bc27e9 No.14330282
"You can do it!" edition
Resources:
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Resources:
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14303778
EVENTS:
>/agdg/ quarterly demo day scheduled for May 5th, 2018
>https://itch.io/jam/monogamejam
>C#/XNA, ends in 4 days, but there's still time to participate
41102e No.14330311
ce4bce No.14330319
Made myself a little Love2D splash screen.
Thought it was appropriate for the occasion.
Happy Valentine's day, and a reminder that your vidya will never leave you.
bc27e9 No.14330335
>>14330311
Okay, deleting thread.
bc27e9 No.14330361
Anyways, back on topic
I got most of my boilerplate sorted out and now I'm working on implementing game objects and stuff. I don't want to have a class for every game object type, and I think I could very feasibly handle everything with an enum type (either as a flag or as a labelled type ID)
Anyways, my main character consists of 5 separate draw calls and I don't know how to structure it so he has all the stuff he needs. I mean I can hardcode it, but then it becomes harder to work with or change, right? I also need to factor in animation timers and composited sprites, and also probably keep it separate from tiles, but maybe not.
Also every object needs to be transformable into other objects
459f9f No.14330382
>>14330319
That umlaut makes it pronounced "luuve", doesn't it?
ce4bce No.14330386
>>14330382
Gramatically, most likely, but everyone says and most often writes it as just Love.
1e3dca No.14330511
>>14330282
>Get to do some dog sitting for a family friend
>Few days scheduled off work to have a house to myself and just some well behaved dogs to take care of
>Craptop is good enough to learn basic stuff like making Pong, text adventures, etc
Finally the opportunity I've been waiting for is here. Gonna be a productive 5 days for sure.
bc27e9 No.14330527
>>14330511
>Gonna be a productive 5 days for sure.
I had the same attitude when I ended up with 2 shifts a week and basically had a month and a half off. Even if you put your nose to the grindstone, expect to only have say, a third of it be productive time.
705ebd No.14330791
I watched a Godot tutorial and I feel like such an idiot for not having used a more robust solution. Watching someone use a simple little function for things I slaved for hours to figure out solutions to in Love2D makes me want to cry. I guess you can say I learned more doing it manually, but that experience doesn't really amount to anything practical.
bc27e9 No.14330819
No gameplay yet, but the slimes look fun
a61ff3 No.14330836
where's the devanon who was making that Hack the FBI game? how's the progress coming?
bc27e9 No.14330868
Christ, this is ridiculous
>SFML
>Hello world-tier program
>OBS and game stutters and chugs as soon as I ask it to use my game as an input source (doesn't even need to be recording)
>Game cpu spikes to 25%, will not go down, even if I close OBS, I have to close the game out entirely
>XNA FNA
>OBS is choppy to record, but no cpu spikes
>Realize there's a VS hosting process option for debugging
>Uncheck it, silky smooth recording
>Okay that's weird
>SFML
>Try unchecking the VS hosting process on this project
>Game breaks
>If I try to launch it through VS, it becomes stuttery and eats cpu, regardless of thread sleep or SFML's build in frame throttling
>If I launch from the Windows shell, it doesn't stutter but always spikes up to 33% cpu out of nowhere
Why does this random bullshit happen
a4fd3a No.14330963
>>14330868
You'll have to go deeper than those API's, if you want to see the truth
>game is suddenly running at 16FPS for some reason, no matter what settings I change this stays the same
26e7c1 No.14330967
>>14330819
Do you mind if i lewd your slimes
bc27e9 No.14330999
>>14330967
I mean, it's technically one pink slime named Presto, which has changed color, but do whatever
26e7c1 No.14331002
>>14330999
Gimme a high res of her if you dont mind.
bc27e9 No.14331030
>>14331002
I mean, this is the highest resolution that exists
26e7c1 No.14331034
>>14331030
That'll do,i'll let you know if i manage to get anything made out of it.
a4fd3a No.14331052
Looks like I am closer to solving the mystery… as I thought it's not my program that is slowing down, its just that windows is making it idle for some reason.
bc27e9 No.14331070
>>14331052
>>14330963
I dunno, if I tell the main thread to sleep for 16ms regardless of timings, then that means there is a hard limit of 60-ish frames, not this 1800+ shit it keeps hitting.
a4fd3a No.14331133
Ok, so it is definitely my calls to Sleep as I was kind of thinking.
2adf73 No.14331145
Posting """""inspiration""""" for jazzj2
https://hooktube.com/watch?v=KlexGBhOWB0
2adf73 No.14331152
>>14329156
I know you. You made that Asuka model.
yeah I deleted the last post deal with it
6e5cef No.14331159
>>14331145
i thought pretty much everyone was in agreement that my buildings were too linearly spaced, hence why i made it look more like a slum from gothic
6670a7 No.14331171
>>14331159
Is this one of those "advertisements disguised as an interview" things?
6e5cef No.14331175
6670a7 No.14331179
>>14331175
Is this one of those "advertisements disguised as an interview" things?
bc27e9 No.14331199
>>14331184
Anon is asking if the article, which claims to be an interview, is actually a legitimate article or a thinly veiled click bait to shill the game
6e5cef No.14331206
>>14331199
well how would i know, why's he replying to me in the first place, i thought he was somehow talking about my shit
6670a7 No.14331233
I'm just looking through gamasutra's programming and design sections to make fun of indieshit.
>In this 2016 GDC session, Jagex's Conor Crowley covers how the development team for RuneScape moved from an established development process to multiple agile cross-disciplined scrum teams without missing an update.
>multiple agile cross-disciplined scrum teams
That many buzzwords can't possibly have any meaning, can it?
8519eb No.14331238
>>14331052
>>14331070
>>14331133
There's probably a bug in your timing system somewhere. A wrong argument in a call to sleep, multiple accidental sleep calls per frame, or something like that. Replace your timing code with something like this and remove access to sleep from the rest of your engine.
FRAMERATE: 60hz
FRAMETIME: 1 / FRAMERATE ms
NextFrameTime = LastFrameTime + FRAMETIME
sleep for NextFrameTime - CurrentTime ms
Remember that you need greater than millisecond precision to hit 60 FPS with this method, as 60 FPS = 16.6666~ ms. Rounding up or down gives you 58.8 or 62.5 FPS.
6e5cef No.14331241
>>14331233
i know agile and scrum meant something, but cross-disciplined means nothing to me
a4fd3a No.14331264
>>14331238
I think that this whole thing was literally just a precision error. Recently I rewrote my timer code so that it used floats for everything, previously it would internally handle 64 bit integers that had to time in nanoseconds, and then convert those into less precise floats, I think that the issue here is that internally the timer was not precise enough because of 32 bit floats and just broke down because of that. I was getting all kinds of weird values and I think that the reason is because I rewrote my timer functions about a month ago. It wasn't the structure of the code that caused my issues.
I've reverted my code back to the old stuff and it is working like a charm.
bc27e9 No.14331279
>>14331238
Doubt it. In my SFML case, whether I use the built in frame limiter or my own sleep calls (with a rolling average of 300 frames measured in ticks), it messes up only when I unplug it from the VS process
2adf73 No.14331283
>>14331159
I guess it depends on what you'd like to create, the good old debate over realism in games rears its ugly head.
This >>14328606 is your typical fantasy dog crap. If it's a slum, you don't build walls around it. If it's behind walls, you don't want to waste space by placing the buildings irreguralry.
Yes, the street layout may be irregular (that's what happens when you let cities grow naturally) but the buildings themselves will be packed. You might have a space behind them, tough. A "backyard", I guess.
459f9f No.14331287
The engine recently implemented spotlights as a new type of dynamic light, which is ultimately a muuuch better way to handle doing a flashlight as opposed to an entire row of dynamic lights one after the other.
A couple people have already put out some sample flashlights, and I've kind of cobbled one together along with some bad code of my own…
…Huh. At this point there's not really a lot of reason to have darkness at all, is there? You can see a lot with the flashlight.
But at the same time, it's kind of a pain in the ass to have a flashlight that only illuminates a small section, or needs constant maintenance with batteries or repairs or whatever.
Well, whatever, I'm probably overthinking this. It's kind of jittery in action and tends to get stuck on solid objects, I need to figure out how to fix that.
bc27e9 No.14331288
>>14331264
>float
Why? You should use some kind of integer counter. If you have to accept floats (eg as an argument for delta time), then convert it to ticks internally.
C#'s TimeSpan object behaves this way
ab0742 No.14331295
>>14331159
/v/ never agrees on anything, it's just sometimes the people who disagree aren't available at the time.
If you look at the long stretches of small shacks in Gothic, they're all one model that doesn't leave any gap between buildings and offers a bit of variation between dwellings. The copy pasted buildings are the large, two story dwellings and they're still mirrored and/or separated to keep you from really noticing.
You're kind of shooting yourself in the foot by wanting to have both run down shacks in an organically grown slums and an over abundance of copy pasted buildings. You can have one or the other, but both together doesn't work as well.
Also what >>14331283 said. If you want realism slums aren't placed behind walls, especially in a town as small as yours.
a4fd3a No.14331315
>>14331288
I use floats externally. And the code is cleaner if you use floats internally as well. The way that high resolution timers work is that they will only give you 64 bit integers, this is how both win32 and POSIX do it. What I have to do then is convert those giant integers into actual usable floating point numbers for physics calculations, so I decided to just convert immediately instead of storing and doing operations on the 64-bit ints, and then converting them to floating point at the very last moment, which is what the working timers do. I also upped the precision to long double, just to make sure that it all works out.
Interestingly enough the rendering takes such a tiny amount of time that the only reason it even shows up on the profiler's radar is because of fraps injecting the FPS counter info the framebuffer.
6e5cef No.14331319
>>14331295
>>14331283
so larger houses in a linear fashion inside the walls, or shacks somewhat randomly spaced outside the walls?
a4fd3a No.14331320
>>14331315
>and then converting them to floating point
I meant "instead of"
bc27e9 No.14331346
>>14331315
But didn't you just say above that the timing problem likely stemmed from precision errors? Eg because of floats? Although it would be faster because you have less comversions to do if you use them all internally (barring some bit fiddling magic)
How are you able to get your base rendering so fast? Does using C (?) really make that much of a difference?
2adf73 No.14331353
>>14331319
yes, exactly that. The shacks/slum you made looks pretty cool and you shouldn't waste it.
The houses behind the city walls should either have the model texture changed to stone/brick or made from scratch to mesh with the environment
6670a7 No.14331358
>>14331319
But anon, if you do that, then the slums would be completely destroyed in an invasion and the only people surviving would be the royalty, wealthy, and tradesmen!
8519eb No.14331363
>>14331264
Yeah that makes sense. This might be relevant.
https://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/
Remember that float precision lessens the higher the value, so even something that works for short periods of time can start fucking up the longer you go on.
>>14331279
What's your point? He's spending 45% of his time in sleep, clearly there is a sleep bug and simplifying his timing code was a reasonable suggestion to find or eliminate it.
6e5cef No.14331364
>>14331358
well i kind of imagined that the bourgeois were living near the castle and everything else was a slum
bc27e9 No.14331370
>>14331363
I posted that originally because you replied to me in the first place.
2adf73 No.14331376
>>14331358
>But anon, if you do that, then the slums would be completely destroyed in an invasion and the only people surviving would be the royalty, wealthy, and tradesmen!
Yes, and?
perhaps he should use the design from the second pic here >>14331283
Notice that village to the top left? The buildings on the outskirts make for a rudimentary fortification
dc32fd No.14331418
>>14330319
>27 second long splash screen
What universe did you come from to think that was a good idea?
>>14331241
It means they made teams consisting of at least two disciplines, so a programmer and an artist or designer. Although most likely both artist and designer and probably more than one person of each discipline.
It's pretty much a useless term meaning "we didn't make useless one man teams"
>>14331287
>…Huh. At this point there's not really a lot of reason to have darkness at all, is there?
It still makes it spookier than no flashlight. plus you can limit the time you can have the flashlight out or take it away for an extra spooky section.
