the thrills of mania; then medication is being used in a responsible manner. So meds can defintely be useful there, but only as a temporary grounder, if things get to the point of a possible implosion/breaking point.
Even just "having them around" as a possible last resort, for your internal mind state, it can give you the preconception that if it gets too much you have help; you don't even have to take them to get that placebo of knowing it's easily available.
Good, I'm glad you're thinking about trying meditation.
Id reccomend to look at Alan watts, and his talk on meditation; I think it's called "Alan Watts - How to get out of your mind" on YT.
Though there's different approaches for each person, and you'll just "know" when you've found it.
Learning about the mind, and your "enemy" (your mind hosts your depression, depression is your enemy, thus by extension your mind is your enemy); will give you much needed knowledge to handle these types of issues.
I find Carl Jung, Nietzche, and Freud to have insights that I myself have dawned upon; that I found to be true through experience.
Jordan Peterson is also a great introduced on this topic (look at his lectures).
After all that stuff is settled, get back to making vidya, and you'll again be able to enjoy it; for what it is.
8cd8f0 No.14288265
Random anon checking in just to say that good job to all of you and good luck with the projects.
If some anon is having thoughts about starting to learn this, my advice is:
Start with the basics.
Go through all the evolution of games, don't rush or you will burn yourself.
I started to follow an isometric rpg tutorial, but it can get really complicated (for someone who hasn't programmed ever)
So I stepped back and saw this as another discipline, like drawing, where you have to start with the basics figures before you can progress to advanced things.
So I started with pong, tinkered a bit with the code for fun, later arkanoid, tinkered with it too, and lastly asteroids.
It's easy, it's fun , it's practice, and you can make one each day.
Practice makes perfection, so keep working.
Now i'm going to try doing pacman, so i can understand how the pathfinding works.
Godspeed fags.
sage for blogposting
bdc7b2 No.14288267
alright, we now have animations for both one handed and two handed weapons
two handed weapons can still be used with a shield/dual wield, they'll just do 1h animations
and the benefit of dual wielding is that you can chain the attacks, while otherwise you have to go back to idle and attack again
415cee No.14288292
>>14288265
nice job and nice advice
people tend to forget how bad they were, how incapable they were or how dumb they were after 9 years of coding experience. Making simple stuff is pretty hard for beginners, and making hard stuff completely impossible
0e7aad No.14288333
Anyone got any tips, good references or tutorials for making lowpoly models with lowres textures? I know Speebotdev took up making those, recently. Shit is unexpectedly hard, especially when it comes to setting up UV maps so it looks like a proper 3d pixelart instead of mismatched pile of garbage.
fc87d5 No.14288340
>>14288267
You work fast, keep it up
d73543 No.14288666
>>14288641
That's right, but I dropped my Rust mod a while ago so that's that.
75900c No.14288721
Boots!
Still adding more detail to it
a7c58c No.14288729
>>14288666
It doesn't help that you're also a redditor and satan himself.
d73543 No.14288824
>>14288808
What dev are you?
bdc7b2 No.14288844
>>14288824
BULLY THE OUTLANDER
d73543 No.14288864
>>14288844
I've been posting on 8ch ever since the GG exodus happened, mister. That's like, 4 years
086bcb No.14288886
>>14288864
>"I've been here forever!" he cried without having an 8ch premium account
a7c58c No.14288887
>>14288864
All this time and you still can't stop acting like a cancerous faggot.
415cee No.14288889
415cee No.14288890
a7c58c No.14288901
>>14288890
>>14288889
The sad part is that I could have claimed those quints myself if I hadn't reloaded the front page a couple times to see who would claim them.
bdc7b2 No.14288904
>>14288864
i literally started the original agdg threads, you don't see me waving my dick about
d73543 No.14288912
>>14288904
waving my dick about and saying that I've been here for 4 years to someone that calls me an outsider are two different things
3da846 No.14288917
stop being dildos and post some progress
395d73 No.14288933
>>14288666
>>14288641
>>14288729
>>14288808
>>14288927
This is obligatory to post if you want to see how this guy has acted around here in the past. Now I know that I saved the other screencapped thread where he goes on about overwatch and reveals his reddit account but I cant find it on my computer. Anyway if I can find it I will post it too, I know at least one other anon has it.
d73543 No.14288934
>>14288927
You have severe, aggressive autism and you should donate your brain to science.
eb33ad No.14288938
>>14287286
>oblivion music
nice
eb33ad No.14288947
>>14287546
>a place to sleepeth
3f124e No.14288975
someone make a Tiberain sun fan game
d73543 No.14289014
>>14288999
At least I don't dedicate my life to tracking down someone I dislike and then derail generally chill threads once I find them.
4ba910 No.14289022
>>14286755
>pretends to not be known
>then admits to being one the biggest redditor faggots in recent memory that jealously tried to fuck over Sigmadev's threads, ruined multiple /agdg/ threads, talked down to all advice, made himself laughing stock in webm threads and now is blogposting looking for pats on the back
Post progress or fuck off you obnoxious cunt.
0e7aad No.14289023
>>14288333
>>14288666
>>14288999
I really really like these trips.
d73543 No.14289035
>>14289022
>ruined multiple /agdg/ threads
but you're ruining one right now
3f124e No.14289050
>>14289035
don't you know? if you're the focus then obviously it's your fault and not the people you're just responding to
0e7aad No.14289051
>>14287914
On the 3rd webm, the one with the punch, how did you do that elbow wobble despite fist staying in place once it reaches it's hit position? Looks pretty good, like the softer meat and fat is catching up with the hard punch.
d73543 No.14289061
>>14289051
I'm moving the IK target back and forth slightly, and the IK pole up and down. I'm also probably staggering the shoulder bone, so it catches up with the fist after the punch. This altogether makes it seem like there's a backlash going up the arm.
395d73 No.14289070
>>14289022
It's been literally a year since we first saw him, and he's still at the phase where he is posting screens of his blender. And it's not like he's actually making progress, he's just posting the same character models and same weapon models without any actual game to show for it. I've still yet to see a single screenshot of him with an actual game or his shit in an actual game engine.
d73543 No.14289087
>>14289070
There was a large chunk of time where I was working on a mod for Rust, though. Inbetween that, I was also finishing school, and dealing with mental illness so I have plenty of excuses for being an unproductive cunt.
3f124e No.14289101
the site is so small that autists are running into the same autists, my guess is when will you learn. after everyone has left?
d73543 No.14289116
>>14289101
it's comfy, anon. At least it feels like an actual community.
3f124e No.14289123
>>14289116
hasn't been comfy in such a long time tbh
a7c58c No.14289136
>>14289087
Is there any evidence you're mentally ill and not just a regular idiot?
bdc7b2 No.14289159
got a shitty withdraw/deposit button/slider for the coins
i was just gonna treat the coins as an item like in skyrim, but it didn't seem ideal since i made it with a limited number of slots
also block animations if you're only using 1 of the 2 weapon slots
d73543 No.14289186
>>14289136
I've definitely got depression and what seems to be generalized anxiety. I mean, these two things are self-evident. I could have a variety of other things but I can't afford a therapist so for now this is about as specific as it's gonna get.
>>14289123
I don't know, man. I've had several spergouts on here and the community is tight enough that they were documented and linked together, promptly. I thought 8ch was starting to bloat with newcomers but it seems to still have plenty of steam.
a7c58c No.14289201
Since shilling on Reddit didn't work for Speebotdev, I'd recommend trying a Switch port. The platform natively supports OpenGL ES 3 (which is based off OpenGL 3.3), devkits are reasonably cheap, and it looks like the sort of thing switchfags would eat up.
6e369b No.14289204
>>14288864
> I've been posting on 8ch ever since the GG exodus happened, mister.
>That's like, 4 years
It has been about 3.5 years.
Damn.
75900c No.14289208
Ok finished, much better than the old version
3f124e No.14289211
>>14289186
>the community is tight
lol no, once one autist has something over you you're not hearing the end of it
>>14289201
making speebot into a good game would be the first thing rather then port it to switch
d73543 No.14289224
>>14289204
Time flies - the fucking Avengers movie came out 6 years ago, and the first Iron Man roughly 10. Oblivion came out 12 years ago, Skyrim came out 7 years ago. Boston bombing happened 5 years ago, and so on. We're also about 1/10th into 2018 already.
>>14289211
Yeah, but everyone is bonding over it, though.
3f124e No.14289232
>>14289224
no they're just autistically screeching at you
f5f2a4 No.14289239
>>14289201
How difficult would it be to make a Love2D port to it, I wonder? It doesn't have native support for it.
d73543 No.14289249
>>14289232
Well if there was one place where it was acceptable to autistically screech at people, it'd be an imageboard.
9ea614 No.14289250
>>14289211
Not only are all of your posts either shitposts, useless advice, or sucking up to Rustfag, but now you even go and insult Keyreal and call Speebot shit? How about you get the fuck out of here along with Rustfag?
3f124e No.14289266
>>14289250
it's shit because it's literal flash game tier
d73543 No.14289280
>>14289250
anon, if you hate everyone on here this much you might want to consider leaving yourself
3f124e No.14289292
>>14289281
*teleports infront of (you)* no…… u……..
