[ / / / / / / / / / / / / / ] [ dir / cafechan / gw3n / kc / leftpol / n8 / roze / vg / zenpol ]

/v/ - Video Games

The Vidya
Email
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: fbc8624829a5d98⋯.jpg (15.99 KB, 400x400, 1:1, medium.jpg)

f4035f No.14536259

Kot birb and blin edition

Resources

>>>/agdg/

>>>/vm/

>#8/agdg/ via irc.rizon.net

Links

>Wiki: http://8agdg.wikidot.com/

>Beginner's guide: >>>/agdg/29080

>Previous thread: >>{previous thread post number}

QUARTERLY DEMO DAY SCHEDULED FOR MAY 5TH

Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)

please stop derailing the threads, mates.

f4035f No.14536264

>fucked up last thread number

I knew I forgot something, fuck.

>Previous thread: >>14513693


40ad58 No.14536295

File: dbadc1d10cb2653⋯.jpg (30.87 KB, 720x460, 36:23, 1490418876361.jpg)

>tfw have to readjust all my textures

>tfw hate graphic/texture work

i think i'll just leave them misaligned


948c34 No.14536302

No more meme-based decisions in my game, i swear, it will be an accurate depiction of my autistic inner world


40ad58 No.14536329

>>14536302

>an accurate depiction of my autistic inner world

>alice anon - madness autism returns

i'd play it


eb64f5 No.14536330

What do you think we'll do when the rest of the pajeets have internet access? I'm pretty sure we'll, at least, have to set up a separate board that range-bans all Indians.


5479b0 No.14536343

>>14536302

And you're telling me your autistic inner world isn't filled with memes?


3b2dc3 No.14536386

File: 00be69d3008866c⋯.mp4 (475.8 KB, 1280x720, 16:9, 2018-03-24_12-43-21.mp4)

That's not how this thing was supposed to work.


948c34 No.14536395

>>14536343

it is, but it's so autistic that the memes within are only known by me


eb64f5 No.14536399

>>14536386

Looks nice, anon

tell me it's not a billion if/then/else statements


f4035f No.14536401

File: 2d38b92a3e9469d⋯.mp4 (2.67 MB, 1280x720, 16:9, memes.mp4)

>>14536302

I like to think that the occasional reference isn't unforgivable, but you need to make it a bit more subtle than just begging for upvotes. It's also a matter of what you're referencing.


3b2dc3 No.14536419

>>14536399

Would having a lot of if/else statements change the perceived gameplay quality level of the game for you, dubsman? Not really, just a giant one in keyboard input handling for which I see no benefit in changing


09b85c No.14536420

File: 5663ae6689ec489⋯.webm (791.62 KB, 839x469, 839:469, output.webm)

>>14536386

You mean that forward jump was not intentional?

>>14536302

When you say "memes" you mean ebin references or just thoughtless copying of features from other games?


40ad58 No.14536423

File: a92f2c15935da8b⋯.jpg (234.64 KB, 1280x720, 16:9, 1440443148548.jpg)

>>14536419

>giant ifelse for input

why not switch it up?


3b2dc3 No.14536436

File: be40ec1717c049b⋯.png (143.07 KB, 1895x957, 1895:957, function.png)

>>14536423

It's Lua, the language doesn't directly have a switch statement. The most elegant way to solve it in Lua would be by table, using all possible cases as indices and whatever you want that case to do as the (function, probably anonymous function) value. Also, some of the conditions wouldn't fit neatly into a switch scheme, so I think it's just more trouble than it's worth even if it does look a bit bad.


eb64f5 No.14536447

>>14536436

>posting your 1400 lines of if/else statements

brave


40ad58 No.14536469

File: 81793ae1e4210d8⋯.png (226.93 KB, 1920x1018, 960:509, lua example.png)

>>14536436

>light background

>no contrast

>small font

you will be blind as a bat before you hit 30

my professor used a 30pt font for everything after working in the industry with small fonts his whole life

then he died of eye cancer, no joke


f4035f No.14536510

>>14536469

I don't know what it is, but I fucking despise dark themes, no matter where they come up. They look fucking terrible. Usually I go for light themes with slightly dimmed backgrounds. It's why Yotsuba B is so good for me.