>>14331315
If floats fuck shit up and you have a relatively set amount of numbers before your floating point (such as always being under one second, you should put a maximum on your step size anyways) you can also try using fixed point math. It guarantees you the maximum amount of precision you could keep for that size of number, instead of unpredictable rounding.
a4fd3a No.14331590
>>14331346
Yeah, I am still not that sure what the issue was exactly, but the precision problem was that to calculate the time each frame takes, to get my timestep, I have to subtract a timestamp taken at the beginning of the frame from a timestamp taken at the end of the frame, what I was doing that failed was storing those in floats. It makes more sense when you think about it- I am essentially storing 64 bits of information into a 32 bit float, so if the time diffrence is too small to be represented, it can easily be lost when converting. At least, that's what I think went wrong.
The rendering is capped at 60fps, if I uncap it then fraps can render it a bit faster. I have a fast enough graphics card and my scene is so tiny that, it's just stupidly easy for the card to render it. It's not really C since C is not doing a ton of number crunching or anything, but it's that the rendering engine right now is just incredibly lightweight on the merit of not actually doing anything. OpenGL is just fast if you ask it to render such a tiny scene.
I am not really measuring my Vulkan framerate because fraps doesn't work on it when it's in Vulkan mode. It may or may not be faster, I don't know. The scene lags on my Radeon Mobility 9000 if I have too high of a resolution. I think that when I finally have occlusion culling working it will be fast enough to be good. I think that my current frame rates are actually not very good for what it is since once I have proper culling the engine will get a lot faster.
>>14331418
It should be OK for now, I don't think that any new problems are going to come up.
ce4bce No.14331659
>>14331418
>27 second long splash screen
>What universe did you come from to think that was a good idea?
It's a longer version that's only gonna play the first time you boot up the game.
6b1b52 No.14331678
Turns out I was being a dummy and misread GLSL 1.30 as OpenGL 1.3. I guess I could bypass Löve's shader preprocessing stuff to use GLSL 1.30 instead but I'm not sure if it's worth any potential pain doing that just yet.
>>14330319
Speaking of Löve, I found this the other day.
>>14331590
Are you planning on using PVS or just runtime occlusion culling stuff?
7be951 No.14331682
anyone know how to create a godot desktop entry on ubuntu?
a4fd3a No.14331683
>>14331678
yeah, it will have PVS culling and frustum culling
I'm just so busy this month that I don't think I will make much progress at all, maybe I will make more then I think, I don't know
4a6c52 No.14331701
How to webm for retards
ffmpeg -i input_file.mp4 -ss [time-in] -to [time-out] -c:v libvpx-vp9 -crf [quality rate] -b:v [video bitrate] -threads [duh] -c:a libopus -b:a [audio bitrate] output_file.webm
notes:
>you only need the times if you're going to cut that part from the original video,
>constant quality rate should be used, values between 30~40 are enough, the smaller the number, the higher the quality
>the video bitrate is just a constraint, you should use 0 for pure quality control
>libvpx doesn't multi-thread by default, it may or may not improve performance
>the audio bitrate is needed as well, values of 48k~64k are sane, opus compress is extremely well
>obviously only use the audio parameters if you actually have an audio input
>you can also pipe input directly from your screen, for live recording, google-chan will help you there
posting it again, just cus
4a6c52 No.14331707
>>14331682
>godot desktop entry
do you mean for the program? or for your own game?
hint: you could just manually make one like everything else
0bcd00 No.14331710
>>14331701
>record with OBS
>save as .mp4
>upload to gfycat
>download it again
There we go, ez webms
a4fd3a No.14331713
>>14331701
Alternatively you can use the original "webm for retards" program:
https://gitgud.io/nixx/WebMConverter
Which is basically like a GUI that lets you pick all of those options and convert a webm, so it's that command line but even more retard-proof.
4cb95f No.14331718
>>14331710
>record with OBS
>get an mp4
>just upload that because there's no discernable reason as to why I would waste time converting it to a file format that has no impact on the information I want to display
6e5cef No.14331726
>>14331718
obs tends to fuck with my framerate, so i end up using fraps, but that records like a gigabyte per minute, so i still need to convert afterwards
4a6c52 No.14331737
>>14331713
> spybot OS
> dumb converter that doesn't let you use advanced parameters
> doesn't even let you use vp9 or opus codecs
ew lad
>>14331710
>gfycat
you need to go back
>>14331718
>has no impact on the information I want to display
it does if one has a 40mb filesize while the other has 4
4cb95f No.14331750
>>14331726
>fraps
wew nigga
a4fd3a No.14331753
>>14331737
It literally has a field with the command line arguments as well as a check box for VP9/Opus. Any way if you know ffmpeg you don't need to use it, it's designed for people who don't know how to use ffmpeg and dont care to learn.
I know ffmpeg a small amount but I use it since I can't be bothered to learn all the commands
4a6c52 No.14331764
>>14331753
fair enough, I guess I was referencing an archaic version of it back then,
still could be a good solution for dumb plebs developing in Faggot OS (tm), amirite?
ab0742 No.14331765
>>14331718
webm is optimized for web streaming
4cb95f No.14331773
>>14331765
we're talking max 20 second videos
This isn't complex webdev
ab0742 No.14331779
>>14331773
Whatever works for you.
6e5cef No.14331828
>>14331283
alright, how's this? trying from the 2nd pic
bigger houses, only using the shacks where the ground is too angular for the big ones
i can still bring back the shacks if need be
6670a7 No.14331876
>>14331828
Will you sell anti-aliasing as DLC?
2adf73 No.14331981
>>14331876
Unity has AA, but why would he turn it on it at this point?
>>14331828
While that's better, I'd still consider finding a way of placing the houses without alleys between them (marked in red) and maybe even narrowing the streets more.
6e5cef No.14331992
>>14331981
>narrowing the streets more
doesn't really add enough space for anything, not sure if there's a point to it
2adf73 No.14331995
>>14331992
just a suggestion, as with all my other posts. You're doing good.
0bcd00 No.14332047
>>14331171
ALL interviews are advertisements. ALL of them.
6670a7 No.14332099
how many games are there where hand holding is a central mechanic? I can only think of one
6670a7 No.14332102
There's also the lost in blue series, but that game was dogshit
3c67bb No.14332109
>>14332099
Crash Twinsanity
indirectly anyway
6e5cef No.14332118
elevated the castle since i can't figure out what to put infront of it
6670a7 No.14332120
>>14332118
Do you plan on merging the edges of your walls on the spline?
6e5cef No.14332133
>>14332120
i probably should
f56302 No.14332206
>>14331701
Illiterate nigger.
ffmpeg -y -i [input] -map 0:v:0 -map_chapters -1 -map_metadata -1 -c:v libvpx-vp9 -pass 1 -threads 3 -deadline best -cpu-used 0 -aq-mode 0 -auto-alt-ref 1 -frame-parallel 0 -g 9999 -lag-in-frames 25 -tile-columns 0 -crf [0 - 63] -b:v 0 -f webm /dev/null && \
ffmpeg -i [input] -map 0:v:0 -map_chapters -1 -map_metadata -1 -c:v libvpx-vp9 -pass 2 -threads 3 -deadline best -cpu-used 0 -aq-mode 0 -auto-alt-ref 1 -frame-parallel 0 -g 9999 -lag-in-frames 25 -tile-columns 0 -crf [0 - 63] -b:v 0 -f webm [output]
05a8d9 No.14332244
6670a7 No.14332258
>>14332244
n-not in a way that lewd, anon
ea5e3e No.14332402
>>14332206
>autism
ffmpeg -i input.mp4 output.mp4
2aee60 No.14332432
>>14332427
so how's the gameplay coming along?
f5ccfb No.14332454
>>14332432
My bro is remaking the terrain system, until he finishes that i will be only modeling characters
Once it is finished we will have automatic generation of biomes and shit, making huge maps will be easy
4cb95f No.14332464
>>14332454
Oh wait you're the cut grass guy?
I had no idea
f5ccfb No.14332482
>>14332464
My brother is doing the grass, i made the faerie+cooking demo and im currently making the characters
Everything will eventually be merged into one whole game
2aee60 No.14333015
Is there a single good book on game design? every one I've seen was shit out rapidly by some leftist hack who was more interested in publishing a book than sharing useful information
4cb95f No.14333043
>>14333015
No, however there are plenty of great youtube channels.
2aee60 No.14333047
>>14333043
>no books
>have to use youtube videos
I want out of this timeline
4cb95f No.14333062
>>14333047
>reading about a medium that is entirely reliant on motion
You're not the brightest are you
2aee60 No.14333075
>>14333062
>what's up guys its me megafag64
>today we're gonna learn about camera movement
>BOING BOING BOING BOING
>let's take a look at the first BING BING WAHOO
>simpsons clip plays
>due to console limitations, the camera can only scroll horizontally
>in the second game, DOKI DOKI WAHOO players can move in either direction but in only one at a time
>this limitation is finally bypassed in the third game in the series
>adventure time clip plays at 4x volume
>IT'S SO BEAUTIFUL
4cb95f No.14333084
>>14333075
My mistake, you're just a proper retard
2aee60 No.14333093
>>14333084
youtube videos are the least productive form of teaching known to man, whether you like it or not, megafag64
091764 No.14333104
>>14333084
exaggeration, hyperbole, extrapolation
still true. YouTube tutorials are shit
most books as well
documentation and reading others' code is where it's at
4cb95f No.14333110
a4fd3a No.14333114
>>14333015
I don't think that anyone can teach "game design". You can only listen to successful people talk about what they did, every thing else is going to inevitably be extra-credits tier trash.
>>14333084
watching videos is awalys going to be inferior to reading for learning
2aee60 No.14333117
4cb95f No.14333148
>>14333114
>watching videos is awalys going to be inferior to reading for learning
Great subjective opinion.
2aee60 No.14333155
>>14333148
goddamn you're a faggot
____
THE VIEWS PRESENTED IN THIS POST REPRESENT ANON'S PERSONAL, SUBJECTIVE OPINIONS AND NOT NECESSARILY THE TRUE AND HONEST(TM) OPINIONS
f9b02a No.14333160
>>14333110
I know and like most of these channels,I'm glad Matthew is back, too bad Ahoy is dead. Adding EL(OG), the shandification guy and (((Chairman George))) to the list would be appropriate
Their ramblings are pleasant but it's just that: ramblings of overthinkers, most of whom wouldn't be able to make a game if their life depended on it. Post mortems, design documents, fucking CODE,even singular GDC conferences from industry veterans (not nudev cucks) will teach you way more about game design than youtubers who pretend to know their shit, while in reality being like your typical humanitiesd student asking the question "WHAT DID THE AUTHOR MEAN BY THIS" while in reality said author would shit on their interpretation.
3c67bb No.14333163
>>14333155
>/v/ is actually NOT one person
What kind of game are you playing here.
df989b No.14333171
>>14333110
>>14333117
>Ahoy
Sometimes has good stuff but takes way too long to say anything useful.
>Mark Brown
Parrots shit you'll easily pick up while lurking /v/ mixed with his own retarded opinions and bad gameplay.
>Matthewmatosis
Decent enough.
>2kliksphilip
Dunno why you listed him, he doesn't do much except talk about CSGO and graphics settings.
>Good Blood
No idea who this faggot is.
>GameHut
Easily the best thing you listed because the guy has real experience with gamedev and shows off a lot of neat tricks.
Of everything listed, only GameHut and Matthewmatosis are really worthwhile and even then Matt is skippable. I can't really recommend anyone else aside from Turbo Button and maybe TGBS to a lesser extent, but it helps that they aren't completely full of themselves and have good gameplay footage.
4cb95f No.14333192
>>14333160
Ahoy posts once in a while, but he does 2 hour videos so it takes him ages.
Forgot about Bunnyhop, as you said
https://www.youtube.com/user/bunnyhopshow
and Raycevick
https://www.youtube.com/channel/UC1JTQBa5QxZCpXrFSkMxmPw
I don't know the other two you mentioned, feel free to post them.
Also I don't think being able to speak about what makes a game good and being able to make a game have much connection.
Game design and knowing or having the time and interest to program a complex game is not in everybody's range. I also doubt many people that would be to write a book could actually make good games. Sometimes even the better programmers are absolutely shit game designers.
>Parrots shit you'll easily pick up while lurking /v/ mixed with his own retarded opinions and bad gameplay.
He's said some stupid shit but 90% of his videos are very informative.
>Dunno why you listed him, he doesn't do much except talk about CSGO and graphics settings.
Great level designer, goes deep into how the mechanics in CSGO works which can easily help while making an FPS.