9ea614 No.14289301
>>14289280
>>14289266
I hate just about no one here except you two, considering I know who one of you is and I'm pretty sure I recognize the posting habits of the other, and he's done nothing but shitpost with lego chainsaws and shitty "someone should make X" posts.
d73543 No.14289303
>>14289301
what's wrong with lego chainsaws?
a7c58c No.14289304
>>14289239
The issue is that Love2D has several GPL and LGPL dependencies, and since several of those (mostly OpenAL but possibly others) would need some modification to run on the Switch, you would have to release the source code of your modifications and Nintendo won't take too kindly to that.
3f124e No.14289306
>>14289301
you should make your self a time out mister
4ba910 No.14289316
>>14289301
The other one is wolfspider and has unfortunately latched on to these threads like you've already noticed.
f5f2a4 No.14289334
>>14289304
Apparently Pocket Rumble was made with Love2d, and has a Switch port. Wonder how that guy worked it out.
7c0446 No.14289364
>>14289316
Why is it that game dev always attracts the most mentally ill people? It's fucking infuriating.
I don't want this place to become cuckchan /agdg/. I have nowhere else to go.
f5f2a4 No.14289374
>>14289364
Because you need to have a certain amount of autism to be a One Man Devteam. It's just that some handle that autism better than others. I like to think that I do better nowadays than I used to in the past. People really are a bad influence.
d73543 No.14289386
>>14289364
Because it's like three degrees of autism laid overtop one another. You have to be a nerdy cunt at least to some degree to like videogames, then you have to be slightly autistic to like them enough to want to make them, and then you have to be enough of an autist to post on here. If you're this much of an outlier, chances are fairly high you're a weirdo.
7c0446 No.14289393
>>14289374
The ones that are hopelessly fucked in the head never finish anything though. You need a certain level of routine and restraint to get somewhere, autism or no. Rustcuck has been around these threads for ages, yet has nothing to show for it and still acts like a person of authority. I see it time and time again and it pisses me off.
>>14289386
Not even gonna bother formulating a proper post. Spend less time posting here about your feels and go exercise or something. You're getting nowhere in life and are an energy siphon on the people around you.
c7505f No.14289416
>>14289364
>Why is it that game dev always attracts the most mentally ill people?
It's communities in general, we tend to drive away those attention seekers by being pseudo-anonymous and bullying them for whining/namefagging/degeneracy. It always works. I've never ran into someone too autistic to be bullied into submission.
>I don't want this place to become cuckchan /agdg/. I have nowhere else to go.
We had people defending a newfag signing his post with "Fred" while wishing someone a happy birthday, the other day, we're already somewhat infected.
f5f2a4 No.14289428
>>14289416
>happy birthday joe, it's me fred :DDD
>hi fred, thanks for telling me about this super cool anonymous image board!
3f124e No.14289434
>>14289416
>people defending a newfag signing his post with "Fred"
>I've never ran into someone too autistic to be bullied into submission.
it's like you say words and you don't even hear your self or connect your actions
7c0446 No.14289444
>>14289416
>We had people defending a newfag signing his post with "Fred"
I miss when "lurk more" was still a thing people said. Then again, I don't know if you can educate everyone.
>we're already somewhat infected.
That goes for the site as a whole. These threads have been mostly fine for a while, at least. I've tried filtering shitposts but unless everyone does it, it's pointless.
f5f2a4 No.14289448
>>14289444
>Then again, I don't know if you can educate everyone.
Trips of truth. September never ended, and it never will.
d2effb No.14289453
>>14289364
Creativity and autism go hand in hand, unfortunately. There's lots of things at work.
People getting invested in their ideas to the point of obsession, working with machines and programs to the point of forgetting how to deal with humans, getting upset over questionable things and either manufacturing drama or trying to take some people down a peg, lashing out at the world and pretending you're a misunderstood martyr, or more.
It's a shame, but there's always going to be something like this in every community. You just have to push it towards something productive.
Me, I just like making things, my autism is 100% invested in tinkering with shit and putting things together to see if they work or not. Sometimes this works against me because I get excited about an idea, work on it, and then move on once I don't have much more to do even if some people wanted "more" from it. But, ultimately, I've always been the kind of guy to throw everything at the wall to see what sticks.
d73543 No.14289457
>>14289393
Stop being so tsundere
3e90bb No.14289466
MoM anon here, Just a quick update; The Journey to the Bee Village is a lot more easier now then it was in the Demo. Goblins no longer spawn in the Land of Magic until the first dungeon is cleared, and they is now a potion inside the grave diggers hut. In addition to this, the Nitro Gel, Death Cap and Mandragora can be consumed to give you minor Alchemy, Mana and Health!
3f124e No.14289468
>>14289465
just move in with me tbh
7c0446 No.14289476
>>14289448
Tell me about it. I feel like things weren't this bad even 10 years ago, but nowadays I feel increasingly out of place. I hate the fact I regret coming here more and more.
>>14289466
Godspeed, MoM. Your characters may be gay as hell but your game looks cool nonetheless.
c7505f No.14289477
>>14289434
What's the connection there? You do understand that because something CAN be done, doesn't mean people will do it as a whole, right?
>what do you mean everyone can die?
>how do you explain all these people who aren't dead?
>it's like you say words and you don't even hear your self or connect your actions
This is either low quality bait or you need to fuck off to halfchan's agdg.
3f124e No.14289484
>>14289477
because everyone bullied you to fuck off with your retarded shit and yet you're saying that like you think you're in the right
c7505f No.14289490
3f124e No.14289491
086bcb No.14289532
>>14289468
get the fuck out kid diddler
4a1b80 No.14289551
>>14289466
>ingrediants
goddammit have some pride in your work
3e90bb No.14289575
>>14289551
>ingrediants
T-The English Language is very complicated!
I'll fix that right away
7c0446 No.14289579
>>14289575
You should probably have someone proofread your entire game's writing at some point. There's quite a few typos you make.
3e90bb No.14289584
>>14289579
I actually am going to plan to do that. Every writing from now on will be proof read by two people, just to make sure it doesn't suck.
Writing really isn't my strong point unfortunately. Well, more so correct grammar.
4a1b80 No.14289598
>>14289584
i used to be an editor for a magazine, and if you want some help english is one of the only things i'm genuinely good at. don't let my lack of punctuation or capitalization fool you
7c0446 No.14289599
>>14289584
You're lucky that's just about the easiest thing to fix.
b06729 No.14289660
86c6f4 No.14289827
>>14286644
>>14286610
Stop with your "all localizations r bad!!" shit
There are times when dialogue needs to be changed to make sense like with puns, and arguably niche cultural references, and by definition that counts as localization. It's how they rework it that's important. Loss of context, change of character, inclusion of shitty memes, changes in character dynamics, basically anything cardbordo tree-house does are all markers of localization gone awry.
bcee29 No.14289896
posting picture for ants as teaser of things to come
this hut is a model from a Ludum Dare project and has to be replaced
3e90bb No.14289909
>>14289599
ACTUALLY, not so much in the case of my game. You know how the way the text box works in my game?… yeah, the Doom engine doesn't naturally do that. Every time I change text, I have to go through the process of counting how many letters they are so they make the "Boop Boop" noise it does as the text scrolls. It doesn't take too long, but every revision is a minute of work.
c7505f No.14289921
>>14289909
>not automatically distributing your beepity boops with custom allocation revision engine technology
86c6f4 No.14289946
>>14289896
Looking good! Your outside textures remind me of diablo 1
also did you implement boarderless windowed yet?
bcee29 No.14289983
>>14289946
Thanks, I hope it will look good in full-res as well. Keep a look-out.
>did you implement boarderless windowed yet?
I wanted to add a choice between exclusive fullscreen and borderless windowed for the demo day. Guess what. Unity allows the game to ONLY use ONE of the two once it's built. I'll be looking for some workaround for this because it's annoying as hell
f5f2a4 No.14290033
>Löve2D jam takes place near Valentine's Day
Okay, that's bretty fucking cute.
3f124e No.14290062
>>14290033
did you do the weird winter jam?
do you know that your pokemon snap game was streamed on vinesauce?
after seeing the entries it's right bullshit that one indie pixel shit won over your game tbh
6fcdc9 No.14290068
python is a good first step in the just like make game process, right?
f5f2a4 No.14290074
>>14290062
That wasn't me, mate. I don't do jams aside from resistjam, fuck that was fun . The guy who made that game saw that his was on Vinesauce and mentioned it in the last thread, though.
6fcdc9 No.14290076
>>14289316
>wolfspider was in AGDG
jesus christ, I thought that faggot stayed in his containment 4am thread
3f124e No.14290079
>>14290074
musta missed it
086bcb No.14290081
>>14290076
He's all over the board.
Just look out for the sole nigger who end his sentences with "tbh"
6ff52a No.14290093
with software transform-and-rotate pipeline, on my 980 ti.
6fcdc9 No.14290097
>>14290081
Never seen him do that before, but I know the other genesisfag used to post with tbh and a plethora of other nigger acronyms, and I know for a fact that he isn't spider. Guess that was to poke fun at spider, huh?
3e90bb No.14290098
>>14290081
Wait, does he speak like on coke?… He tested out my demo when I posted it on my Birthday, and I couldnt understand a single thing he was saying. I thought he was trying to get under my skin
Why's he called wolf spider?