eb64f5 No.14536520

>>14536510

> I don't know what it is, but I fucking despise dark themes, no matter where they come up.

you could just be racist, anon


f4035f No.14536529

>>14536520

I don't consider rap music to be actual music, but those are not the dark themes I was talking about.


c5468e No.14536558

File: 30ce736eef996f5⋯.webm (4.1 MB, 800x364, 200:91, Unity 2018-03-24 14-27-41….webm)

fancy zoom

look at all the mountains you can't climb


40ad58 No.14536566

>>14536558

you should make the mountains climbable tbh


955539 No.14536673

File: 441ac84d9ef5317⋯.png (97.05 KB, 516x318, 86:53, 1241523632.png)

>design my own ideal programming language/syntax

>going back to writing code with an actual programming language feels like shit

Anyone have this problem that no matter what you do, no matter what software you use, no matter what game you play, you always feel like it could be done a lot better?


497dfa No.14536684

>>14536673

Just like port your shit to use LLVM faggot.


eb64f5 No.14536685

>>14536673

Of course, that feeling is what separates engineers from parasitic indians looking to exploit anything they can for money. You can either build a better language or kill yourself.


955539 No.14536695

>>14536685

I'd like to make my own programming language because it feel so much better to write, but that sounds like an endeavor that I'll take to my grave.


eb64f5 No.14536698

YouTube embed. Click thumbnail to play.

>>14536695

How much experience do you have? I'm normally against any form of video tutorials (because they're dogshit) but this is a pretty good introduction to parsing in general. Writing a language actually isn't incredibly difficult, the hard part is writing it


f4035f No.14536709

>>14536698

Don't tempt me to do this as well, now, anon. I have to write my own engine, which is already gonna be an undertaking. I-I want to actually make game, man.


3abcc5 No.14536718

>>14536673

I wish Blow would hurry up with Jai already.


08e80b No.14536742

>>14536469

Yours doesn't have enough contrast either, it's absolutely grating on the eyes.


50af81 No.14536746

>>14536695

>>14536698

We had a class for that: Formal Languages.

We had to 'classify' how if works, how you declare variables, etc etc.

The SICP IIRC had you making an interpreter for Lisp, and some other language I can't remember that's not Java/coffeescript, but sounded like coffee that was always used for teaching formal languages.


40ad58 No.14536747

>>14536742

post yours then, faggot


eb64f5 No.14536753

>>14536709

I've decided to take some time off gamedev and get better at math and programming. I don't really mind too much what I do, as long as it's not wage slaving and I don't have to interact with any pajeets.


3b2dc3 No.14536755

>>14536469

Switched my theme thanks to you, so I'll only be a blind bat at 40.


210eab No.14536756

>>14536302

>implying your autistic inner world isn't a meme ecosystem


955539 No.14536773

>>14536698

I could probably figure out the parsing part, but I wouldn't even know where to start making an actual language out of it. I know basically nothing about assembly or how languages/compilers work internally.

That video looks interesting though, thanks.


ddff5f No.14536779

File: a3acffff19cab30⋯.png (225.72 KB, 1920x1018, 960:509, out.png)

>>14536773

Just make a language that compiles to c code.


ddff5f No.14536785

>>14536779

>>14536469

Oh and that pic is your theme inverted. Looks about the same or a little worse in terms of contrast.


955539 No.14536793

>>14536779

I was actually thinking of doing that, it just needs to tweak the syntax somewhat. I don't know if C can do certain things though. Maybe I just need more experience with C first.


eb64f5 No.14536798

File: d3906100fb24569⋯.png (8.24 KB, 805x240, 161:48, image.png)

>I know basically nothing about assembly or how languages/compilers work internally.

I've been learning some assembly the past few months. I think it's one of those things that someone has to understand to be a really good programmer.

>I don't know if C can do certain things though


5479b0 No.14536802

>>14536793

C can do anything anon.


955539 No.14536811

>>14536802

How about a function that takes arbitrary number of arguments, and then you can determine from within the function how many arguments it has and what type those arguments are?


eb64f5 No.14536813

>>14536811

sure, just pass in a lua virtual machine as a parameter!


5479b0 No.14536814

>>14536811

That is exactly what printf(), the basic printing function of C does.


e24710 No.14536817

>>14536469

There's no contrast in your theme, and studies have proven that comprehension of text is better in dark text on light backgrounds. In short: learn something before you spout shit opinions.