4cb95f No.14333194
5af820 No.14333196
Ideaguys help
What's a nice term for someone who helps other people, or the act of helping?
Think "bounty hunter" or "bounty hunting", I want something similar except it shouldn't sound like it's related to combat. The only thing I can think of is "helper" or "servicing", but those sound gay.
df989b No.14333281
>>14333192
>>14333194
Ah, I haven't seen much of his CSGO stuff so I wouldn't know.
Honestly, I believe most game developers either don't know what they're doing and sometimes stumble across good ideas, or they have a good understanding of how to make very specific kinds of games but stumble when working outside their small comfort zone.
6e5cef No.14333293
yay splat maps, no more per-polygon texturing
>>14333196
samaritan
6a5cd4 No.14333306
>>14333196
Handyman, hired hand, laborer.
5b5628 No.14333325
>>14333196
>>14333306
Handyman is a good word. If you've ever read Desert Punk, the protagonist calls himself a handyman; he will do any job for payment, but he's usually a mercenary.
69b441 No.14333365
I kinda wanna work on a Hack and slash that plays like Kingdom Hearts as a learning experience, I have no coding knowledge though, is it still plausible?
bc27e9 No.14333369
Okay so I think I found my biggest issues when I'm programming.
Firstly, is graphics. I'm not sure how to make an elegant way to change the drawn image of a character or whatever. For example, some characters flip their sprite horizontally between left/right, while some things, such as platforms and tiles, can face any direction. It needs to be a consistent thing between both actors and tiles. Also is sprite compositing.
Not sure the best way to accomplish that because I don't want to have every tile with a Sprite[] attached to it, but at the same time, giving it an index number from the sprite library feels weird because lookups would take time, and also it doesn't allow for individual sprites based on state.
Secondly, is the behavior of objects. I can create the individual systems just fine, but "gluing" them together with actors feels very weird
>>14333306
>>14333325
Actually, you mean handy'person. It's 2018, folks!
Hurry up, we won't nuke ourselves.
2aee60 No.14333386
>>14333369
>local schools actually start replacing the word "man" with "person"
>a male fireperson saves a male policeperson locked in a burning non-gender-specific bathroom
4cb95f No.14333403
>>14333293
looking better
>>14333365
Standard third person controls are harder than first person controls, mostly because of the number of animations that you need, having to make a proper third person camera and making sure everything isn't clunky as fuck.
It's definitely doable, but it'll take a while and might be shit unless you're a good animator.
6e5cef No.14333468
and roads via the splat map
only downside is that every time i want to paint a road, i have to fuck with the vertices to get them in a line
even in a flat terrain, i'd still need to subdivide it in order to paint the splat map
a50750 No.14333469
>>14333365
Absolutely not plausible and definitely not advisable. Start small, move your way up. Pong first, then some simple platformer (just make a Mario clone), some small RPG, and so on and so forth. Your first few projects should take days to finish making, no more than two weeks, and should take a couple dozen minutes at most to play.
You're talking about your very first coding experience being jumping into a multi-year 3D game project with hundreds of facets to consider. Don't do this shit.
This is the most common beginner game development mistake. Beginning programmers don't jump in and start developing a web browser, an OS, or a filesystem as their first projects; they make a calculator, or a tic-tac-toe game, or a phonebook. For some reason, beginning game developers all want to jump in with no experience and make a game that would take a professional studio with a staff of several dozen over a year to complete, and they think they can do it because game engines like Unity make common things simple.
Even a hand-holding engine won't let you prop up a game like that with no experience. Start with the kind of game you'd expect on the Atari 2600, and move up like that, making at least one game that would be appropriate for each console generation before moving on:
* Some simple beep boop block game (like pong); no graphics
* Some simple large-pixel game (like an NES game); simple graphics, simple sounds and music
* Some simple smaller-pixel game, like on the 16-bit systems (SNES/Genesis); more complex graphics. Maybe start using external art at this point, because making your own starts getting really time-consuming
* Simple 3D game. Try a Mario 64 clone or something, with only a few levels at first.
Increase complexity iteratively, and always start with 2D and no real graphics as your first project. I can absolutely not emphasize this enough. If you jump into a massive project from the get-go, you're going to get maybe a fast start, and it will quickly become an unmaintainable mess that you can't manage or maintain, and you're going to spend all your time figuring out concepts you should have learned progressively and fighting bugs you don't understand because the code is more complex than you know how to handle.
69b441 No.14333498
>>14333469
Am I allowed to use the Unity Coding Documentary thing or do i need to learn C# by heart first
459f9f No.14333517
>>14331418
>It still makes it spookier than no flashlight. plus you can limit the time you can have the flashlight out or take it away for an extra spooky section.
This is true. Hooray for options!
>>14331678
I think I recognize that art.
That's VectorByte, isn't it?
Man, I haven't talked to that guy in forever, I wonder if his game is still in dev.
2aee60 No.14333519
>>14333498
I'd really suggest getting a solid programming foundation first. Unity is shit, game development is shit, and you want to be able to understand unity's logic flow (only possible with a good understanding of programming). That way you can separate your bedshits from Unity's bedshits.
26e7c1 No.14333907
For BC27E9
I have managed to lewd your slime,enjoy
5f017e No.14333927
>>14332427
I've never understood the point of heavy dusters
bc27e9 No.14333947
>>14333907
That sure is something
6670a7 No.14333962
WHY THE FUCK do sites disable youtube fullscreen in embedded videos, holy shit, that pisses me off more than anything else
26e7c1 No.14333972
>>14333947
was hoping for more of a response honestly.
a50750 No.14333977
>>14333498
Learn whatever language you are using well enough to use it. You don't need to be an expert, and you won't be for a long time (I've been a professional programmer for 10 years and a senior developer for the last 3 and most times I still feel like a kid in a sandbox). What you do need to be is comfortable with testing ideas in a small setting. That is, you need to be able to spin up a little console application to test things out in a small and isolated setting. The difference between knowing how to do this and not knowing how to do this can be the difference between 30 minutes of tinkering and refining something useful and 5 hours of trying to do it for the first time in the middle of your existing codebase.
Essentially, it means that you don't have to be an expert, you don't even have to really be particularly good, but you do have to become very good at testing and exploring. Once you get comfortable enough that you can think of a problem and know how you'd get started trying to solve it, you're good to go. The only thing I'm advising against is getting too big for your britches. Knowing how to program is a massive difference from knowing how to manage a large project. You only learn how to manage a large project by failing to do it a few times first, and those failures are best done in order of increasing scale, that way you have a few small failures that you learn how to fix each time, rather than having a massive clusterfuck on your hands that even a programming genius couldn't untangle.
That said, as long as you feel comfortable and generally know what you're doing, you can't really go too fast. Jump in, fuck around, figure things out, and keep in mind that it's okay to suck at first. The best way to learn is to enjoy what you're doing.
bc27e9 No.14334015
>>14333972
S-sorry
I appreciate the gesture, but it's just a week long one-off project, so I'm not even that attached to the game and I've been trying to get one thing working right for a few days
26e7c1 No.14334025
>>14334015
Well look at it this way,you're probably the first person in these threads to have lewds made of their game that isn't even done yet.
4a6c52 No.14334028
>>14332206
I just want to point out a few pointless things:
> two pass
pointless waste of time with little reward, show me otherwise
> -cpu-used 0 -aq-mode 0 -auto-alt-ref 1 -frame-parallel 0 -g 9999 -lag-in-frames 25 -tile-columns 0
you don't fucking need to input the default parameters
>-threads 3
practically pointless if you don't slice the frame
>-map 0:v:0 -map_chapters -1 -map_metadata -1
again pointless parameters, redundant mapping and webm doesn't take metadata anyway
69b441 No.14334034
>>14333977
>>14333519
But it's so hard and frustrating
bc27e9 No.14334039
>>14334025
It's happened twice now, and I'm baffled
26e7c1 No.14334041
>>14334039
Oh? it's happened before?
6670a7 No.14334045
>>14334041
hastily closes blender
26e7c1 No.14334049
>>14334045
show me your work,anon
ce4bce No.14334056
>>14334039
I'll keep holding out hope that someone does lewds of mine one of these days.
26e7c1 No.14334058
>>14334056
Gimme your game character or whatever and i'll see what i can do.
459f9f No.14334059
>>14334034
It is!
That's what makes it worth it.
26e7c1 No.14334063
>>14334060
Oh that's nice,did the creator ever finish that game? or still in progress
ce4bce No.14334065
>>14334058
I'm actually more interested in what you could do with my take on Löve-tan from >>14330319 and pic related.
dc32fd No.14334068
>>14334063
I just checked his twitter, and apparently it's the same dude you just drew slimelewds for, so he's taking a break from it for a 1 week jam.
I think this guy has some magical attract-lewds ability.
26e7c1 No.14334071
>>14334065
I'll see what i can do
>>14334068
This guy needs to stop being a faggot and just finish a project.
69b441 No.14334074
>>14334058
can I send my character too?
26e7c1 No.14334075
>>14334074
Yeah go for it.
4a6c52 No.14334087
>>14332482
cool, seems like you're doing something worth it, planning on putting it up steam?
and btw, have you seen that new stardew valley + voxel blocky style merger game?
4a6c52 No.14334107
>>14333015
have you seen this one?
http://gameprogrammingpatterns.com/contents.html
its alright, mostly on theory about programming patterns instead of direct shit
so its more aimed are core development stuff and for people who are have some sort of programming experience
6670a7 No.14334108
>>14332482
>merging that beautiful grass with your autism simulator
oh boy
69b441 No.14334115
>>14334075
Here you go, the anatomy is kinda fucked at parts like the thighs etc. It's because I draw over a virtual mannequin since I have no artistic talent ¯\_(ツ)_/¯
In case something is weirdly drawn:
She's wearing a jacket over a sports bra
leather boots, no heels.
she has an untied armband tied to her wrist, you can remove this entirely, doesn't really matter.
same with the 4 armbands
feel free to make her tits bigger
69b441 No.14334127
26e7c1 No.14334132
>>14334115
I'll see what i can do.
24d517 No.14334220
>>14333160
The critics opinion can be equally as valid as the chef.
6670a7 No.14334261
>>14334220
>food analogy
fuck off retard
3221b6 No.14334289
>>14331678
> I found this the other day.
>posting art made by a retarded faggot
4a6c52 No.14334462
>>14334220
>The critics opinion can be equally as valid as the chef.
no they aren't, just to go over this, they could if the critic has proper criteria and knows what they're talking about with expertise on the subject
otherwise you would have any retard thinking they're critics going over:
> hummm this meal is not as good as that burger covered in fat and sauce
same as a gamer:
> this was a fine game, but they should have more open world and multi-player, FO4 is still better
fab8f6 No.14334587
I'm looking to make a fighting game, can anyone recommend a good engine?
69b441 No.14334607
dc32fd No.14334625
>>14334220
Food critics almost universally have a degree in journalism, years of experience as a journalist, a minor or something in cooking, and have to pay a yearly fee and adhere to a code of ethics to be part of the AoFJ.
The random customer's opinion may be important since he's supposed to pay for the product, but it is in 99.999% of all cases irrelevant aside from if they like it or not, they have no idea what they're talking about.
>>14334587
Either Mugen if you want a fighting game engine, or literally any engine you want if you actually want to make something yourself. Fighting games require a lot of work to make, but they're not so technically specialized that you need a specific engine for them.
6670a7 No.14334878
>>14334625
>Food critics almost universally have a degree in journalism, years of experience as a journalist, a minor or something in cooking, and have to pay a yearly fee and adhere to a code of ethics to be part of the AoFJ.
These are all positive things in your book? That's basically "kike, kike, food kike, paying money to kike organization"
a4fd3a No.14334933
I just realized that I haven't actually written the needed Vulkan code for mipmaps.. so, i'm still stuck on working on texture filtering. This is pretty fuckin complicated because you have to manage all of the memory and there is this whole thing going on about memory layouts and formats
24d517 No.14334986
>>14334261
>>14334462
>>14334625
>my shitty, no though put into, on a whim statement got this much response
Critic was a bad choice of word.
My point was that if you aim to make a game that people will enjoy, you have to gauge their opinion too. The dev will always see their game in a different light. The benefit of youtube is that its not too difficult for a coherent and logical opinion from a regular consumer to rise in attention. Someone like matthewmatosis might ramble like a madman, but whether or not he enjoyed a game can be equally or more helpful as a post mortem than a devs opinion.