6fcdc9 No.14290104
>>14290098
he's an avatarfag
9ea614 No.14290166
>>14290142
How the heck did you make a raytracer do thread-unsafe stuff? They're "embarrassingly parallel".
8bd91e No.14290169
>>14286851
I've always thought of depression as the inability for your mind to correlate activities in the past with happiness and activities in the future with happiness which leads to a feeling as if you could live for a million years and not find a single spec of happiness during that time. It does not prevent you from feeling happy, it just prevents you from reminiscing or looking forward to something. If you do find a moment where you are happy or enjoying yourself, it will inevitably slip into memory where you will no longer be able to recognize that happiness. As such, I believe a common treatment recommended is to keep written records of times when you were happy or enjoying yourself so you can refer back to them when you're feeling down or despondent. Ideally, it's to make you logically realize that your life isn't bleak and devoid of happiness and hope.
This is just ramblings of an armchair psychologist though
6ff52a No.14290187
>>14290166
TranslateAndRotate, the function call that prepares objects(by translating and rotating them) for the GPU fails horribly with multiple threads. It's a non-issue, since with this few objects TranslateAndRotate isn't a bottleneck.
86c6f4 No.14290224
>>14289983
>spoiler
unity is garbaaaaaaage
I'm sure there is a workaround though. If it's not an insane amount of trouble, maybe switch it to borderless windowed for demo day, then workaround later
>>14290033
that is cute
What's the dates? I might do something if I'm not working
f5f2a4 No.14290248
>>14290169
I've always found depression to be more like a looming reminder that bad things await. Whenever something good happens, and it doesn't have to be complex, just a really funny joke you hear or something, it's followed up in my mind as "yeah, kay, that was funny but you still have to that stressful thing in a month, go worry about that instead". Or worse, if it's something more serious, a relationship or even just a friendship, every good moment is followed up by the expectation that somewhere down the line it will all end painfully.
Treatment is not something I'd dare suggest, because I know how differently it is for everyone (a typical suggestion around here is to exercise and join a gym, yet that only made things worse for me). But it's important to, instead of relying on the advice (((psychologists))) or your family, to just do what truly makes you happy. Cutting out 99% of socializing from my life and essentially becoming a shutin was the best thing that ever happened to me, yet every shrink I ever saw told me to do the complete opposite. Instead of focusing on appeasing others just so that they'd stay as my friends, I instead focused on gamedev, and cooking, another hobby of mine a strange one, too, since I love eating yet am severely underweight , and while life is far from perfect, I'm working on it and it's certainly better than it was a couple years ago when I was taking orders from family and shrinks.
Sage for blogpost.
>>14290224
https://itch.io/jam/love2d-jam-2018
Submissions are open from the 17th to the 20th.
6ff52a No.14290285
>>14290248
not saying that you're evil or anything, but staying inside just brings up my feelings of loneliness and other dark thoughts, i do it anyway, because the outside is scary, i don't know, programming gets frustrating and i'm just flat-out incompetent at the one other thing i want to do(composition). but i still do it anyway, every day, so what even matters. what a horrible incoherent ramble
089c9e No.14290289
Trying to work on a mod for Kohan 2, going to practice out my 3d skills by starting with new models first. This is supposed to be a mindflayer type of unit. Going to work on the textures soon.
6fcdc9 No.14290296
>>14290285
composition as in music or as in writing?
6ff52a No.14290305
f5f2a4 No.14290317
>>14290305
I'd consider that part of game development, unless you're also composing outside of games.
6ff52a No.14290326
>>14290317
i doubt my raytracer will ever be practical in a game, also composition is personal to me
c7505f No.14290780
I'm so fucking tired of unity. Their active documentation links to obsolete and deprecated functions, which I'm sure don't work as expected or at all.
c7505f No.14290784
>>14290780
While I was typing this it crashed
6fcdc9 No.14290807
>>14290784
I have a weird bug whenever I load a game made in unity of the entire window flickering then minimizing whenever I click. I don't know what causes it, and I hear nothing good about it, I'd stay away.
c7505f No.14290946
>>14290807
I have constant, daily issues with poor unity documentation or crashes yet whenever I google for solutions there's an army of retards ready to state that they've been using Unity for years and have never had it crash on them.
a17a5e No.14291093
>>14286991
Today's progress. Added some cloth to his backside and the leg armor. Still have a book and the wing armor to make then I can go in and render.
058d7d No.14291276
>>14286496
Was gone for most of the day, so I only had enough time to mostly finish this jump and setup the project files for the next two animations (jump backright, jump back). Gotta throw some arm swings on this one, but gotta go to work.
cc6664 No.14291486
>>14289896
your game looks great but the programmer art makes me weep, pls find an artist friend
>>14290062
link to the video? i don't know the name of the game
b8e5f7 No.14291569
3ef9d0 No.14291592
>>14290289
Fug, that I look at this, I'm wondering if I should add a big collar thing like these guys have. I'm trying to think of more areas to put the player colors.
396bde No.14291612
>>14291592
How about these robes? Space for a primary colour (white here), secondary (patterned), tertiary (blue) and a trim (gold). Plus already heavily associated with the occult.
396bde No.14291618
>>14291612
slamming that mother fucking New Reply button with no image attached.
2c0983 No.14291700
>>14290068
That's what I heard. Pygame seems comfy even if it's purely made in code and there are lots and lots of documentation, PDFs, videos, and other tutorials for both Python and Pygame online and for free.
3ef9d0 No.14291703
>>14291618
>>14291612
Thanks for the idea, I'm thinking of adding the player colors to the highlighted areas, with trim on the sleeves, maybe some kind of shoulderpad thing, and some design of the waist area. I would do the chest too, but that might get covered by the tentacles or something. Of course I'm probably getting ahead of myself since I still need to map it.
>>14291614
Imagine those tentacles going in your mouth and
0e65fd No.14291715
I'm having some trouble, conceptually, getting decent lag compensation in a fast paced multiplayer game. Right now, everything looks great on the server, but clients can get hit from a mile off because of a small change in angle. I might just break everything up into separate RPC calls, one for the aiming phase and one for the actual firing phase.
ce83c3 No.14291780
>>14289201
<able to port the game to the switch
<but not port the game to linux
NEVER EVER
0e65fd No.14291815
is it too much to ask for us to talk about things related to games or game development here? instead of whining about being saaaaad and bitching about our devs that have actually published games.
8d58bd No.14291870
Here's my magnum opus circa 2005. I want to believe.
9ea614 No.14292137
YouTube embed. Click thumbnail to play.
>>14292094
6/10 should have had a narration like vid related
1e88b5 No.14292170
>>14291815
This would be nice, but people are hooked on emotionposting.
1e88b5 No.14292181
YouTube embed. Click thumbnail to play.
I don't think I posted this yet. It's a camera test video, the first like 30 seconds are all that matter, everything else is old news. Next video will have sprites and 'computer' toggleable trip lasers working.
155a95 No.14292196
>>14286842
Make a decent editor so people can make and share puzzles.
9ea614 No.14292209
>>14292196
>make a decent editor
>for a DooM WAD
8e6b4c No.14292215
>>14291815
>expecting anything else from the most emotional place on the planet
155a95 No.14292285
>>14292209
O.. oh, It doesn't look very much like Doom.
d73543 No.14292345
>>14291592
Yeah mind flayers are pretty cool but have you tried spooky liches
d2effb No.14292358
>>14292345
You can't bone a lich.
d73543 No.14292364
>>14292358
you're wrong though
4e34d0 No.14292372
How hard is this to get into again?
Thinking of making a 2d platformer with combat like dead cells, salt and sanctuary or rogue legacy and maybe a cyberpunk story/setting
Where should I start? I dont know much about art as in music and graphics/artstyle
How do I teach myself that?
Should I use Unity c# or some other engine?
could I do it in half a year?
d2effb No.14292388
>>14292364
Well, shit, can't argue with that.
bdc7b2 No.14292391
7eeaf3 No.14292392
>>14292372
>How hard is this to get into again?
Depends how much you care and how much you like your project
>Where should I start? I dont know much about art as in music and graphics/artstyle
Make a prototype. Follow a few simple pixel art tutorials, maybe start drawing.
Code basic movement and interactions without assets, then browse twitter #pixerart or #pixeldailies and find an unknown artist to collaborate with 50/50.
>Should I use Unity c# or some other engine?
If you're really new to any kind of game making Unity's great. You will get stuck eventually, using Unity basically means that you won't have problems in case that happens.
After that it's really about what business model you like the most.
>could I do it in half a year?
Probably a year, depending how much content you want to make and how fast you work
d73543 No.14292430
>>14292372
If you don't like pain but are okay with worse performance and input lag, learn C# and do Unity.
If you're not okay with the above things and are a masochist, learn C++ and use UE4, but be prepared for autistic syntax the likes of which humanity has never seen before and Epic regularly fucking something up and taking months to fix (e.g. multiple instances of Visual Studio opening up in the background and eating your resources). Also if you elect to use UE4, you pretty much need Visual Assist, which is a paid plugin, but I ended up pirating it because fuck paying 100$ for it. (that said, the amount of things this plugin does almost justifies the price in my mind. It's actually pretty good and I'm amazed that Microsoft didn't buy it yet to include in Vanilla VS).