40ad58 No.14536824

>>14536817

>muh studies

>People with astigmatism (approximately 50% of the population) find it harder to read white text on black than black text on white.

Now what?


955539 No.14536826

>>14536814

I tried to look up how to do something like it, but as far as I found out it's not possible.


5479b0 No.14536830

>>14536813

>>14536826

Then you haven't looked hard enough. Google va_arg.


40ad58 No.14536833


e24710 No.14536838

>>14536824

Now you raise the contrast on your theme and choose more cohesive colors.


40ad58 No.14536843

>>14536838

Why? Because you find it hard to read because of your astigmatism?

How about you show me your color scheme, oh wait you don't even program :^)


955539 No.14536851

>>14536830

>>14536833

I literally remember reading that printf is special somehow and you can't do it. God dammit.


5479b0 No.14536857

>>14536851

Printf is only special in the sense that compilers have a lot of hacks around it to do extra error checking for you.

This is because passing the wrong types as variadic arguments can cause various bugs to pop up. (E.g. pass a char (8bit) but specify int (32bit).)


3abcc5 No.14536863

>>14536824

Your comprehension seems to be lacking either way because what you quoted is agreeing with him.

>comprehension of text is better in dark text on light backgrounds

>People with astigmatism (approximately 50% of the population) find it harder to read white text on black than black text on white.


9b55ec No.14536867

>>14536830

C verifiadic arguments doesn't let you access the types of the arguments. You have to either use a set type and hope the user passes the right value in or signal to the function what the type is (like the printf format string).


e24710 No.14536871

>>14536843

You'd laugh at my color scheme and I am a sensitive fellow


40ad58 No.14536885

>>14536863

The point is half the population prefers dark/light the other prefers light/dark.

All studies on this topic are done by focusing purely on large text (i.e. novels etc.). They don't focus on what is better for programming where instead of reading line for line you skip over blocks of code and then focus on specific lines.

>>14536871

>Using a dark theme, I found myself not being able to focus on anything I focus on. Only my peripherals were focused. I was scared. I told my boss I couldn't work, I have to go home.

Is this you?


5479b0 No.14536890

>>14536867

Of course it doesn't let you access the type of the arguments, those aren't pushed onto the stack.

C's variadic arguments are certainly error prone, but it's primarily used for debugging logging. I haven't actually come across a valid use case of variadic argument functions outside of making it easier to write debug functions.


3abcc5 No.14536909

>>14536885

>The point is half the population prefers dark/light the other prefers light/dark.

That isn't the point at all. Astigmatism exacerbates the preference because of how the difference in light levels interacts with the deformed lens. You're quoting from a study supporting dark-on-light for improved readability. Why you would quote it out of context is beyond me. For the record I use dark themes because you don't read code like you read an article or book, which you're right about, but too many anons spout misinformation about readability and it's annoying as fuck.


9b55ec No.14536911

>>14536890

>>14536811 did say "How about a function that takes arbitrary number of arguments, and then you can determine from within the function how many arguments it has and what type those arguments are", so va_args doesn't quite fit that.

You're right that they're not incredibly useful, though. There's a reason you don't see a lot of real use of them in the wild, but it might be more that va_args is underpowered, as other languages let you do it right and get more use.


40ad58 No.14536917

File: 0b1df90eb319554⋯.jpg (9.03 KB, 250x241, 250:241, 51fYzbYoXFL._UX250_.jpg)

>>14536911

Time for template programming!


a74dad No.14536922

>>14536890

You can use variadic templates for something like DOD in Artemis, or a custom memory allocator.


955539 No.14536928

>>14536911

I think originally I was trying to figure out how to do optional arguments.

Though in the context of compiling to C code, you could just add the default values into the function call if the user didn't write them in.


5479b0 No.14536939

>>14536911

If you want to be pedantic about it, you can abuse the fuck out of macros to achieve that.

Simply write a variadic argument macro. Using C11's _Generic, you can convert any argument into a type, and then just pass those to the function as well. Then inside the function, you simply read the types and arguments one by one.

>You're right that they're not incredibly useful, though. There's a reason you don't see a lot of real use of them in the wild, but it might be more that va_args is underpowered, as other languages let you do it right and get more use.