Don't get me wrong though, I'm not arguing against trusting devs, just in favor of taking all criticism indiscriminately.
bc27e9 No.14335329
>3 days and 3 hours left
>24h sleep, 8h for work, and 5h because social obligations
>Only ~34h of effective time left
I don't think I'm going to make it in time.
I keep having issues keeping my logic and drawing separate but "together". I can make objects that exist in a vacuum, great, but then I can't think of a way to render them without jumping through a million hoops, unless I just couple them together and do it that way
And then the other issue is that I have a 16x12 playing field, which can have tiles and actors per space, but the mechanic involves transforming between the two object types temporarily, so I somehow have to manage changing from an object with no fixed location into a tile object
29588d No.14335375
Starting to add some debug related stuff, like a proper map select, for builds and stuff. Also got proper async loading screens to work, which is pretty cool. I should make more debug tools.
>>14333015
I'm reading Game Mechanics: Advanced Game Design by Joris Dormans and Ernest Adams. It has some concrete examples of designing mechanics and economies. They use a system by the the former author which tries to graph out mechanics and systems, called Machinations. It looks promising for seeing a game at a high level, but pretty autistic and you shouldn't drop making sure the game is Not Bad in favor of doing lots of graphs. Just another tool.
f5ccfb No.14335774
f5ccfb No.14335789
>>14334108
Will become a beautiful simulator!
>>14334087
The autism simulator is already on steam, search "Everyday Lite"
The final game will be there for 15 bucks, but i will see what do i need to put it on GOG too
>stardew valley + voxel blocky style merger
You mean harvest life? looks shallow as fuck, i gonna blow it out of the water
26e7c1 No.14335804
Weird question,but for those who want the lewds,you got anything against em being posted elsewhere? just wanna make sure.
ce4bce No.14335818
>>14335804
I don't mind, anon, it'd be cool if my Love-tan design caught on.
6670a7 No.14335825
ba618c No.14335830
>>14335825
dick in ethernet port
ab0742 No.14335832
>>14335825
Kill yourself and once you're in hell you can talk with the inventor of netcode. When you're done we'll preform a ritual to bring you back.
Triple A studios just have a direct line to Satan so they don't have to do this, but if you're an indie it's the only way.
b17554 No.14335859
>>14335832
Well, Unity has a ritual killing service, but
>subscription license
2f4fc1 No.14335889
>>14334115
>make her tits bigger
For what purpose? you forgot to mention hair and eye color and just colors in general you dingaling how am i supposed to draw her without those
26e7c1 No.14335906
>>14335889
Oh hey somebody else is stepping up to the plate,nice
2f4fc1 No.14335927
>>14335906
I'm still up at 7am, I see interesting shit in agdg, I draw, it's 8am and i'm not in the bed yet but I at least drew a thing for people.
That's just how it happens.
Or rather I got pointed to the thread and liked what I saw.
28af34 No.14335935
>>14333365
>is it still plausible?
no, i started with that dream and have downsized my autism like six times now. the good news is that i finally just like made a game my level and i've been upping the complexity ever since
69b441 No.14335966
>>14335935
what'd you do to learn
2f4fc1 No.14335979
>>14335970
>openly shilling yourself
Disgusting.
I should do the same, actually.
https://pixiv.me/maximumpingas
6670a7 No.14335985
>>14335830
>>14335832
okay, thanks, I'm going to get started on making a multiplayer shooter with AI and an authoritative server
26e7c1 No.14335987
>>14335966
Ey,somebody took yer request,give some feedback.
ce4bce No.14335988
>>14335970
That's actually pretty bloody good, anon! Thank you! certainly worth a wank
I'm a poorfag now but I'll bookmark it and keep it in mind for the future.
>furaffinity
6670a7 No.14335993
>>14335970
>literally shilling your fur affinity account
if this nigger isn't bullied into submission this place is beyond repair
97da5d No.14335996
>>14335970
>Shilling
>Furaffinity
Actually kill yourself, holy fuck.
ab0742 No.14336003
>>14335970
>furaffinity
filled with MLP
69b441 No.14336004
>>14335889
Looks great anon, I didn't mention colors so I could get ideas if people did end up making a colored drawing
26e7c1 No.14336009
>>14335988
Thank you,it's good to hear that.
2f4fc1 No.14336022
>>14336004
You can't just expect people to solve this stuff for you.
Still, glad you enjoyed it.
follow me on pixiv etc etc shilling https://pixiv.me/maximumpingas i literally need memes to exist
26e7c1 No.14336029
>>14336022
haha,be glad you're not getting hit in the dick for your tastes at least.
2f4fc1 No.14336044
>>14336029
What the fuck did you expect after linking FA?
26e7c1 No.14336046
>>14336044
If it's all ya got,it's all ya got.
050ea7 No.14336047
>>14334115
I sort of half-assed fixed the proportions more or less
69b441 No.14336069
>>14336047
I probably shouldn't judge but something seems off, like she looks fatter to me
69b441 No.14336221
I liked the Red hair so I went with it
Probably last OC post, thought i'd update the few people that were interested, I don't know if I'll ever be able to put her in a game, meaning I should be posting on art threads instead of agdg.
967be6 No.14336548
>>14335970
>furaffinity
You're just a slut for being bullied, aren't you?
b3110d No.14336552
How would I make a glcontext target a texture instead of rendering to a window? Where do I start?
a4fd3a No.14336566
Great… now my Vulkan code produces no errors, but also displays nothing in my window. I'm sure there is some stupid subtle error in my code, I just won't find that error today…
>>14336552
https://www.ics.com/blog/render-texture-fixed-function-vs-modern-opengl
8519eb No.14336597
>>14335970
>openly shilling when you can't even draw
98268c No.14336604
How about rather than giving that dinkwad (you)s you get back to posting progress
b17554 No.14336739
e00aec No.14336751
>>14336604
I don't have progress to share, sorry. I would talk about something that's non-existent, but I'd be idea guying.
28af34 No.14336903
>>14335987
sorry, was outside celebrating normalfag shit
>make pong
>use pong as a base but you use four directions and protect the center from a looping ball
make directional accelerations that don-t feel like shit, and use the pad velocity to apply to the ball
>learn instancing an do twin stick shooter
>learn to use transforms to give your character direction and put it in a 3d world(camera can be first person)
>make more advanced mechanics for basic ai, jumping and animation driven bullshit
>make standard jrpg but still use animations for the state machine that will eventually be used for the arpg, for the ai expand on priorities by distance and areas, and start using character based stats and progresion <I'm here
a4fd3a No.14336984
>>14336604
Don't worry, i'm about to post something soon!
-Fred
6e5cef No.14337117
>>14337115
huh neat
now i don't have to feel guilty for pirating it a few days ago
f73124 No.14337159
>>14337115
>all the shilling you used to see for "give up your level design tools, goy, they're not the way of the future :^)"
>then suddenly this
Well this was unexpected.
4cb95f No.14337174
8b17f7 No.14337183
>>14337159
>give up your level design tools, goy, they're not the way of the future :^)
Explain? What was supposed to be the way of the future, according to the shills?
6670a7 No.14337217
I couldn't find a nice video on programming, but I did find a GDC kang
aac53d No.14337236
can 1800s flintlock guns be made fun in vidya?
b58815 No.14337285
>>14337236
Yes, provided all the players have them and bayonets are available.
aac53d No.14337320
>>14337285
there'll be no bayonets and also maybe revolvers, the context is convict filled Australia
6e5cef No.14337464
anyone got unity 2018.1 beta working?
for some reason only the file/edit…/help stuff is visible and working, and nothing else is showing up
5d694c No.14337499
>>14337236
Brace of pistols + henchman to reload them. Fire and throw gives you the rate and reload time nearly equaling a revolver
4cb95f No.14337534
>>14337236
Sea of Thieves already did it
4a6c52 No.14337737
>>14337534
>Sea of Thieves
is that shit out? I actually thought it was pretty fucking good but then I saw it was a microsoft spybox exclusive
4cb95f No.14337763
>>14337737
There was a closed beta last week.
It seems pretty fun, but it doesn't seem to have much actual content
At this point it's basically elite dangerous in the sea
84bbe3 No.14337856
best IDE + compiler for 486 running DOS still Borland C?
462072 No.14338274
I figured out a solution to my tile/actor problem at 6 am when i was trying to sleep for work
I think the best approach is to make a struct type to hold the state data, and pop it into an array when it needs to be a tile, or into a class instance when it needs to be an actor
dc32fd No.14338327
>>14338274
This is heavily dependent on your gameplay, but from what I gather of what you want to make, I'd personally just have the class instances and an array, and add a reference to the actor into the new location in the array when it begins moving there, and only remove the reference at the old position when it finishes moving.
f5ccfb No.14338356
The jacket still needs the cloth physics colliders so it doesn't enter into the body
4068ef No.14339336
how do i into godot hit detection?
i managed to shoot a projectile rigidbody in first person by copying the code in the 3d demo, but i cant get it to execute any code when hitting either a staticbody or another rigidbody.
4a6c52 No.14339369
>>14339336
have you looked into signals?
basically, that node type with collision should have appropriate signals for when stuff happens
then all you need is to connect signals to what functions you want to trigger
6b9673 No.14339390
>>14335375
>Ernest Adams
I actually read one of his books ages ago, and it was the most pointless thing i'v ever read
462072 No.14339392
>>14338327
Right so my topdown puzzle game and my current jam project both had a similar set up, a grid of tile types which may contain zero or one objects. Basically it had the same state data (type, state, direction, behavior flags) but actors had addition stuff like movement timers and positions (prev current and next, for movement canceling and ice sliding)
Anyways it would be a waste to have all that extra data on my tiles and they should be a dense struct group, but actors need to be referenced and stuff. I even have to put actors in a sorted list as they move because they have to be updated in a very predictable manner.
But i think ive got it fixed now
4068ef No.14339397
>>14339369
yes i should have mentioned, that i tried to do that unsuccesfully.
i have tried on_body_entered an on_shape_entered.
270c88 No.14339497
>>14339390
>think of all of those liberal womyn & trannie shekels you'll be losing out on!
462072 No.14339531
>>14339390
He's right in a general sense. People are going to be polarized if you make a political statement. Best to focus your gamedev twitter on gamedev
459f9f No.14339549
>>14337236
Yes. Firing and cocking can be very fun, shotguns have the best feedback out of all staple gun types.
459f9f No.14339769
Oh cool, Hellbreaker got a release on Steam.
http://store.steampowered.com/app/793620/Hellbreaker/
Congrats on getting it out, dude.
6e5cef No.14339793
implemented subscripts for my shitty ai node editor
it feels like it's getting more and more convoluted and i'm totally afraid what it might potentially do to the performance issue being that for every AI using a specific script, i have to duplicate that script each time so that variables don't conflic, this also includes subscripts, but for the moment everything seems like it just werks
6e5cef No.14339805
>>14339769
huh, didn't know it was anywhere near completion last time i saw it
still looks too much like an inferior doom3/DOOD clone
df989b No.14339828
>>14339769
Linux builds when?
db9669 No.14339839
>>14338356
so this is how crop circles are made!
4a6c52 No.14339957
>>14339397
if I'm not mistaken, for collision detect you need a specific type of node with give shapes
the two objects need that subnode, so they can properly interpret when that happens
I never done that with godot though
a08091 No.14340587
>>14339769
Shilling thread in progress.
>>14340075
>>14340075
>>14340075
>>14339805
>inferior doom3/DOOD clone
to me it seems inspired more by the original Doom than 3 or NuDoom.
dc4299 No.14340685
>>14338356
Please study how anime eyes are actually drawn if you're going to use the style.
That face is Christopher Hart tier.