I don't have any experience with Godot, but it seems like anons like it? Not sure.
>can I make games without coding?
This is a complete and utter meme, don't even bother with any of the "visual scripting" gimmicks that UE4 and the like push out. Those are assistant and rapid prototyping tools, at best. Programming is really, honestly not that difficult. You just need to have a basic understanding of logic and some determination. Things will snap into place as you practice, just remember the following:
1) If you're having a difficult time understanding something, read the explanation in multiple places and then ask around in gamedev communities. There are plenty of forums and (((disagreement))) servers where there's tens of thousands of people that for whatever fucking reason seem to be literally living and breathing to help amateurs. These people have crammed into my head within a day what my CS teacher could not within a year. I can't stress enough how much having someone else explain something to you one-on-one makes a difference.
2) If you're having a seriously hard time, chances are you're doing things incredibly wrong and you need to take a step back and not be afraid to carve out walls of code. (I just recently tried to implement octrees without encapsulating them in a big boy class. I broke my brain in 12 places before I realized how fucking retarded I was being.) Step back and ask people if what you're doing is retarded.
You learn as you go along. You don't learn everything right away and then implement the knowledge - you start at zero and get better over time.
The same does not apply to art, however. You cannot learn how to draw overnight, it's not an exact science and you have to pump out thousands of pages of studies until you're good. My advice is find an artist or make a game that does not need good art, aka pixelshit or something like that.
>could I do it in half a year?
No. It's a long journey but after about a year you're gonna have some stuff you're gonna be proud of, if you work hard.
889693 No.14292461
>>14292372
>combat like dead cells
Dead cells has pretty elaborate combat relatively speaking, you need to build a system that is able to handle all kinds of movement/animation events and hitboxes and timings and combo sequences. It takes a fair amount of programming expertise to be able to pull off something like that, and there's no engine that'll do it for you.
>half a year
Multiply that by 10 and we can start talking.
fa1059 No.14292489
Can anyone explain me what's wrong with my code ? Whatever I do I keep getting this shitty error :
m_rays.push_back(std::make_pair(sf::Vector2f, sf::Vector2f));
g++ main.cpp Camera.hpp Camera.cpp -lsfml-graphics -lsfml-system -lsfml-window -o o
Camera.cpp: In member function ‘void Camera::raycast()’:
Camera.cpp:18:53: error: expected primary-expression before ‘,’ token
m_rays.push_back(std::make_pair(sf::Vector2f, sf::Vector2f));
^
Camera.cpp:18:67: error: expected primary-expression before ‘)’ token
m_rays.push_back(std::make_pair(sf::Vector2f, sf::Vector2f));
^
Makefile:2 : la recette pour la cible « all » a échouée
make: *** [all] Erreur 1
bdc7b2 No.14292494
well the combat system more or less works
if you block an attack, the opponent gets staggered, and then you can sort of counterattack
but since it takes time to start an attack after blocking, the opponent also has time to do the same to you
ultimately it boils down to who can land a single attack or not, since interrupting the opponents attacks once can more or less ruin his chances of ever blocking successfully again
shield bashing helps too, since that also interrupts an opponent and can let you quickly recover from getting hit
still need to put sound effects in though, otherwise it's hard to tell what's actually happening
ade659 No.14292497
>>14292489
I'm going to guess that sf::Vector2f is a type. std::make_pair needs two objects to construct a pair, but you've given it two types. Fix it by adding the function call at the end of sf::Vector2f ie sf::Vector2f(). This will default construct a sf::Vector2f and that object will be used in std::make_pair.
fa1059 No.14292507
>>14292497
It works, ty m8.
4a0074 No.14292512
>>14292489
Code is not really debuggable if you don't post it, but why are you passing a type to make_pair?
fa1059 No.14292514
>>14292512
Raycast. I need an x and a y coordinate to where my ray starts and ends.
bf6811 No.14292562
How do you do camera movement in SFML? Do you just move everything on screen by x/y amounts?
889693 No.14292572
>>14292562
>move everything
Don't
Use some kind of camera object with x/y coordinates, and then add it to everything when drawing or calculating matrices.
bf6811 No.14292581
>>14292572
Please explain further
fa1059 No.14292601
>>14292581
Give the camera the same coordinates as the character it is supposed to film and make it move so it follows the character.
889693 No.14292622
>>14292581
I don't remember how SFML works so it's hard to describe more specifically, but basically when you draw a sprite, you use camera's position + sprite position instead of just sprite position. If you're using GPU rendering with matrices, you need to add the camera into a matrix somewhere.
Then you match the camera position with whatever object you want it to follow.
880acf No.14292699
>>14292430
I have tried Unity and dicked around in Unreal with Tutorials and making somewhat of a prototype in Unreal.
Godot seems really nice and i might stick with it, but it has less systems built in to help you compared to unreal.(this might be my own fault since i have been using blueprint as a crutch and because i dont know godot as well)
What might be the worse for a beginner is that the community hasnt asked and answered a lot of the questions you might have, at least not in a way that shows up on google.
Some people here seem to have knowledge about it and can help you i was the guy that had trouble with mouse input in godot and got help in the thread
You also dont have a large asset store like unity or even one like unreal, in case you want to buy assets/systems from there, and no direct options for importing stuff to the engine like with unreal or unity, so that will be less convenient, although they seem to be working on directly importing Blender Scenes.
Looking back on this it seems pretty negative, but you can hear whats good about it on any of the community sites.
Also since its foss it seems like it cant exist without some cringeworthy preachers, that will praise it on the internet all day and bash the alternatives, probably just because its foss.
The webm is from the facebook group, but while the post wasnt deleted the mods locked comments on it and basically said "please dont make us look like retards", so it seems they are pretty reasonable.
tldr:try godot, but dont fall for the retards that shill it all day, while bashing unity and unreal.
ff07db No.14292746
>>14292345
>Yeah mind flayers are pretty cool but have you tried spooky liches
How about illithiliches/alhoons?
d73543 No.14292785
>>14292746
but they don't have spooky skulls though
ff07db No.14292802
>>14292785
make em wear spooky skull hats and skull accessories. (alhoons probably have skulls but they have to keep their tentacles so you can tell they're illithids)
d73543 No.14292810
>>14292802
What about a human lich who obtains mind flayer traits through black magic and as a result has bone tentacles on his face?
8d58bd No.14292867
>>14292094
>game's legacy is a speedrun.
1b7af0 No.14292880
soft tnr provides a small performance boost of around 50 to 60 frames on my m3000m, which is neat
>>14292181
this looks absolutely cool
b8308b No.14292886
>>14291870
>mfw remembering all the shitty games with ms paint graphics I used to make with joy when I was underageb&
How do I go back to those times
Too bad they don't exist anymore, would have been fun to play and share them.
a963fe No.14292929
someone make a video game about potion making but nothing in a simplistic manner, only highly in-depth gameplay pls
f8a930 No.14292966
>>14292929
>Cutesy comfy anime grill potion making simulator that's secretly just a disguised edutainment game that requires you to solve chemistry problems.
Sure, why not.
bdc7b2 No.14292985
>OnTriggerEnter gets called even if the script is disabled
FUCKING UNITY
I'VE BEEN TRYING TO FIGURE OUT WHY THE AI CAN HIT ME BY BLOCKING FOR LITERAL HOURS NOW
d73543 No.14292986
>>14292929
The closest thing to this that I've ever seen was Thaumcraft mod for Minecraft, where you use magical "aspects" for alchemy. You literally run around the world inspecting various objects to extract their aspects for magical recipes. They're pretty intuitive, too, which is pretty cool.
For example I think cobblestone has earth aspect and entropy aspect, because it consists of broken up stone. The more complex objects you use, the more complicated, compound aspects that can be broken down or used as-is start appearing.
f5f2a4 No.14292988
>>14292966
>chemistry problems
Damn it anon, the one fucking thing I'm incapable of doing. Better not make those girls too cute.
a963fe No.14292996
>>14292966
>animu
if I wanted atelier I'd have said
>>14292986
Thaumcraft suffers from "lets shove alot of cool ideas into one huge thing, oh wait we gotta balance this shit and redesign all the old stuff to work for the new stuff"
9ea614 No.14292999
>>14292929
Could you people stop shitposting ideaguy ideas especially when your idea is one of the things I have semi-worked out in my ideas folder.
a963fe No.14293010
>>14292999
I would love to see you're work tbh
d73543 No.14293070
>>14292996
I wish it was more lengthy, too. A lot of research is useless and can't really be played around with too much because they're so damn specialized. I also wish there was more lore. The last Thaumcraft mod I played had it's progression cut off with Far Lands' bosses, which is honestly wasted potential in my eyes.
a963fe No.14293090
>>14293070
yeah the high end stuff is either shit from other mods or just alot of grinding
b8e5f7 No.14293136
a963fe No.14293141
7eeaf3 No.14293157
>someone half copied an idea I had a few years back but put on the backburner while I work on less complex stuff
I'M ABOUT TO GO TETRADEV ON ALL Y'ALL
a963fe No.14293170
>>14293157
>stealing my idea
7eeaf3 No.14293177
>>14293170
DELETE THIS RIGHT NOW
9ea614 No.14293187
>>14293180
Hello this is Nintendo, you have just infringed on our "Toad" and "1-Up Mushroom" copyrights so we are suing you for a million dollars.
a963fe No.14293193
>>14293187
don't fuck with these mushrooms kiddo
f5f2a4 No.14293197
>>14293187
Now that I think about it, I'm surprised that Vinesauce hasn't been sued for using the 1-Up as their logo.
a963fe No.14293206
>>14293197
he's had alot of issues with nintendo over the years
f5f2a4 No.14293210
>>14293206
Well certainly, but those are the same issues other let's players and streamers have had. I'm curious about the logo specifically, as that one would make a bit of sense.