On the contrary, if other languages allow you to defer the types when you're not passing them explicitly, then those languages are missing out on features C has.

If you want figure out the types of variadic arguments, you have to push them to the stack. C simply allows you to not do that if you don't want to. But there's nothing stopping you from engaging in macro nonsense to automatically generate types to push onto the stack as well.

>>14536922

Even with those cases you'd be better off just making optional arguments that default to NULL, or passing a point to array of objects together with a size value. Variadic arguments aren't performant and are only in there for convenience sake.

>>14536928

You're better off with making it an optional argument that is set to NULL when disabled.


40ad58 No.14536941

File: 2435e6c113d7683⋯.png (23.11 KB, 575x450, 23:18, best.png)

>>14536909

Clearly pic related is best, if you don't agree go pick your own favorite and report back: http://vimcolors.com


a74dad No.14536946

File: 609cfacfaf8fd7d⋯.png (16.68 KB, 505x233, 505:233, ClipboardImage.png)

>>14536939

>Variadic arguments aren't performant and are only in there for convenience sake.

Are you certain? I'd love to see some numbers, in my own testing I was unable to determine a difference in performance. Pic related is the code snippet.


e24710 No.14536948

>>14536941

>vim

Your sins just keep stacking up


40ad58 No.14536967

>>14536948

I never said i use vim, i just like this site because it showcases a lot of schemes in a convienent way.

I've been using visual studio with the default color scheme for 10+ years.


e7a750 No.14536977

>>14536302

I worry about the same thing. I've thought about making "stupid" content, like joke NPCs and sidequests that are silly, or aren't consistent with the world or story, and then making it an expansion pack, or included but disabled as a setting by default. I don't know if I'm thinking too hard about appeasing a small number of people, though. Very few people gave MGS shit for including goofy things, because they were usually pretty well separated from its serious elements. But obviously, there's a difference between MGS and Memelands 2 that has to be maintained.


eb64f5 No.14536981

>>14536977

> If you want figure out the types of variadic arguments, you have to push them to the stack. C simply allows you to not do that if you don't want to. But there's nothing stopping you from engaging in macro nonsense to automatically generate types to push onto the stack as well.

Fallout 3 had those as a perk you could enable at the character creation screen


24bb3a No.14536990

Guys don't make a roguelike. Not even for a joke.

>oh haha I'll just liek make a roguelike haha it'll be fun

Just say No.


eb64f5 No.14536992

>>14536990

I'm going to make a roguelike to test the lua game engine I'm working on and there's nothing you can do about it


ddff5f No.14536997

>>14536990

If you don't elaborate on that, then you'll just make everyone do it to see what the fuss is about. Tells us about your misadventures.


f4035f No.14537006

File: 5ddb5271bef9026⋯.mp4 (4.44 MB, 1280x720, 16:9, [Vinesauce] Joel - Captain….mp4)

>>14536990

>Just say No.


e7a750 No.14537078

>>14536981

I think you may have quoted the wrong person.


5479b0 No.14537098

>>14536946

The code you specify does not actually use variadic arguments, and will most likely be optimized in such a way that the call to T(va_args) is done after the code of Alloc.

That aside, I think it's best if you understand how variadic arguments work.

When you pass extra arguments to a function, the compiler just takes those arguments, makes a block of memory from it and pushes it into the stack; really, the same as normal arguments.

Then afterwards, using the stdarg functions, you can fetch those arguments back one by one simply by specifying which type you want. The compiler might introduce an extra pointer to keep track of the position it is inside of the block, incrementing by the size of the variable you're grabbing every time.

If you use this in certain cases, you will actually produce faster code. For example, creating an array and passing it with a size parameter is actually slightly slower than passing the size parameter with the variadic arguments, since you don't have to pass a pointer to the array you made, shaving off 4 bytes (or 8 bytes on 64 bit).

The thing is though, if you do ANYTHING ELSE than that, then the compiler will have to introduce extra variables to keep track of what you're doing, guaranteeing you you wont be able to get a performance benefit.

The reason why I call it less performant is because it makes the assumption that the compiler optimizes perfectly. Which it fucking doesn't, especially on a minimally used functionality like variadic arguments. Not only that, but the compiler is far more likely to have optimizations for the non-variadic argument equivalent, as those are extremely common.