29588d No.14340893
>>14339390
I think Adams is more of a side character in this book and most the weight here was from the other guy. Theory of Fun is mostly very pointless though, yeah. Especially when he goes into the games as art shit. The most valuable part of it was stuff about the interest curve. That aside, everyone in the industry should be considered pozzed until proven otherwise and that's not really avoidable right now. Give it another 10 years.
ce4bce No.14341797
>game refuses to draw anything
>no idea why
>old versions work
>try to import new events into old version
>can't pinpoint any issue whatsoever
>fuck around for three hours
>it was a leftover from an old debug feature that for some reason activates now when it didn't previously
I'm not even happy that I fixed it. There was no "eureka" moment like usual, it was pure fucking luck. Fucking hell.
bc27e9 No.14341822
>>14341797
>Hmm I'll just flag this as // DEBUG so I don't forget
>I forgot
ce4bce No.14341826
>>14341822
I never said I wasn't retarded.
a9bfab No.14341922
im pretty new to programming as im taking computer science classes right now. I want to ask for some tips for which programming and which language to use. i heard C is the best while i heard others say that C++ is great.
ba618c No.14341947
bc27e9 No.14342140
>>14341826
No I mean it happens to everyone, a lot more often than you'd think
dc32fd No.14342237
>>14341922
There is no best language. C can be a tiny bit faster than C++ but C++ has other benefits you can use to produce things faster yourself. Writing assembler yourself would be faster than C, but is really hard so you'd take ages producing anything unless you only use it for performance critical parts. Other, easier languages (than C/C++) are usually slower by a few percent but offer other things that make your life easier, such as garbage collected memory management so you can't fuck up as easily, or being able to change code while the game is running.
Think of it like guns, what's better: an automatic rifle, a handgun, a shotgun, an anti tank rifle, or an RPG? None of the above, they all have their own uses.
bc27e9 No.14342295
>>14342237
>C can be a tiny bit faster than C++
http://benchmarksgame.alioth.debian.org/
Actually, in most cases, C is the fastest language, unless you drop into platform-specific assembly.
>C 1.74
>C++ 1.88
>C# 3.03
>Java 3.12
>Lua 66.01
Now obviously, the utility of C++ (or even C#) is worth the minor performance bump. Dynamic languages like Lua are flexible, but incredibly slow.
dc32fd No.14342326
>>14342295
>Actually, in most cases, C is the fastest language, unless you drop into platform-specific assembly
That's literally what I said, though?
bc27e9 No.14342348
>>14342326
But you said there is no "best language". There's no general purpose best language, but C is the most performant.
dc32fd No.14342395
>>14342348
Most performant =/= best
ab0742 No.14342444
>>14341922
There is no best language, just languages that do things different from each other. A lot of what you'll be wanting when you start out making games is libraries that do what you want, not necessarily the nitty gritty of a language. That means C, C++, C# and Java are your best best.
C++ requires that you really understand what's going on and you have to establish rules or else you're going to end up making a mess of your code. Usually if you're making a game from scratch this is the language you use. It's fast, flexible, has a good base in C, and there's a lot of information out there on it. It has great libraries for game development. There are problems with it, like bloat, but it's still widely used and it will do the job if you want to use it to make a game. It's object oriented but you can ignore that if you want to.
C is good, but while I think it's a great learning tool when you're starting out it not the kind of thing a beginner is going to use to make their dream game, unless their dream game is a very simple text adventure. Outside of learning when you absolutely positively must have a small and fast program, you use C.
Java is what you learn when you want a job. It's fine, but really really fucking verbose. If you don't like object oriented programming being forced down your throat you will hate Java with every fiber of your being. There are a lot of game related libraries for it like with C++ so if you like it when other people do work for you you'll like Java.
C# is Microsoft's c++. It's pretty good, unless you don't like Microsoft or Object Oriented languages. If you are obsessed with speed and size C# is not for you, although that's not to say that it's terrible with either of those. If you are using Unity you have to learn C#. What's that? Unity has Javascript? About that…
Javascript is for web development. Why would you use it outside of web development? Are you insane? Stop it. Please God stop it.
PHP is even worse what the fuck are you doing.
Python is great for fast prototyping when performance isn't one of the top concerns. It's used a lot in hacking and penetration testing because it's so easy to get things up and running in no time at all once you know how to program in it. Managing a large Python codebase isn't the best experience.
Ruby is in the same sort of sphere as Python, just with a smaller community. It's possible to use it to make games though it's not the "best" choice. If you do choose to use it I'll call you a hipster.
Rust is a language that seeks to be like C++ but more secure. There's a vocal section of the community that is obsessed with leftist politics so that may affect your enjoyment of the community. I don't really know a lot about the language itself because /tech/ can't bring itself to actually talk about the language and I don't want to learn it.
Go is Google's C with more features like garbage collection and memory safety. It's fine. You can use it for gamedev if you want to. You'd be better off using Go to write the server code for your game than actually using it for writing a game.
Ada is for Feds, not for games. Sure, you could write a game using it, but it would be a lot of work as you would be reinventing wheels that already exist for things like C++.
Lua is made for extending existing programs, not writing things from scratch. You can use Lua for things like modding in your game but you don't want the engine to be written in Lua.
Mathematica is not for game dev unless your game is secretly your physics dissertation.
Lisp is for people developing state of the art AI, people who like Emacs, and not really anyone else. If you're used to other languages it will twist your brain as you learn how to use it.
Haskell is like Lisp in that they are both functional programming languages and using them is a different experience than using something like C or Java. It's possible to write a game in Haskell, it's been done before, but I don't recommend it.
Eiffel is a language that exists. It's been used for game development before so yeah, that's a thing.
Brainfuck is for golfers. You do not write a game in this unless you get off to being really fucking tedious.
Malbolge is for masochists. Don't use it to make a game.
Assembly in the modern day is for two kinds of people. Hobbyists and serious hobbyists who sometimes get paid to write drivers. Assembly is the fastest and smallest thing out there, but you really don't need to worry about unless you're making games for the Atari 2600 or Commodore 64. However it is great if you really want to learn how a computer works.
df989b No.14342479
>>14342444 (checked)
Assembly (x86, ARM, PowerPC, or whatever the fuck you're targeting) is worth learning just to understand what your code is being compiled to. Some understanding of assembly and compilers will help a lot with optimization and debugging even though you'll rarely write assembly directly.
bc27e9 No.14342487
>>14342444
>C# is Microsoft's c++
Wrong.
C# was designed as a direct competitor to Java, so much that Microsoft stole the syntax to poach programmers.
It actually ends up having better support in terms of tools, supported frameworks, general language feeling, and mature compilers and open source community.
The only real advantage that Java has is that it's run natively on a lot of devices (eg mobile phones/Android) and it's full of Pajeets with shitty code.
a4fd3a No.14342505
>>14342487
It's interesting to think how C# literally grew out of Java. Microsoft originally made its own implementation of Java, however it included a ton of nonstandard features. The implementation was called J++. Then eventually they decided to split it off into a new language, called J#. And now the current version is called C#.
ab0742 No.14342509
>>14342487
Originally it was "C# is Microsoft's Java branded to be Microsoft's c++" and I should have kept it as that. Still would have been wrong, but less so.
I knew about the James Gosling quote too. Stupid mistake on my part.
7fbac3 No.14342531
>>14337236
Yes, provided that it has fun melee that you can switch to once you're out of guns.
bc27e9 No.14342546
>>14342505
I like C# a lot, I find it a fantastic language that has a great deal of portability, but without having to worry about manual memory management (a good or bad thing depending on your point of view).
I wish that certain features (eg generics) were present from the start, it had a smaller standard language out of the box, but with a .NET-compliant "extended stdlib"
bc27e9 No.14342627
Also, looks like ~48h left on the monogame jam
b58815 No.14343080
>>14342444
What's you view on Lino? It seems to be a more readable, cross-platform version of assembly.
b7737e No.14343133
>>14339390
He's right though. I'm not even close to /pol/, or right leaning, but I'd rather not risk shit. I know it's dumb, but I don't want to shove my political beliefs down peoples throat in my games, nor do I want people to ignore my games because of my politics.
It shouldn't be that way, but being tied to GG will leave you on an unspoken blacklist and stifle your ability to share your game with a wider audience. I know a lot of people here make games as a hobby so they don't give a shit, but I'd like to at least keep the dream alive that I can reach some form of obscure success.
b58815 No.14343166
>>14343133
GG was always a "private" thing, with all work of any value done anonymously or through pseudonyms. Anyone who stuck their neck out on Twatter got what they deserved.
ab0742 No.14343178
>>14343080
I've never heard of Lino.
Looking it up it seems like a really interesting and useful idea, though I can't say much about execution. I doubt it will replace assembly on a large scale but once it's fully developed and supports more platforms I can see how it could work for people who need something within a hair's breadth of assembly but also need portability.
b7737e No.14343242
>>14343166
>Anyone who stuck their neck out on Twatter got what they deserved.
So basically a LOT of autists from around /v/.
dc32fd No.14343276
>>14343166
You do realize that by posting here, on 8chan, you are automatically a gamergator in these people's eyes right? So better not post any identifiable details of your game, or you'll never be able to release it with your name without being fucked.
8e322e No.14343282
>>14343080
>It seems to be a more readable, cross-platform version of assembly.
You have successfully described high-level languages. Would you like a cookie?
Non-shitpost answer: I have never heard of the language before now, I'm turning up no documentation on it except for a word salad thesis and a wiki article that reads like a markov bot that I'm almost positive has had any links to the language's site replaced with malicious urls. On top of that:
"Assembly" isn't a language, there are different assembly languages for different processor architectures/instruction sets. Cross-platform isn't an assembly-level concept. Lino is a high-level language trying to sell itself as an assembly language.
TLDR: into the garbage bin if it's not already in there. If you want a readable, portable assembly language, use C.
Aggression not actually directed at you, I'm writing a compiler for my capstone project.
b58815 No.14343302
>>14343282
That PDF is for some other thing. The Lino I was referring to is actually L.in.oleum. To be precise, the language is extremely low level but can be ported to any target environment that has modules made for it.
http://anynowhere.com/bb/layout/html/doors/local/frameset_linoleum.html
>>14343276
They are no longer relevant.
b7737e No.14343337
>>14343302
doesn't matter in those ideologues heads. If you're going to hide the agdg logo in your game probably best not to use the 8ch exclusive one at the very least if you care about getting shit on by SJWs. They're not my audience, but I'd rather not have a very vocal community encouraging the piracy of my game like that guy with GG tweets from 2014. A bigots dollar, and all that shit.
8e322e No.14343433
>>14343302
>That PDF is for some other thing.
Figures, it was just one of the few things I actually found that sounded semi-relevant.
>To be precise, the language is extremely low level but can be ported to any target environment that has modules made for it.
So if I'm reading you (and the site) correctly, it's an assembly language that runs in a virtual machine. Neat, but that defeats the purpose of writing assembly in the first place. You'd really be better off just writing C. Speaking of which, Lino's forums and development seem pretty dead. I definitely wouldn't want to touch a language where I can't reasonably expect answers to questions in a day.
b58815 No.14343459
>>14343433
It cross-assembles from a theoretical VM instead of executing, with the SYS and CPU packs acting like interpreter libraries. It's all done ahead of time and the output is apparently pretty damn efficient. The creator of the language also made the Noctis game series, and intended to use it to develop a new version. And yeah, the forums are dead.
f8a86a No.14343496
>>14343459
Sounds like LLVM/any other JIT language. You can embed LLVM and get JITted code in your program as well. You can also embed Clang and get JITted C/C++ code, or any other language that Clang supports.
e7657b No.14343870
>MonoGame jam ends in 40 hours
How's everyone doing? I'm going to have to cut a few corners cos I procrastinated with Kingdom Come too much.
1b31dd No.14343897
No idea if this is helpful to you guys but I found it on accident
https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines
db9669 No.14344030
>>14343897
adding this to the wiki would be a good idea
e76f35 No.14344151
I finally figure how to do that "give your character name"-thing. Now I just need to figure out how I get it in the game window, instead of command prompt. Also, doing anything with the gamewindow(like keypressing) while it is waiting for you to write name makes the game not respond and you have to close the game thru task manager.I'm not very good at programming. But this is good enough for now, that I try to do some other things now, maybe.
1ce3d0 No.14344289
>>14344151
>Also, doing anything with the gamewindow(like keypressing) while it is waiting for you to write name makes the game not respond and you have to close the game thru task manager.
You should probably just make it so that no prompts are being listened for unless the player character has been completed rather than doing this.
Basically you get the player to go through the creation prompts, and only set the switch to listen to in-game inputs once that creation prompt is done for.