7eeaf3 No.14293214
How come so much of /agdg/ likes Vinny?
d73543 No.14293242
>>14293170
>>14293157
why the fuck did you two steal my idea?
a963fe No.14293245
>>14293214
he gotten alot more enjoyable to watch because he came out of his depression and being a memelord teen. he's still a massive casual though
>>14293242
WEWlad
556324 No.14293256
>>14292581
>>14292562
did you post just to use these two pictures?
>>14292392
>>14292430
shame on you for being baited this easily
7eeaf3 No.14293271
>>14293256
>respond to someone
>LMAO YOU GOT BAITED LOSER
>>14293245
When was he depressed?
>plays random trash from the dark web
>casual
you're so wrong it's not even funny
a963fe No.14293290
>>14293271
back when he had that job at that studio in like 2016, even some of the best streams from then he was still not having fun and down right irritable at some hardship
>vinny
>I like walking simulators and need the chat to hand hold him at every moment
>not a casual
7eeaf3 No.14293314
>>14293290
Surreal walking sims are great though
f5f2a4 No.14293339
>>14293214
I can't say I do, I'm just aware of him. Most of Vinny's humor is unfunny references or heavily dependent on the game, hencewhy Tomodachi Life is one of his most popular playthoughs. Doesn't help that he's a Redditor with shit taste, having liked both Skyrim and The Last Jedi.
I watch his stuff sometimes, when I run out of animu to watch in the background.
Joel is better in that regard, but he can't escape Reddit either, loving both Undertale and Jojo.
And I've tried watching the other guys, but never saw much appeal to any of them.
>>14293333
Is that Fefe's less-retarded cousin?
a963fe No.14293356
>>14293339
joel is just a meme loving fuck tbh
7eeaf3 No.14293357
>>14293339
>watches moe anime
>thinks his opinion is worth shit
BRUH
d73543 No.14293365
>>14293339
>not liking Jojo
8034a0 No.14293370
>>14293333
>that gif
you delete this right now.
7eeaf3 No.14293397
How would you guys program a system that checks if a Quest has any requirements, then goes over each one of them, and if one fails the Quest doesn't get printed as a choice?
Can't seem to get the logic to work in my head, don't know where to start.
Working in C#
bdc7b2 No.14293413
>>14293397
bool requirementsMet=true;
for()
{
if()
{
requirementsMet=false;
break;
}
}
if(requirementsMet)
{
…
}
c188e9 No.14293518
>>14293413
>that syntax
Also, don't forget that the [code] tag exists.
bdc7b2 No.14293519
>>14293518
why would i bother using [code] for pseudocode?
7eeaf3 No.14293530
>>14293518
>>14293519
no need for [code] unless you're writing out proper code
c188e9 No.14293534
>>14293519
I mean, why wouldn't you? :^)
Also it's kinda lame pseudocode to be honest; you could store quest requirements using bitflags (1 bit for each met requirement) and then just check if those requirements are met using a bitmask.
b8308b No.14293569
>>14293519
>>14293530
Don't be gay, if you have multiple indents in you code then that's exactly what code tags exist for. It takes you 1 second to type the tags.
for (quests){
bool requirementsMet = true;
for (quests[i].list_of_requirements){
if (!quests[i].list_of_requirements[ii].accomplished){
requirementsMet = false;
break;
}
}
if (requirementsMet){
//requirements met, print this quest as a choice
}
}
>>14293534
>you could store quest requirements using bitflags (1 bit for each met requirement) and then just check if those requirements are met using a bitmask.
Way too early to talk about pointless optimizations.
bcee29 No.14293593
>>14291486
>programmer art
I hope that you don't mean the grass. Yeah, that hut was just a test. I hope to make a new one soon. Something like the homes in polish scansens and still lived-in architecture in nearby villages
don't talk shit about the blobby bois tho
c188e9 No.14293703
>>14293569
>pointless optimizations
Uh, it'd be a much more scalable and direct solution than having multiple for loops and conditionals on top of a bigass multi-array of bools. There's a huge difference between choosing to do things efficiently and optimizing before it's necessary. IMO the whole "pointless optimization" meme has gone too far to the point where I feel like people here are just going to code their games poorly without understanding the problems they're having or the solutions they're being given. Which, I guess is fine, but like you've probably seen before people eventually will need to rewrite 90% of their code once they realize that those "pointless optimizations" are actually a big fucking deal. I'm willing to bet anons here have abandoned projects more than once when they've had to work a prototype into a polished game that requires performance. I understand where the pointless optimization meme comes from, and I get that it can be helpful, but I feel like it will do more harm than good for the anons here.
75900c No.14293705
Now how should i bind the holster? i think the red option will look better, i don't want to go over the top with belts like a JRPG character
Also it would deform better with ease
0e7aad No.14293757
>>14293705
Go for the red one. Green will be a pain in the ass to do and nobody would even appreciate it.
b8308b No.14293776
>>14293703
>people eventually will need to rewrite 90% of their code once they realize that those "pointless optimizations" are actually a big fucking deal
Turning that shit into a bitfield is not a "big fucking deal". That check is probably executed once in a blue moon so the question of speed doesn't even enter the equation. But more importantly, since you're checking for quest requirements you may want to be able to do something more complicated to check for conditions than checking for a single boolean bit. Of course that depends on how the whole system is structured, but that's the thing; we don't know, so we shouldn't try to optimize it yet.
75900c No.14293790
>>14293757
yeah, that is what i was thinking
c188e9 No.14293915
>>14293776
>we don't know, so we shouldn't try to optimize it yet.
Fair enough. I guess I've just been getting the impression that people have just been throwing around "premature optimization" as a buzzword. And besides, if you know how to decouple your code into neat modular parts, you can always swap out different implementations easily (e.g. changing how quests are handled, through bitfields or some nodes in linked-list poset, or whatever else). Maybe it bothers me as much as it does because I can see it being an abused design philosophy where people skip the planning stage entirely and just code until it just werks.
00c681 No.14293974
>>14293949
no quest of defending a bridge against a series of opponents for renown/honor Or a toll at the cost of renown/honor
8dc025 No.14294014
Is there anything really wrong with using glbegin() and glend() to get started?
de04d4 No.14294223
>>14292392
>>14292430
What about monogame or gamemaker are they any good? or is unity the recommended for beginners in 2d?
f5f2a4 No.14294252
>>14294223
I personally use Love2D, but it's less an engine and more a framework, where you have to build most everything on your own, and it only handles the very basics for you.
I used to use GM:S, but 1.4 has borked controller support and trying to use GM:S 2's workspace nearly gave me a fucking stroke. Don't get me wrong, nu-Game Maker is way more useable than old Game Maker, to the point where you can get a functional game in it, and if you're not sure about whether you truly want to make a game, you could throw something together in six months to a year, as an experiment. And if that works out, try porting it to a different engine, then, as by then you'll have ideas on how to handle everything, and it will be a matter of Googling how to execute it in the engine you choose.
You can also look into Godot, a lot of anons here like it, even if most people like it solely because it's FOSS.
Can't really comment on the others, as I haven't used them, though I do know that Unity's 2D is pretty bloated for what it is.
182b43 No.14294268
>>14294223
Monogame is so freeing after using Unity. Never used Gamemaker.
I recommend Monogame or some other framework, because it actually teaches you to program. Using Unity is like cheating except you never win.
556324 No.14294303
finally, I've been coding all this in the last few weeks
I know its not much to show, but I like a detailed loading process
9ea614 No.14294306
>>14294223
Gamemaker is certainly usable nowadays, but it still tends to teach you a lot of bad habits and make you "lazy" so to say. It's what I started with 15-17 years ago, and if I could go back and stop myself from using it and learn C++ or something instead I'd do it in a heartbeat.
That said, I still occasionally use it for extremely rapid prototyping. I used to have a buddy who wrote wacky shitty stories and I'd turn them into games in like one or two hours, like a simple MS paint tier room escape or an endless runner chasing after a secret agent.
2f314f No.14294357
>>14293949
The graphics make me think of the OG mount and blade.
556324 No.14294359
>>14294357
>>14293949
is this the new banterlord?
2f314f No.14294371
>>14294223
Let me say this: if you want to use Unity for 2D, it depends STRONGLY on your goals. If you want to make something low res and "classic" style, I would actually recommend avoiding Unity, as someone who is using it for my project. The reason is because you really need to do some pretty "hacky" things to get pixel perfection and even then things have issues.
I started working with Unity several years ago, and while I'm happy with what I have right now, if I could go back in time and choose something else like Godot I probably would.
If by 2D though, you refer to gameplay style and not necessarily low res visuals, then Unity is fine.