1ce3d0 No.14344303
>found a bug with my camera, it's been so long since I wrote it that despite extensive commenting I have no idea how it works
JUST
36abbc No.14344467
Why am i getting a "IndexOutOfRangeExeption" on line 13
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MakeAQuadFaggot : MonoBehaviour {
public Vector3[] newVertices;
public Vector2[] newUV;
public int[] newTriangles;
void Start() {
newVertices[0] = new Vector3(0,0,0); //<=line 13
newVertices[1] = new Vector3(1,0,0);
newVertices[2] = new Vector3(1,1,0);
newVertices[3] = new Vector3(0,1,0);
newUV[0] = new Vector2(0,0);
newUV[1] = new Vector2(1,0);
newUV[2] = new Vector2(1,1);
newUV[3] = new Vector2(0,1);
newTriangles = new int[] {0,1,2,0,2,3};
Mesh mesh = new Mesh();
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
GetComponent<MeshFilter>().mesh = mesh;
}
// Update is called once per frame
void Update () {
}
}
816dd0 No.14344487
>>14344467
You need to declare a size for newVertices when you initialize it.
a9bfab No.14344498
whats the best way to get a start in amateur game developing. im thinkin of doing a pong clone just to get the feel of programming better then im gonna do a smb clone then ill progress from their. i know im doing c++ so
1ce3d0 No.14344506
>>14344498
If you're starting fresh from nothing than that sounds pretty good to me
a9bfab No.14344534
>>14344506
I'm currently using godat because of how user friendly it is, the goal i have in mind is that if i can progress form doing simple 2d projects to being able to create a medium-scoped game. most preferably a rpg game.
1ce3d0 No.14344538
>>14344534
If you're using an engine then you can probably skip pong directly.
36abbc No.14344565
>>14344487
public Vector3[] newVertices = new Vector3[4];
public Vector2[] newUV = new Vector2[4];
public int[] newTriangles;
like this?
36abbc No.14344585
>>14344565
holy shit i found the problem the vector arrays where public and unity was setting the array size to 0 because of whatever i had their first in the unity edior.
6670a7 No.14344639
>>14344585
I make this mistake weekly. Unity overriding a public variable through the editor is a real good incentive to make things private.
1ce3d0 No.14344813
>>14344600
Pong is great if you're doing stuff from the ground up. Teaches you how to show what's happening, register inputs, understand the basics of normals etc
Most of that is already done in the engine so it's just kind of a waste
8b17f7 No.14344981
How do I organize my source files for images, sounds and so on and keep a check on where I got everything from and who I need to attribute?
For example, I download few audio files and use them to make a jumpSound.wav. Ideally I'd like to keep info on all individual files that were used to make that sounds, so I could easily find every source file if I ever needed a particular one again. I can think of few methods.
>Make a list in excel or something where I list a link to the source and name of the author next to the name of every file I make or use
>Put those information directly into the file itself into metadata or something, so I don't have to worry about changing names of shit, somehow if it's possible
>Just dump names of the authors of the files I used into .txt file without detailing who made what and be done with it
The first one seems really bothersome. Second one is convenient but seems to be impossible for a lot of file types, from what I learned so far.And the third one is just fucking chaos. What do I do? Is there a better way?
e7e9df No.14345225
Any way of alleviating the immense sense of dread when I open an IDE?
bc27e9 No.14345227
>>14344981
If you're archiving things, you could just make a readme file and toss groups of shit together in a ZIP file.
Even archive.is is not infallible, so at the end of the end you need to make sure that YOU are properly backing things up
25ee8b No.14345284
>>14339390
>>14339531
>>14343133
I constantly wonder how much power the SJW cretins hold. You'll hear "none" from here and this is the only place that address the SJW question. However, I'm sceptical that takes in to account the line between a 1-man team getting a game to at least be known by autists on here, and trying to have a career making games + having enough money to fund a small studio or at least pay to commission something that you can't do on your own. The only way you can make the best game possible at your fullest potential is to do it full time and have other people fill in areas you cant. Then there's different opinions about money on here which you need if you're going to do this for a living, with shit like the retard who spams lolis and "Artists shouldn't get paid" in every thread. I also wonder how many NEETs bias the opinion.
This is important because people need to acknowledge how well SJWs can fuck with your lifeblood. Blacklisting from events might be pretty big but the only event normalfags even watch is E3, so maybe not so much. I doubt normalfags read the shitty gaming articles either. We all know word of mouth is the most effective, but where does that even start? I know streamers is one way, but I don't remember tumblrtale being streamed until after it was already popular. I feel SJW use to have a ton of control over this via neofag, since the authoritative voices on there could tell the plebs what to like, then the plebs would go to other sites or talk to friends and shill it regardless of quality. However, now that resetera is basically locked down this is gone. They still manage to get their word out somehow. Shit like "Shower with your dad simulator" caught on (probably because it was so weird to normalfags despite being "art" to SJW).
I kind of lost my train of thought while posting this, but there needs to be an indepth analysis of just how much the SJW control normalfags, and through that, control the game industry. I know it's not Hollywood or Mainstream music levels, yet.
6e5cef No.14345312
>game works fine in editor
>missing references all over the place when game is built
welp
99a515 No.14345318
bc27e9 No.14345352
Speaking of IDEs
>Using VS 2010
>Someone suggests VS 2017 Community Edition
How bad is it? It's a modern MS product
25ee8b No.14345371
>>14343133
>I know it's dumb, but I don't want to shove my political beliefs down peoples throat in my games, nor do I want people to ignore my games because of my politics. It shouldn't be that way, but being tied to GG will leave you on an unspoken blacklist and stifle your ability to share your game with a wider audience.
This is how SJWs take over. They shove their politics in everything they do and create a lynchmob over anyone who disagrees or does not bend the knee to them. Then everyone is too afraid to do/say anything since they'll be almost entirely alone against a gang of cultists. After long enough what is "normal" and what is "politics" shifts.
They do it because nothing they make can stand on it's own merit. It's a clique/cult in a pyramid of power that abuses it's connections to stay alive. Soyim at the bottom, devs ontop of them, journalists ontop of them, popular devs on them, and the ones who profit off them all at the top. Not to different from Music/Movies/Art.
>I know a lot of people here make games as a hobby so they don't give a shit, but I'd like to at least keep the dream alive that I can reach some form of obscure success.
When one group is trying to build a political pyramid of corruption and is bullying/blacklisting anyone near them into submission the only way you can keep the dream alive is to stay as far away from them as possible, until they eventually come to you or blacklist you out of the industry.
e7657b No.14345374
>>14345352
It's actually good. 2015 is the modern MS product you're talking about
83fc97 No.14345389
Almost done with the set of headpat animations. I use draw.io to keep track of the shit I need to do. Blue arrows are animations and if they have red outline they are not done. Green are done.
df989b No.14345436
>>14345284
SJWs only have as much power as you give them. Look at Kingdom Come: Deliverance, it triggered assloads of Twitterfags and press members, yet it was a huge success and has already outsold many of last year's AAA titles. The press will still cover your game even if they hate your guts because they can't resist clickbait: you just need to make a good game and market it well (read: not reddit ads disguised as tutorials).
The worst thing that can happen is retailers blacklisting your game and that takes a Hatred-tier edgefest.
a00b5a No.14345485
>>14345284
Getting on the bad side of SJW's is definitely to your disadvantage, but it's hard to quantify.
When it comes to it; there's essentially two things that can happen:
<Gaming journalism blacklists you, reducing the coverage and "media explosion" from your product launch
<Gaming journalism slanders you, giving you a negative reputation and reducing sales
The reason why people here say they have zero power is because the audience of gaming journalism has significantly less overlap these days with people who actually buy video games. Most normalfags look at their eceleb to discover new games, so the blacklist has less effect there, especially with many ecelebs actually getting their hands on games before journalists.
Secondly, the slander that gaming journalism does is absolutely incompetent; most of the time complaining about things that people don't care about in the slightest. Despite their complaints, Cuphead and Hatred did perfectly well, despite the fact that both of these games have plenty of actual issues they could've complained about if they wanted to negatively effect sales.
Ultimately, it all depends on how big the overlap is between consumers and those who read gaming journalism. If you say it's zero like many people here do, then yeah, you can just ignore SJW's entirely and be fine. Nothing has changed except that you send your press kit + game copy to a eceleb instead of a journalist.
Of course its not zero, but I don't think it's big either. Just look at whatever game gaming journalists are currently talking about and the steamcharts of that game. Their impact has time and time again been shown to be insignificantly small. The only scary thing they can do is slander, which they've shown to be hopelessly incompetent at.
The only scenario where you should give a fuck is if you're a AAA publisher trying to make the game reach a quadrillion billion sales on launch day, setting new records. In that case you want as much noise as possible, in which you have no choice but to play ball with these shits because they have some power as long as retards keep clicking the clickbait.
Lastly, I'd like to remind you that SJW's hate people succeeding at life by working for it, so whatever you do will be wrong in their eyes anyway.
25ee8b No.14345489
>>14345436
I don't think what you said is really relevant. If there was massive kvetching on twitter that means the game already had the coverage it needed and SJWs couldn't do anything about it except complain. I also did a quick lookup. Their prototype was funded by a fucking billionaire and then 3 years later it took off on kickstarter. I'm not talking about hitting gold twice. Just trying to make ends meet in a industry where if you trigger a member of the media-cult they'll blacklist you from everything.
25ee8b No.14345529
>>14345485
>Of course its not zero, but I don't think it's big either. Just look at whatever game gaming journalists are currently talking about and the steamcharts of that game. Their impact has time and time again been shown to be insignificantly small. The only scary thing they can do is slander, which they've shown to be hopelessly incompetent at.
It's the same with their game show events. I saw a GDC talk which was essentially about shilling your game at these events, then at the end the dude basically goes "Oh yeah you get no boost in sales from doing this, but here's all the connections I made and what I got out of them". I'm not really worried about slander, so much as other ways they can fuck with you. Blacklisting, making it harder to find a publisher or other resource should you need one, etc. What the non-obvious effects of their fuckery being.
>Lastly, I'd like to remind you that SJW's hate people succeeding at life by working for it, so whatever you do will be wrong in their eyes anyway.
That's true. I have a theory on this, and it's that SJWs want to control the entire industry. Essentially their entire power structure is built on connections within their cult doing each other favors. Someone succeeding without them shits all over this, and if they can't make them bend the knee and become part of the cult they'll try to destroy them.
df989b No.14345560
>>14345529
>Someone succeeding without them shits all over this, and if they can't make them bend the knee and become part of the cult they'll try to destroy them.
You said it yourself: if you're outside their clique and successful they'll try and topple you whether you're openly against them or just neutral. Don't worry about them or bend over for them and you'll be fine.
ce4bce No.14345575
>>14345529
>I have a theory on this, and it's that SJWs want to control the entire industry. Essentially their entire power structure is built on connections within their cult doing each other favors. Someone succeeding without them shits all over this, and if they can't make them bend the knee and become part of the cult they'll try to destroy them.
Of course that's the case, anon. It's also why SJWs hate video games as a whole - it's the only medium, outside of Anime, which they haven't been able to pervert, corrupt, and rape violently with their degeneracy, their political agenda and their no-fun-allowed attitude. And it's not coincidental that Video games and Anime both are biggest in Japan - they're the sole reason why vidya still stands strong against them, even if most western devs and localization teams are beyond cucked. The people like Kamiya and other japanese devs who scoff at the notion of their games being sexist are the reason we can still make non-pozzed games. Without them, the only examples of vidya we'd have would be Western games, and the whole medium would be exactly like what you see from Hollywood. Every big 2018 release would just be Fuck Drumpf, the game.
alternatively, I wish that games crashed and became obscure again, only made and played by true hobbyists, and normalfags could fuck off back to sportsball or whatever
6b1b52 No.14345577
>>14345485
I'm coming around more and more to the idea of focusing on giving copies out to streamers and Youtubers and hoping they give you the time of day, with other social media being a secondary way to get your name out. At the very least it would give you an expanded pool of testers as a litmus test for any potential issues you were too involved to see or that friends were too hesitant to bring up.
>>14345529
>It's the same with their game show events. I saw a GDC talk which was essentially about shilling your game at these events, then at the end the dude basically goes "Oh yeah you get no boost in sales from doing this, but here's all the connections I made and what I got out of them".
If you're talking about the Move or Die guy it should be pointed out his game has like 700,000 owners on Steam Spy now. So whatever he did ended up working.