75900c No.14294379
Pants + Boots + Holster done
I will have plenty to show on the report tomorrow
d2effb No.14294509
>>14292196
Teeeeechnically there already is!
GZDoombuilder is a very powerful map editor, but making puzzles with it requires a bit of scripting which I think would be beyond most people.
d73543 No.14294533
>>14294303
>Explicit scenes of sex, extreme violence and other shocking content
Please do go on
155a95 No.14294549
>>14294509
Also if you're into making puzzle maps you could consider making some in Quake. You can make prettier level geometry and I'm pretty sure there's more freedom with scripting stuff, though it is done via flagging brushes and placing logic entities. You can also implement some stuff like trick jumps or other mobility challenges into puzzle maps for some variety.
e69693 No.14294644
>>14294549
I thought his game was supposed to be a horror type game. Trick jumps dont seem like they fit there, but maybe you're actually on to something.
f67e0d No.14294901
Is it too crazy to try learning pixel art without knowing how to properly draw normally?
2f314f No.14294929
>>14294901
Well, certain principles are universal. Things like animating clothing, proportions, and that kind of stuff. But you can learn with pixel art just like you can learn with normal art, and there are some exclusive skills that apply to low res art vs high res etc. I think its fine to learn with pixel art but just make sure you're actually learning. Practicing regular drawing will help you in both areas, so imo you really should just practice both anyways.
f5f2a4 No.14294960
>>14294901
A positive of pixel art is that there is only a certain number of spots that any given pixel shall be, so if something doesn't look quite right, it's often a fairly simple act of what I call pixel-shifting - just shifting it around by a pixel or two, and often times (though certainly not always) it works out.
On the other hand, you must realize that this means that detail is hard. If you want to have, let's say, a loli that has a plush bear or something, it's unlikely that you can put too much detail into the plush, like eyes, depending on how big or small you want it to be. It's important, then, to realize this and make any details as big as possible, or at least to accent them with the right colors. It's all about making the best of your (presumably limited) palette as well as the space you allow yourself to use.
d73543 No.14294967
>>14294960
I used to do Minecraft texture packs back when it first came out. It taught me a lot about color. I'd say that's the one thing you can really benefit from if you do pixelart - you can focus on color nearly exclusively.
9ea614 No.14295007
Lemme just dump these while you guys are on the topic
f67e0d No.14295132
>>14294929
I see, I realize now that once again I tried to find a shortcut to something that only demands regular and disciplined practice. Thanks for the advice.
>>14294960
I would add that working with limited pallettes is kinda liberating too.
>>14295007
>>14295011
Are these the one whose links are broken in the wiki?
d73543 No.14295148
>>14295132
Avoid pure black outlines like the plague, anon.
a963fe No.14295162
>>14295132
cute space dildo, do you use it often?
f67e0d No.14295226
>>14295148
It doesn't seem so bad, but ok, you have a point. I think I'll stop posting the amateur scribbles and focus on the learning and practice.
>>14295162
only when thinking about you
fe92c1 No.14295361
8d58bd No.14295413
>>14293703
>>14293776
>>14293915
Doesn't enum enter into this?
>>14295132
Commander Keen?
6ff52a No.14295718
how does raytraced descent clone sound?
c7505f No.14295918
>>14293397
>>14293413
Alright, here's what I hope is a non-retarded answer. You need to decide if you want your quests to be primarily represented as code or data. You also need a way to store and query any quest requirements you might want to access, so I'd suggest putting this in a singleton. For the sake of simplicity and speed, I'm going to assume that you can store each quest criteria with a single event type and integer (like checking if a guard with a specific ID is bribed). In this, a quest is simply a list of criteria that must be fulfilled to begin.
I haven't tested this, naturally, but it should point you in the right direction or be usable with some fixes.
public enum QuestType {NPCKilled, QuestCompleted, GuardBribed}
public class QuestQuery {
private GameData m_data;
// This is the function that would actually figure out if the quest can be started
public bool QuestAvailable(Criteria[] quest) {
for(int i = 0; i < quest.requirements.length; i++) {
if (!QuestParameterComplete(quest.requirements[i])
return false;
}
return true;
}
// Check if a single parameter is complete
private bool QuestParameterComplete(Criteria c) {
if (c.quest_type == QuestType.NPCKilled) {
return NPCKilled(c.quest_data);
} else
if (c.quest_type == QuestType.GuardBribed) {
return GuardBribed(c.quest_data);
}
// ... all other possible parameters
// todo: Make this a switch statement, you pajeet
}
// Check data stored in m_data and return true or false to each specific condition
// These are all specific to your game
public bool GuardBribed(int id) {
return true;
}
private bool NPCKilled(int id) {
// Check stored data to if this this specific NPC was killed, and return true or false
return true;
}
private bool QuestCompleted(int id) {
return true;
}
}
// A quest is just a list of the events and data to be checked, called a Criteria
//
public class Criteria {
public QuestType quest_type;
public int quest_data;
public Criteria(QuestType quest_type, int quest_data) {
this.quest_type = quest_this;
this.quest_data = quest_data;
}
}
And here's how you'd use it. You'd want to load these from a text file dynamically, or at least hard code them somewhere easy to edit.
// Just checks to see if the player has killed these four specific NPCs
var killRoute = new Criteria{
new Criteria(QuestType.NPCKilled, 120),
new Criteria(QuestType.NPCKilled, 15),
new Criteria(QuestType.NPCKilled, 5),
new Criteria(QuestType.NPCKilled, 200)
}
// Alternatively, they could just bribe a specific NPC
var bribeRoute = new Criteria{
new Criteria(QuestType.GuardBribed, 200)
}
// And here's how we'd finally test it
var questQuery = new QuestQuery();
if (questQuery.QuestAvailable(killRoute)) {
print("Killing NPCs is fine");
}
if (questQuery.QuestAvailable(bribeRoute)) {
print("Bribing NPCs is fine too");
}
if (questQuery.QuestAvailable(bribeRoute) && questQuery.QuestAvailable(killRoute) {
print("But bribing them AND killing them?");
}
6ff52a No.14295962
>>14295918
questQuery.QuestAvailable(bribeRoute) && questQuery.QuestAvailable(killRoute)
should be
questQuery.QuestAvailable(bribeRoute | killRoute)
423890 No.14296088
Inspiration will strike one day. Until then I'll be stuck making dumb shit.
1a4646 No.14296481
Who //go on 4chan /v/'s gamedev threads, 4chan's agdg, 8ch's agdg thread on /v/ and then the /agdg/ board // here?
395d73 No.14296588
>>14296481
I don't think it's possible to butcher the "/" "/" quotation style more.
fe92c1 No.14296594
>>14296481
I don't go to 4chan.
f8a930 No.14296634
>>14296481
Most people here don't go to 4chan on principle. I miss it, but I don't value what it's become, and I won't return.
cbc556 No.14296665
>>14295718
Benn considering eventually adding a descent-inspired realm to the somewhat-furfaggy sandbox game I'm making, but that'd be for a later update. Right now I'm laying the groundwork for NPC AI, which is a hugely important part of the game. Also revamping the world generator a bit, as well as general frameworking.
395d73 No.14296682
>>14296634
If I am close to releasing a game I will go probably have to post on 4chan/reddit just to get more eyes on my game. I don't really have a valid reason or want to participate in those communities beyond self-promotion.
c7505f No.14296779
>>14295962
I'm pretty sure that part is correct I spotted some other errors, though, I'll probably fix it and repost it later
d2effb No.14296861
>>14294549
>>14294644
This is a horror/puzzle game, yeah. Trick jumps and parkour wouldn't really mesh well into it.
I've been wanting to check out the Quake engine for a while, though, I actually initially took a stab at this in Dark Places.
Unfortunately, I'm a moron who couldn't really understand much of QuakeC, and the brush-based mapping was a huge shift in what I'm used to compared to sector-based mapping. So I decided to stick with the engine I know a bit more about.
After this, though, I'm probably gonna give Dark Places another go. Being able to leap and jump around more freely would be fun.
Speaking of which, here's the second puzzle done. The set-up for this will probably be a little bit more complicated, maybe solving riddles that give one number at a time, but I still wanted to get the keypad done first.
1a4646 No.14296978
>>14296594
>>14296634
Loyalty's a hell of a drug.
c7505f No.14297030
>some guy making video tutorials has a patreon
>people actually pay to watch someone type this shit up
c7505f No.14297042
>>14297030
try
{
Assert.IsTrue(File.exists(currentSceneDir+"/"+playerFileName+".txt"));
}
catch (Exception e)
{
File.create(currentSceneDir+"/"+playerFileName+".txt");
}
c7505f No.14297138
>>14297133
you're being a little dramatic, fred
1d610a No.14297143
I made a shitty pong game for the NES. It does just about nothing.
You can open this post's PNG with 7zip to get the roms.
Features:
* Multiplayer only. No AI. You can play by yourself with multiple controllers.
* Hold A to move the paddle faster.
* Hitting the ball at the edge of your paddle sends it off at an angle.
* When you get more than 9 points the score disappears and nothing happens. Pretend that this means you win.
* Sometimes a miss is randomly a hit for some reason.
* Sometimes a hit is randomly a miss for some reason.