8b17f7 No.14345631
>>14345227
Maybe I wasn't clear enough. It's not about archiving anything. I'm not sure how am I supposed to keep all the files I'll use in my game organized. And by organized I mean, when I download something I probably won't use it in it's original form - various image and audio files from various sources will be combined into new textures and sounds. Some of the stuff I downloaded won't be used at all because I'd change my mind. I want to be able to keep tabs on what exactly is being used and where did I get the files from to properly attribute their respective authors and shit.
>>14345529
>blacklisting
Are there any examples of a GOOD game being ruined by this? I think the quality product can defend itself as long as you're not a political meme spewing autist.
>>14345575
>games became obscure again
Not gonna happen, only certain genres could become obscure at most. Meme games like DDLC are dirt cheap to make compared to AAA games and they get played by hundred of thousands and watched by millions, so no crash would kill those.
a00b5a No.14345666
>>14345529
>I'm not really worried about slander, so much as other ways they can fuck with you. Blacklisting, making it harder to find a publisher or other resource should you need one, etc. What the non-obvious effects of their fuckery being.
There's no need to get a publisher in this digital distribution age. Just sell on Steam, itch.io, GOG or Desura and tell corporate to fuck off. If you're trying to get funding, you're shit out of luck in the current economy anyway. A ton of learning material and libraries are freely available, engines cost potato compared to what you need to make to sustain yourself on them, and the internet is flooded with CC-BY licensed material for you to freely use commercially.
I don't really see what you'd miss out on, unless you intend to pay out of the ass for some state-of-the-art component/engine.
>>14345577
There were a bunch of GDC talks about how to shill your game, but it all basically comes down to "do something that's not the same shit".
Whilst anything innovative is a corporate liability, it's a requirement for ecelebs to give a fuck.
e7657b No.14345674
>>14345631
Why don't you just make your own assets
If you try, you'll come up with something mediocre, and then you don't have to credit anyone!
25ee8b No.14345687
Hooktube embed. Click on thumbnail to play.
>>14345631
>Are there any examples of a GOOD game being ruined by this? I think the quality product can defend itself as long as you're not a political meme spewing autist.
How many devs first game was their best game? For most, usually they where doing license work or made obscure titles before they struck gold. A lot of them went through a refinement process, building themselves up for bigger and bigger budgets before releasing their landmark games. It's likely the same for indies, except you never get to that point.
>>14345577
>If you're talking about the Move or Die guy it should be pointed out his game has like 700,000 owners on Steam Spy now. So whatever he did ended up working.
From what I can tell, yeah. It's vid related. That's kind of what I'm getting at. He probably abused his connections. I think everyone who says they have no power is looking at the shortrun where your game is already selling or has a buzz and pissing them off generates more buzz. But what about the long run? How many unseen things are effecting you.
I starting thinking about this from my days of being addicted to dota where there was so many butterfly effects and minute things that would make a huge difference later in the game, as opposed to just winning a huge teamfight and ending.
e7657b No.14345804
70d330 No.14345808
>>14345804
lemonade by nuke
a9bfab No.14345816
hey is godot a good game engine. It has a good programming language called gdscript and i already am getting the hang of python. so should i use godot if i was making a rpg
8b17f7 No.14345830
>>14345674
I tried it in the beginning and it's a fool's errand. Guess it's excel for me then.
>>14345687
You're right. Achieving success is not only about making good enough game but mostly about finding a way to market it properly. Being disliked by some asshole could be a speed bump that makes a difference between being unnoticed or having a snow ball success (or at least making good enough sales).
>I think everyone who says they have no power is looking at the shortrun where your game is already selling or has a buzz and pissing them off generates more buzz.
So it all comes down to having friends that'll support you when the shit hits the fan, whether it's your fanbase or influential figures in the industry.
>mfw when I remember the ability to socialize is more important than anything else no matter what you do
3adb7b No.14345852
>>14342444
>Go is Google's C with more features like garbage collection and memory safety. It's fine. You can use it for gamedev if you want to. You'd be better off using Go to write the server code for your game than actually using it for writing a game.
What is the gamedev scene for Go like? The language seems like the best choice for me but I never hear about people making games with it.
df989b No.14345864
>>14345852
Supposedly Go's garbage collector is especially unsuited for gamedev but I haven't looked into the details yet.
e7657b No.14345865
https://software.intel.com/en-us/articles/get-ready-get-noticed-get-big-a-practical-guide-to-marketing-your-indie-game
>Game designer Sarah Woodrow estimates that developers spend only 30 percent of their working time actually coding. “The rest of the time will be everything else you need to do, especially if you’re a one-man band.”
>Plan to spend at least as much time and energy on marketing activities as you do on development. Some experts advise that you may drop to a ratio of one-third development, two-thirds marketing.
>2/3 marketing, 1/3 development
Fuck that, I'll just go into a junior programming position then at some software company.
df989b No.14345871
>>14345865
>female game designer
>only spends a third of work hours actually developing and spends the rest blubbering on Twitter
Sounds accurate.
ce4bce No.14345872
>>14345865
Or you can get people who like your game to market it for you, for free
bc27e9 No.14345883
>>14345865
>Plan to spend at least as much time and energy on marketing activities
Holy shit just make a good game. If it's a solid game it will advertise itself once a few people play it
773df8 No.14345920
>>14344538
you are clearly overestimating the power of beginners
a9bfab No.14346051
btw is godot a good engine for making games
6e5cef No.14346083
>>14346051
no, use rpgmaker
a9bfab No.14346112
>>14346083
why rpgmaker and not godot
df989b No.14346117
>>14346051
>>14346083
Engines are for pussies, real men thrust their throbbing dicks into the CPU fan and stitch the meaty chunks together in the form of their dream game.
9b85d4 No.14346906
Does anyone know how System.Guid works in C#? I'm trying to make a system where creating new item will assign a new guid to the item. From what I understand guid makes a new 16 byte id that's completely unique, does it store those already used guids in a database somewhere? If I'm storing the item guids on a file to be able to load the game later how do I restore this database to make sure a new id is unique?
0ac895 No.14346998
>>14346906
There is no database, it just generates the GUID in such a way that it is extremely unlikely that you get a collision.
https://blogs.msdn.microsoft.com/oldnewthing/20080627-00/?p=21823
There's 2^122 different GUIDs, which is more than 5300000000000000000000000000000000000. The only way to get the same one is to revert the clock to the same moment on the same machine, and just happen to get the same roll on a 1 in 16384 chance. And hat's with that particular algorithm, it might use algorithms as random for all I know.
5fd635 No.14347004
How the fuck do you set up an Urho3D project? I've built it all according the instructions, but the "Using Urho3D library" is just completely confusing, the only video i can find is in russian and seemingly outdated.
f8a86a No.14347097
>>14346998
I thought that number was a bit low, but you're right. Courtesy of Wolfram Alpha, the full value is 5,316,911,983,139,663,491,615,228,241,121,378,304 or 5 undecillion 316 decillion 911 nonillion 983 octillion 139 septillion 663 sextillion 491 quintillion 615 quadrillion 228 trillion 241 billion 121 million 378 thousand 304. Even assuming you end up with a trillion assets in your game, that's still a 1 in 5,316,911,983,139,663,491,615,228 chance of a collision.
9b85d4 No.14347103
>>14346998
Ah I see, thanks.
bc27e9 No.14347212
>>14347097
>>14346998
Hey nerds, GUIDs are not cryptographically secure. This means there is a chance of a hash collision, and more frequently than you'd expect. Despite the number of digits, many GUIDs have fixed values, based on eg hardware or repeated sections. As much as a third of the value is predictable
bc27e9 No.14347214
>>14346906
>Does used IDs in a database
Learn what Dictionaries and GetHashCode does.
6670a7 No.14348162
I'm looking through Unity's "nigger drag and drop dyke" asset pack. I'm actually pretty optimistic that I'll learn something from looking at the code.
6670a7 No.14348217
>>14348162
Nevermind. I took a look at just the health pack script.
>player character is a static singleton that the health pack accesses
>5 particle systems on a single health kit
>each one has 3200 bytes in overhead
>uses Unity events
6670a7 No.14348456
which do you pajeets prefer? mass produced vector art
6670a7 No.14348458
or contracted mass produced korean art
6670a7 No.14348549
drag and drop dyke part 2:
Polygon colliders are best used for objects that are almost completely box-shaped
6670a7 No.14348690
>>14348549
I'm beginning to suspect that they subcontracted this out to actual pajeets.
public void EnableInvulnerability(bool ignoreTimer = false)
{
m_Invulnerable = true;
//technically don't ignore timer, just set it to an insanly big number. Allow to avoid to add more test & special case.
m_InulnerabilityTimer = ignoreTimer ? float.MaxValue : invulnerabilityDuration;
}
e8479d No.14348814
>>14337534
sea of thieves is gay, I want to make a comfy bushranger sim
6670a7 No.14349116
Remember, every animation gets its own folder
6670a7 No.14349121
>>14349116
And every frame gets its own separate image
0ac895 No.14349610
>>14347212
Well yeah, they're kinda intended for networking so you can create an identifier for each machine.All the fixed digits are pretty much unique to each machine.
1ce3d0 No.14350067
>>14349916
I like that much better
36abbc No.14350286
>>14349916
Shouldn't that guy on the cross also be blobman?
i know that this is borderline heretical i just don't know any other way to put it
8b17f7 No.14350455
>>14350286
It's meant to be taken symbolically, like in a cartoon. The house has steps before the door, even though blobmen don't have feet. I just noticed that the doors don't have handles. If we were autistic about it, it could be said that's realistic because blobmen seem to be using some kind of telekinesis to manipulate objects instead of hands, therefore they wouldn't need doorknobs to open doors.
ce4bce No.14350615
>record lossless recording with OBS
>import it into vegas
>video is mostly in grayscale for some reason
>other people have had this issue
>no one could fix it
But why.
6670a7 No.14350624
>>14350615
works for me
have you sinned? that usually causes
36abbc No.14350650
>>14350455
idk i like the idea of world building being consistent if nothing else and defining the world around your characters or your characters around the world rather than simply having them exist as placeholder substitute people.
5fd635 No.14350729
>>14347004
please help if anyone knows, still didnt figure it out
0ac895 No.14350805
>>14350729
Most likely the only person here with Urho3D experience would be the guy who just released Hellbreaker, and he doesn't post here very often and is probably busy with post-release stuff.
387c52 No.14350842
>still no new thread
you faggots can't do anything right
3adb7b No.14350844
>>14350805
That's what you get for working with obscure engines/frameworks, nobody to help you.
>>14350842
Make one then.
6e5cef No.14350851
>>14350842
>page 8
>new thread
newfags leave
5fd635 No.14350899
>>14350844
I just want a C++ 3D engine that can be used as a library, go ahead and recommend something please
6e5cef No.14350920
>>14350899
unreal engine 4 is c++ and technically open source
you can download it from their launcher, or download the source files and build it yourself
1ce3d0 No.14350922
>>14350920
>you can download it from their launcher, or download the source files and build it yourself
really?
I didn't know that
a00b5a No.14350931
>>14350899
what you want doesn't exist
a4fd3a No.14350933
>>14350899
VOXLAP is both of those things, but you probably aren't thinking of something like that
5fd635 No.14350965
>>14350920
UE4 can't be consumed as a library though, you have to work around their class structures and use the editor for almost everything
>>14350931
Irrlicht and Urho3D both are C++ and can be consumed as libraries, but they are both obscure as fuck and on the verge of abandonment
>>14350933
>voxels only
No, not really
3adb7b No.14350976
>>14350899
Just use a framework.
0ac895 No.14350989
>>14350842
>still not knowing the rules
you fag, you can't do anything right
>>14350899
I do know one, but you need a licensing deal with Sony to get access to it. And I'm not sure it's still being updated, it's been a few years since I last used it, plus it had shit documentation as well.
5fd635 No.14351065
>>14350976
Thats just a different name for what i said, can you recommend one?
>>14350989
>I do know one
>licensing deal with Sony
PhyreEngine?
3adb7b No.14351095
>>14351065
>Thats just a different name for what i said, can you recommend one?
Ogre3D
db9669 No.14351134
>>14350286
>borderline heretical
Corpus on crosses painted by Chełmoński was very simple and I don't think the painter nor the people who built them had any heretical intentions. But still, I I wanted to add that Christ from the roadside cross in my vilage
>>14350455
> just noticed that the doors don't have handles
yep, gotta do something about that.