* When you get 5 consecutive hits, the ball speeds up.
* No sound. I haven't figured that out yet.
There are two versions here. pong.nes has the "5 consecutive hits" thing and resets the speed when somebody misses. hardcorepong.nes speeds up with 5 consecutive hits or misses, and never stops speeding up. Playing in hardcore mode quickly becomes unmanageable, as the speed never resets. After a bit, you see the scores wrap back around through the letters and numbers again. The ball eventually will loop back to a slow speed, but it takes a long time because when the speed gets crazy, it starts tunneling to the other side of the screen.
It's also FOSS: https://gitgud.io/Taywee/pong (It's asm and C; there's an older version with less functionality in the asmonly branch).
c7505f No.14297151
>>14297149
Yeah, I know what you mean. Agdg gets 20-40 posts nuked roughly every thread. We're more heavily moderated than neofag.
1d610a No.14297164
>>14297143
And here's a video of hardcore mode in action.
c7505f No.14297321
I'm trying to find a decent resource that would tell me basically everything about Unity's animation controller, rather than just how to mess with the sliders and attach lines between boxes. I've found hell
f5f2a4 No.14297491
>>14297321
>i have no idea how to do something simple
>here's a tutorial for it
>500.000 views
That's it, I'm gonna start labeling my Jewtube videos "tutorials" too.
b7cefc No.14297567
>>14297133
hey, I like Autumn Willow. keep posting
750061 No.14297674
>>14297321
>>14297491
That sums up 95% of youtube tutorials.
f5f2a4 No.14297731
>>14297674
How is it that these "professionally produced" tutorials are worse than the shitty ones I made in 2008 in Movie Maker?
fe92c1 No.14297738
7eeaf3 No.14297812
Hey can anyone suggest anything to write docs that would be accessible via browser?
Looking for some kind of cms to help me create a set of docs for modding and collecting information on how the code works.
I don't really want to write my own code for it, really cannot be fucked
4ad4af No.14297829
>>14297812
i dont understand what you want. do you want to write docs so others can mod your game?
fe92c1 No.14297833
>>14297812
Do you mean creating HTML and CSS files?
7eeaf3 No.14297842
>>14297829
Yes, wondering if there's a pre-built CMS that does that where I don't have to write a line of code
>>14297833
Yes, except I don't do each one by hand
f8a930 No.14297929
>>14297842
>>14297812
What exactly is it that you're trying to avoid? If you know HTML, just create a template that fits what you need, and reuse it. If you don't know HTML, or you're lazy, or care about form over function, set up a basic WordPress site and make a post for each entry.
750061 No.14297934
>>14297812
How about making your own wikidot?
9ea614 No.14297938
>>14297929
How about you look up what a CMS is?
You're pretty much asking why wikis aren't edited by uploading html files you edit manually. Do you think every engine out there manually sets up every page of their documentation?
>>14297812
Is there a particular reason you don't want to use Doxygen, or do you just not know of it?
http://www.stack.nl/~dimitri/doxygen/
415cee No.14297940
>>14292372
>Where should I start?
with pong
415cee No.14297942
>>14292985
But it's obvious it would.
How the fuck do you expect to enable a script from OnTriggerEnter if it won't trigger on disabled scripts?
That's the whole reason the method was made to begin with afaik
bdc7b2 No.14297950
>>14297942
>How the fuck do you expect to enable a script from OnTriggerEnter if it won't trigger on disabled scripts?
well i don't
that's the whole idea
that's how most other scripts work
i won't expect LateUpdate to be called from a script that's disabled, and i sure as fuck wouldn't expect OnTriggerEnter to work in the same situation
fe92c1 No.14297951
>>14297842
sphinx is used by Godot
http://www.sphinx-doc.org/en/stable/
doxygen has been mentioned already and it's also very good >>14297938
7eeaf3 No.14297953
>>14297951
>>14297938
This is exactly what I was looking for, I'll give them both a try.
Thanks
415cee No.14297954
>>14297950
https://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html
Turns out it's a collider message sent to all scripts on the object that owns the collider.
Did you disable the collider? :^)
bdc7b2 No.14297966
>>14297954
no you ninny
i need the collider on a weapon for 2 things
a) attack
b) block an attack
if you're attacking, you have a collider on the weapon and a script that checks if that collider is hitting a person or another weapon/shield
if you're blocking, the script is disabled, but you still need the collider to be on for the attacker to know what he's hit
there's an obvious way to get around this, in the script i just check if it's enabled or not
it's just the absurdity of the situation that makes me mad
in what other situation do you have to check if a script is disabled from the very same script?
415cee No.14297973
>>14297966
when you have a 'disabled' enemy, waiting for the player to touch a trigger to 'spawn' the enemy. That way you don't need a 'enemy manager' thing, you just have the enemy manage themselves
bdc7b2 No.14297987
>>14297973
disabled: of a device or mechanism : rendered inoperative (as by being damaged or deliberately altered) - a disabled alarm
if i have a cripple i don't expect him to magically un-cripple himself
someone else gives him a wheelchair or whatever
disabled means that you can't do shit on your own
you need someone else to do it for you
in your case, you'd expect the trigger to spawn the enemy, not the enemy to suddenly wake up on his own
415cee No.14297998
>>14297987
makes sense, but it's not optimal
you can just drag a prefab with the disabled enemy + trigger and plop into the game map.
You can drag and drop 100s of enemies in less than a minute that way, never having to configure each one or associate them with a exterior trigger
It makes sense while not making sense, welcome to programming
f67e0d No.14298021
>>14296861
Oh God, I'm laughing so hard.
f5f2a4 No.14298024
>>14296861
>puzzle
Anon, a puzzle means that you have to put the pieces together. This is the equivalent of having a walkthrough directly in your game.
I know you said you're gonna make it harder, but seriously.
9ea614 No.14298031
>>14298024
It's pretty obviously just a test of the keypad system plus a joke.
Although it'd be extra funny if he kept it in the final game in this exact form, scripted that camera reaction to happen and have you die of a heart attack.
bdc7b2 No.14298045
what's the point of the entry/exit node in mecanim?
the way i saw it, you're supposed to use them for something like different idle animations without a trillion entry/exit conditions
but if you want to interrupt any of the idles, you still need a condition for every single idle animation, otherwise you have to wait for the animation to finish before you can exit the state machine
it's easier to just use a blend tree
415cee No.14298048
>>14298045
>it's easier to just use a blend tree
then do it faggot
I bet the reason the Playables API was made was because of how shitty Mecanim Animators are. They are terrible to configure and terrible to manage the current animation.
I suggest you learn the Playables API and abandon the Mecanim's way of doing things.
I have little to no experience on both of those, but the Playables API gives more freedom
556324 No.14298162
>>14296588
agreed
>>14296634
> on principle
I don't really care about principle, but I don't go there because of insufferable faggotry that goes on there
the only exception being /vg/hgg2d/, which I check on seldom
on the other hand, cripplechan is really comfy, and you get a eerie feeling that you know people, almost like circle jerking
7eeaf3 No.14298165
>>14298045
>>14298048
I don't know what Playables API is, but I can confirm the Unity Mecanim animator is fucking awful. Not only that, it breaks costantly.
556324 No.14298173
>>14297812
use markdown faggot, coudln't be easier
7eeaf3 No.14298190
>>14298173
Didn't know it existed.
I'll look into it
1b7af0 No.14298291
you ever wonder, "what the fuck am i reading?"
bdc7b2 No.14298402
alright, custom idles are in via blend tree, so i don't have to somehow fuck up the whole animator
integrated with my shitty node editors so you can set it up via ai behavior. i could integrate it with the dialogue editor too, but they'd be somewhat conflicting since ai behaviors are every few seconds anyways
2abef0 No.14298452
Not entirely sure what I want to do with this dumb thing. Maybe attempt to add stage states, more enemies and weapons or something?
f5f2a4 No.14298455
>>14298452
Might just be the recording, but it looks like it runs at 30fps, or less. Moving from my 120fps project to watching this makes it look extra-terrible.
If it runs at 30, you might wanna consider fixing that. 30's not acceptable on consoles, let alone PC.
2abef0 No.14298487
>>14298455
The game runs at 60. That's just the way it was recorded(at 15fps) because I have no real experience with recording software. I tried capturing it at 30, but the output ran way too fast for some reason when I watched it.
75900c No.14298525
next will be the hat, i might recycle it from the old model
75900c No.14298597
7c0e13 No.14298616
I like to do multiplayer and can get it working very smoothly but I don't know what game to do.
I think it has to be co-op (but probably playable as 1p), because I don't want to need dedicated servers. Any ideas?
415cee No.14298622
bdc7b2 No.14298628
9ea614 No.14298650
Assignment deadline passed, finished my shit as well as I could. Now I am finally free to aggy my daggies for at least a week or two.
>>14298616
An RTS Pong, where you send units along your side to bounce back balls
4ff811 No.14298657
>>14298616
Make a sven coop game
7eeaf3 No.14298665
>>14298616
You want an actual game that can be played 1P but with possible 2P?
Or like an arcade game that can be played against AI or another player?
>>14298622
>>14298628
>>14298650
>>>/anywherebuthere/
8ebbad No.14298727
>>14286747
Force yourself to work on it. If you can make substantial progress under struggle, then you will make plenty of progress when you're stable.
>>14294901
If you can draw well, then you can nail pixel art.
You can do it without learning about drawing but a lot of things would fly over your head and you would have to use extra tools to assist you.
7c0e13 No.14298729
>>14298665
I'm not sure. At first I did something like quidditch RL style but I realized it wouldn't go far without matchmaking and dedicated servers because nobody would arrange 6 ppl to play together through ip.
Now I made both a top down facing mouse mp environment and a standard 3rd person one, but I don't have any ideas for gameplay besides a neat dash movement I made.
9ea614 No.14298755
>>14298665
>implying my idea is all that bad actually
It's now in my ideafaggotry folder, although other people are more than free to make it as well because I don't like networking
415cee No.14298800
>>14298755
pong is already real time
7eeaf3 No.14298801
>>14298729
A one player game that can also be played in two players is pretty hard to do. The easiest thing you can make could be a twin stick shooter, with drop in multiplayer.
You could mix that with some basic 3D platforming a-la Super Mario World with a static camera to make it easier for multiple people to play.
Maybe add some customization options on characters (guns, perks, etc).
Arcade stuff, I dunno, it's hard to come up with something new hat hasn't been already done a hundred times. Not my forte.
>>14298755
It's real bad anon
7eeaf3 No.14298805
>>14298801
super mario 3D world*
7c0e13 No.14298844
>>14298801
Something like risk of rain perhaps? HMmm
4ba910 No.14298854
>>14298755
Seems more like PVP Arkanoid/Breakout. Might be fun.
7eeaf3 No.14298861
>>14298844
They're making the new in 3D so maybe not as similar, but yeah along those lines
85cd01 No.14299233
>Spend hours and hours just trying to apply gravity to a player object in 2D and give it a quadratic jump instead of linear.
>It only kind of works.
I dunno guys maybe I'm just retarded but this "Just like make game" thing doesn't sound easy at all!
f5f2a4 No.14299270
>>14299233
Who said it was easy?
4ba910 No.14299320
>>14299233
>on jump set object y velocity to -jump speed
>each tick add gravity acceleration to object y velocity
>cap object y velocity to maximum gravity
>if object is on floor then reset y velocity to zero when resolving collision
85cd01 No.14299345
>>14299320
Why thank you anon, after about 3 iterations (including an amazingly janky first iteration that relied on a timer) this is similar to the conclusion I arrived at. The only "games" I've made so far have been some 8x8 led matrix falling rocks and maze games as projects for my engineering classes, so I've got to get used to more complex math than simple binary arithmetic.
>>14299270
I guess I was gleaning the wrong message from the AGDG motto.
f5f2a4 No.14299356
>>14299345
The motto isn't "this is easy to do", the motto is "go and fucking do it you double nigger"
That's how I always took it, at least.
9ea614 No.14299379
>>14299356
JLMG is more about not giving a fuck about what engine you use or how you program something, as long as you fucking make the game. The end result is what matters, not the implementation behind it unless you fuck up so hard the end result becomes unplayable.
d2effb No.14300126
>>14298024
Yup. Like I said, the set-up for this will be a little bit more complicated and not just numbers on the ceiling.
Lots of options of how, really. One game I played had numbers hidden through the room you had to dig up and add up, in Silent Hill 3 there was finding books and putting them on a shelf to reveal a number. I just wanted to do the keypad first.
>>14299379
Pretty much this.
At the end of the day, the player isn't going to care how you coded your thing or what engine you used, what they're going to care about is whether your game is fun.
Don't use this as an excuse to slack off or cut corners, obviously, but fucking make something. Hell, make something in fucking RPG Maker, that's a shit-tier engine but I've been having a whole ton of fun with the wannabe-creepy games in that.
f5f2a4 No.14300602
>working on depth-sorting
>image isn't drawing no matter what but isn't crashing either
>rewrite function twice
>still isn't drawing
>go over everything several times to figure out what's going on
>i set the scale of the sprite to 0
7261d7 No.14300624
YouTube embed. Click thumbnail to play.
>>14295361
found this video on your link
c7505f No.14302089
c7505f No.14302126
>>14302089
>googling to find a decent way to return a variable with an IEnumerator
>come across this
I know I'm being tracked but they could at least be a little less blatant
9af59d No.14302139
>>14302126
What engine are you using? Unity?
c7505f No.14302153
>>14302139
Yeah. I think I figured out a decent way to do it. I'm working on an online game, so I have two stages to an attack.
>player starts charging an attack
>all clients informed of this, stats playing animation
>player can rotate it and the angle is interpolated to all players
If I just let the client decide which way they shot, they'd be off a few degrees due to lag and the interpolation which would cause a massive discrepancy. Now I'm setting it up so that the charging "waits" until it recieves a message from the server saying to fire it, along with the player's final angle. That way, even if there's some lag in position and rotation, it at least fires in the right direction.
I ended up just creating a Vector3, and yielding while its null; when it gets a message from the server, it sets the vector3 to the angle, which the coroutine consumes next frame and sets back to null. Not as pretty as I'd like, but simple and should work.
9af59d No.14302202
>>14302153
I'm trying to hack together an open world system in godot. Not the easiest thing to do. I'm mapping terrain tiles to cells in a json for now, and going to see if I can get the engine to load them based on player position.
c7505f No.14302288
On my next project, I was thinking of allowing servers to use custom Lua scripts. Would I have to do that by designing most of my actual gameplay in Lua? So they'd have access to everything needed for gameplay and can edit most of the flow. Sounds a lot more difficult.
here's a picture because I know you niggers only respond to posts with images
8437c6 No.14302743
>>14302288
You can just write an interface.
aec744 No.14302785
>>14302202
This looks pretty shitty, but it might have some good code for you to cannibalize.
https://github.com/khairul169/cubiventure
c7505f No.14302982
>>14302743
Would be impossible for them to really modify the gameplay unless a lot of it is already in Lua, though
7eeaf3 No.14302986
>>14302288
Why LUA?
Wouldn't it be more likely the user that is likely to write custom code would use something a bit more used?
c7505f No.14303017
7eeaf3 No.14303027
>>14303017
Why LUA specifically?
c7505f No.14303045
>>14303027
It's generally the go-to language for modding, relatively lightweight, and easy to parse and embed in an actual engine. Why not Lua?
It's Lua
8437c6 No.14303115
>>14302982
It really depends on what you mean by modify.
7eeaf3 No.14303293
Blender makes me legitimately angry
how the fuck do people use this piece of trash holy shit
f5f2a4 No.14303300
>>14303293
It's not that bad, man.
You just put some chopped fruit in, pour some milk, maybe add some ice cream and get a bretty solid summer smoothie.
7eeaf3 No.14303303
>>14303300
>making smoothies
that's gay
real devs drink black coffee
fe92c1 No.14303308
>>14303303
Real devs stay awake through willpower alone.
f5f2a4 No.14303310
>>14303308
Gamedev actually keeps me up at night, cause I keep thinking about how to implement/optimize features in bed. I have to listen to podcasts to distract my brain, otherwise I can't fall asleep.
7eeaf3 No.14303317
>want to center the camera on object
>possibly the most important operation in 3D modeling
>it's a 4 key shortcut
>for whatever fucking reason it can't be done in edit mode
WHO MADE THIS
7eeaf3 No.14303321
>>14303317
nevermind apparently that's not even what I needed
c7505f No.14303323
>>14303310
What do the angels tell you, Fred?
f5f2a4 No.14303327
>>14303323
They're telling me that I forgot to wish Joe a happy birthday
7eeaf3 No.14303330
>>14303310
I do this too tbh
7eeaf3 No.14303336
Can I not select things with RMB while in edit mode in blender?
Am I fucking retarded?
7eeaf3 No.14303347
>>14303343
I'm clicking but nothings happening what the fuck
fe92c1 No.14303350
>>14303347
Ah, you are retarded.
You cannot select a different object when you are in edit mode for one object.
d16f7a No.14303353
7eeaf3 No.14303357
>>14303350
That's fucking idiotic
7eeaf3 No.14303359
c7505f No.14303360
Here's my pitch
An indie-style art game that uses premade assets, except all the art is long and pixelated paired with a pre-made platforming engine. Where are my investors at?
bcee29 No.14303367
>>14303353
but this post is my (5) :<
c7505f No.14303370
>>14303360
goodbye, agdg, in the last 4 minutes I've already received $200,000 over kickstarter. Please do not contact me.
9ea614 No.14303391
>>14303353
Anon we're past bumplimit on page 12, this thread is about to be replaced anyway. He can spam as much as he wants as long as it's on topic.
6ff52a No.14303751
we have reached page 13 and i'm not going to embarrass myself by somehow fucking up the OP
556324 No.14303776
>>14303568
looks good anon, fucking peasants amirite?
but it seems if they stood a little bit further apart the clipping would be so bad
9ea614 No.14303781
>>14303751
Learn from your mistakes, instead of giving up and never doing the thing you messed up again. That is how you make game.
NEW BREAD
>>14303778
>>14303778
>>14303778
>>14303778
>>14303778
>>14303778
>>14303778
556324 No.14303785
>>14302126
FYI, is that reddit? if so those related links are static
also didn't know about a unity3d board
0e65fd No.14303807