>>14350067
It was a feature I was asked to add. Glad you like it. I'm gonna play isometric myself
1ce3d0 No.14351193
>had a switch in my input manager that turned false and allowed me to get only once single press rather than a continuous one
>update to unity beta
>switch is now broken
thanks unity you cunts
0ac895 No.14351228
>>14351065
Yeah, PhyreEngine. The actual editor was slow as fuck and crashed even more than Unreal does. We did most of the work in code because of that.
36abbc No.14351252
>>14351134
>>borderline heretical
well avoiding the great schism (ima catholic myself well raised catholic not really but thats getting off topic) the borderline heretical was calling Jesus Christ our savior a "blobman" but as man was made in the image of god and his son be made manifest would not the Christ in your game take the form of your character? should not he image on the crucifix be that of the image of "blobman" not man?
1ce3d0 No.14351264
I downloaded the latest Unity beta to try Probuilder and it's absolutely fucking great
I was able to make something even with my complete inability of using 3D modeling software
Also character controller is pretty much done, just need to fix some animations and add a few fixes here and there
6e5cef No.14351283
>>14351264
>unity beta doesn't work correctly
>no polybrush
>old pirated version of probuilder
055082 No.14351346
>>14351264
that's a pretty neat character
db9669 No.14351350
>>14351264
yay, Drill Boy lives!
>>14351252
I get what you're getting at. Reminds me of Sci Fi authors asking whether intelligent life on other planets would need saving as well and had Christ come to them as well
I was considering it but it just didn't seem right. We'll have to live with the inconsistency… for now.
5fd635 No.14351393
>>14351228
Did you work on a commercial game? Or did you get your hands on it via university?
>>14351095
Yeah i think i'll go with that for now
bc27e9 No.14351536
>>14349610
Which means that if you have 128 bits or whatever to each GUID, and say, 32 of them are predictable, then it's actually a 96 bit UID.
8b17f7 No.14351574
>>14351252
Consistency just for the sake of consistency is pointless when you're not creating some super rational world. What matters is the meaning and benefit the elements you use add into the work. This applies especially to visuals. If he'd decide to put a blobman on a cross, I believe most people wouldn't interpret this as shodanon's dedication to consistency, but rather as a parody or mockery. Leaving Christ's form as a man makes it clear, to me at least, that the game uses blobmen simply as symbols for people and that there isn't any deeper meaning behind the way they look.
6e5cef No.14351577
yay, i can get fuse characters in here that are more or less correctly rigged
only gonna have to disable hair
guess i won't have to make a trillion blendshapes
36abbc No.14351616
>>14351350
>>14351134
i'm thinking of starting a new project, a diablo 2 clone with art based off of this wired polish comic i found
6e5cef No.14351623
>>14351616
that's just pokemon though
0ac895 No.14351634
>>14351393
University. It was right before the PS4 came out, working on a PS3 project. Can't say much more than that without breaking the NDA I had to sign, though.
>>14351536
Yes, but only if you create them all on the same machine. And it's 48 bits that are predictable on the same machine, and 6 bits that are always predictable. That still leaves almost 19 sextillion GUIDs per machine.
For reference, if you fill 16 GB of memory with 64 bit classes and were to create a separately stored GUID for each of them, that would be only 2 billion objects (and you'd need 32 GB of additional memory to store those GUIDs). That's almost 13 orders of magnitude less than 19 sextillion.
db9669 No.14351743
>>14351616
looks cool, where can I follow your progress? got a subreddit or a tumblr I can check out?
Those eye bones are a really frigging cool idea
I'd be adding a crown of thorns myself
Is… isn't this technically this fan art? better than lewds
8b17f7 No.14351980
>>14351616
bretty gud, the proportions are better than that standard Unity capsule. I never realized how easy to make and fun to pose would a simple model like this be. Pity the blobmen are already taken twice over.
db9669 No.14352074
>>14351980
>Blobby boi Pietà
…It's beautiful
0ac895 No.14352348
File: 444dd3b0693b2f5⋯.png (Spoiler Image, 182.6 KB, 1462x1521, 1462:1521, blobby sis in the bathroom.png)

>>14351743
>better than lewds
Yeah well what about this then?
9000 hours in MS paint Krita. I only have a mouse with me right now.
055082 No.14352458
>>14352348
This is such a travesty of art that I am going to have to load up blender and do a better job of it.
0ac895 No.14352529
>>14352458
In my defense it's mostly shit on purpose. I can make kinda okay art, but it takes fucking ages. Even more so with just a mouse.
Anyhow, I am now looking forward to some really hot 3D blobby sis art.
bc27e9 No.14352893
Do you think I can make a few sets of these sorts of tiles (Pico-8 palette, 16x16) and sell them for $2 on itchio store? Would someone PAY for these?
3adb7b No.14352911
>>14352893
Given how Unity has made money off of its asset store, yes.
1ce3d0 No.14352981
>>14352893
No.
Unity store makes money from complex scripts, 3D models, animations, addons.
They don't make money for stuff that you can just copy with any graphic program
bc27e9 No.14353052
>>14352981
Even if I made it free and had a beg for donations link, I'm sure I'd get somebody to buy it here or there.
>Nearest thing in Pico8 is this
>Thought oh shit it looks so robust and professional, and 1000 tiles
>It's actually fairly low quality (and free)
https://kicked-in-teeth.itch.io/pico-8-tiles
I might be able to do this
1ce3d0 No.14353102
Does anybody know what the fuck this message means?
>Requested realtime/indirect resolution on mesh 'pb_Mesh5202' is too high, clamping to maximum system size (512x512). Lower the resolution setting.
I get it has something to do with my lightmaps, but I can't seem to fix it. Unity's stopped at 5/11 Clustering for baking lightmaps and doesn't seem to be progressing whatsoever.
In the meantime my model is all fucked up.
I can't find any info on how to fix this anywhere online
>>14353052
Seems like a waste of time, but you do you
055082 No.14353565
>>14352529
This might take a while because I've forgotten how to use blender.
6b0447 No.14353609
Alright faggot, I'm looking for programmers for a freelance paid opportunity. This is a serious offer, here's some info.
>I'm working in a kind of visual novel / strategy game of sorts. Mixing time management from games such like Persona or I am the Queen together with a small TRPG like Fire Emblem of sorts (it is actually quite different if various aspects but this is just to give you an idea).
>I was working with someone else but it turns out he doesn't have enough time and is not really skilled enough to do this so I'm looking now for new collaborators to help with the strategy game part.
>We are working on Unity, but we may change the engine if it's worth it since the battle system is the hardest part, meaning I will adapt to the best engine for doing this.
>Main difficult part about this system is AI so experience related with that is prefered. Further documentation and details will be given later in private. Confidentiality is important for this job.
>We are a small group of indies, however we are aiming for a high quality product here. The images are actual sprites and backgrounds for the game. Size for ants and watermarked to hell since the game is not even announced. Entire script is also finished and my previous work is over 90% rated in Steam and over 4.8 rated in Android store even though it was a Kinetic free novel made with free assets, only for niche weebs and 0 marketing whatsoever (look for it, it's called One Thousand Lies).
>Weebs prefered since this is weeb territory but whatever.
Contact keinart(at)gmail.com. I NEED to see previous portfolio or experience to consider anything. This is a paid job.
055082 No.14353623
>>14353607
No fair!
How the fuck do I make tits and hair?
2adf73 No.14354842
>>14353609
>keinart
I remember seeing One Thousand Lies before. Nice of you to drop by.
I can't help you but some anons over here are really talented. Wish you luck in finding a partner.
Oh, and posting this when the new thread begins would get you more exposure.
6b0447 No.14355157
>>14354842
Yeah I'll probably do so since this thread is dying already. Thanks for the comment, glad you heard about it before.
bc27e9 No.14355215
>>14354484
I am pleased with how the sucker plants turned out
4d7079 No.14355595
>slugging through someone else's code
>every line is shit and makes you ask "why?"
6b1b52 No.14355602
>>14355581
Looks it it doesn't like it being concave.
2adf73 No.14355614
ed425e No.14355617
>>14355602
I put that exact draw code in the NanoVG example (which uses GLFW instead of SDL) and it draws fine.
renderdoc shows it just shits out 4 verts onto the perfectly fine outline drawn. I can't figure out, something maybe with DEPTH buffers or STENCILs but I've messed around with glClears and glEnables with no changes.
24d517 No.14355917
>>14355215
made me want to make a tile editor/10
4a6c52 No.14356502
for the anons that were wondering earlier
> stardew valley + voxel building
its literally that and unironically called Staxel
http://store.steampowered.com/app/405710/Staxel/
it does look pretty good, I like the 3d model "low pixel" style
and considering it just made early access this january, it shows promise
I for one would look forward to seeing ecchi mods for this
one of the main characters in town is a brown skin cat girl with reasonable proportions
9852b0 No.14356534
Godot Engine 3, help needed.
What's wrong with this code?
The panels are meant to update when I press one of the buttons.
4a6c52 No.14356702
>>14356534
first thing, is the "print" _on_button_pressed being printed?
second, instead of manually calculating the position for the buttons you could just use a vbox
third, why are you using get_node(".")? you can just call that function from the var itself
fourth, no need to set_process or set_process_unhandled_input
fifth (actually found your error),
since you're using the same receiving functions for all buttons, you should pass the identifier as argument (for example their position index, or "i" in that case)
on the connected function you're always calling "singleton.pokemon[0]" where it should be "singleton.pokemon[arg]" instead
f5ccfb No.14356831
Cloth coliders are in, now TODO
>make the toon shader look less shit
>fix the physics on the scarf to make it look like cloth
4a6c52 No.14357039
>>14356831
nice, despite the fact that the scarf looks like a lasso stuck in place
>cloth colliders
did you really manage that? one of the biggest mysteries of the universe is how KISS still haven't managed to fix hair and cloth clipping
> make a better shader
good luck anon, if you manage a decent cell shading effect, you're my champion
9852b0 No.14357147
>>14356702
>first thing, is the "print" _on_button_pressed being printed?
Yes.
>second, instead of manually calculating the position for the buttons you could just use a vbox
Yeah I know, this is just temporarily.
>third, why are you using get_node(".")? you can just call that function from the var itself
Fixed that, cheers.
>fourth, no need to set_process or set_process_unhandled_input
Leftover code from something else.
Gone now, thanks for the reminder.
>fifth (actually found your error),
Sorry lad, I'm half asleep with a hangover. No clue what you mean.
I think I done what you suggested?
f5ccfb No.14357290
>>14357039
my brother got some stuff from the unity store to make the cloth physics
a6bcb9 No.14357385
>>14356534
>>14357147
<_on_Button_pressed
<no bindings
<expecting i
read the error lmao xddd
poke.connect("pressed", self, "_on_button_presed", [i]);
you need an extra parameter, the parameter is an array.
for every item/element in that array, you add more shit into the function you're trying to connect
example
poke.connect("pressed", self, "on_Button_pressed", [i, kill, yourself]);
func _on_Button_pressed(i, kill, yourself):
ok thank you for reading
9852b0 No.14357523
>>14357385
Thanks man, all working now.
I will name my firstborn a6bcb9 in your honour.
69b441 No.14358260
>>14357255
whats abbenin here
69b441 No.14358358
Do I need to be good at geometry to succeed in 3D modeling? like, I don't understand topology or w/e at all and I can't make shit without reference images of the front, side and back, on top of that it still looks shid
tl;dr I think my incapability with geometry is getting in my way with 3d modeling
0ac895 No.14358638
36abbc No.14358758
>>14358260
i made a 3d array and drew individual quads between 1 and 0 spots on it(and then edge faces because errors). it was an attempt to make randomly generated asteroids for game. And to leave the door open to a non height map based landscape.
bc27e9 No.14358797
>>14358358
Geometry is important, but if you lack art fundamentals and the ability to eg think in terms of shape and volume, your models will always suffer. Geometry is just the technical aspect of the medium.
bc27e9 No.14358804
>>14358758
What's nifty is that if you treat each corner as a bool flag, you can express a cube with a single byte. Just an idea.
36abbc No.14358956
>>14358804
honestly its my first not tutorial pice of code so im kinda more proud of it than i should be/ its kinda just a minecraft rip off