Then to top it all off, variadic arguments don't have type checking or automatic type conversion, which is a ease-of-use feature you're throwing out.

If you know what you're doing and are willing to take it to autistic heights, go ahead. But you're in AGDG, and you just posted a shitty fucking allocator that doesn't support deallocation. Your autism is best directed elsewhere.


a74dad No.14537138

>>14537098

>shitty fucking allocator that doesn't support deallocation.

I don't know about the rest of your shitpost but this is interesting, since this is a stack allocator that's not meant to support deallocating singular objects. You'd think that was easy to figure out.


5479b0 No.14537146

>>14537138

So what kind of code are you writing that you see the need of writing an extra stack allocator, as opposed to just allocating thing on the stack?


eb64f5 No.14537156

>>14537146

>he doesn't know


ddff5f No.14537157

>>14537146

You know the stack has limited capacity right? Also, maybe he doesn't want to deallocate his shit when the code block in which he allocated them ends?


5479b0 No.14537165

>>14537157

>You know the stack has limited capacity right?

What makes you think you can't allocate a bigger stack?

>Also, maybe he doesn't want to deallocate his shit when the code block in which he allocated them ends?

I want to know what kind of code he's writing where that would be useful.


be9518 No.14537171

>>14536302

Honestly I think I will have some memes in my game.


a74dad No.14537172

>>14537146

Wew lad, why are you here giving out advice?

A custom stack allocator is perfect for things like level specific entities or particles if you're retarded enough to do them on the CPU. Allocate a block of memory for your level or particle buffer, then have blazing fast allocations anytime you want, then just rewind when you want to load a new level for example.


ddff5f No.14537180

>>14537165

>What makes you think you can't allocate a bigger stack?

I thought you meant the stack segment of RAM. How can you make that bigger?


5479b0 No.14537204

>>14537172

>Wew lad, why are you here giving out advice?

I was just curious and willing to learn, anon. I crave to know the most ricer of ricing techniques.

The thing is, the example you provide can literally be done with a C++ vector with the same performance. You can use .emplace to allocate, and .clear to free everything.

>>14537180

You can set it in compiler options.


eb64f5 No.14537213

>>14537204

>using the standard C++ library in DIY autism mode

>implying the C++ library isn't a bloated pile of shit

where are your standards?


5479b0 No.14537230

>>14537213

>where are your standards?

In not wasting time optimizing level deallocation.


eb64f5 No.14537231

>>14537230

>he doesn't want to have a compressed version of the next level on a custom stack at all times in order to reduce loading times by two seconds


a74dad No.14537239

>>14537204

Not nearly as flexible.

>>14537230

It's 150 lines of code that reduces load times to nothing and let's you control memory to a much greater extent (impossible to have memory leaks). What are you smoking?


e24710 No.14537244

>>14537231

>not purposefully increasing load times to artificially inflate players time spent in game


eb64f5 No.14537247


40ad58 No.14537249

>>14537213

apart from streams the standard is actually not bad unless you're using the microsoft implementation in which case, kys


5479b0 No.14537258

>>14537239

Your load times will be mostly spent on loading files, ya dingus. Do you really think a modern CPU gives a fuck about allocating a couple thousand objects?


a74dad No.14537267

>>14537258

Sure thing bro, RAM access is totally free, buy our latest i9 CPU goy.


eb64f5 No.14537410

>>14537267

>he doesn't want to gently caress his cache

let's just throw data fucking everywhere


244cb6 No.14537489

File: 05736f142b20625⋯.png (55.52 KB, 563x441, 563:441, Screenshot_2018-03-24_10-3….png)

>>14536941

this one is nice


7df315 No.14537493

>>14537410

Do not lewd the technology.


9e543d No.14537500

Is anybody familiar here with creating 2d maps out of .bmp files? ie. "provinces.bmp" where each province is represented with RGB color would get converted into 2d map with borders between each province.


eb64f5 No.14537507

>>14537500

That's easy if you're willing to use an image library


9e543d No.14537523

>>14537507

What image library?


eb64f5 No.14537528

>>14537523

any of them? I don't know what language you're using


9e543d No.14537537

>>14537528

C and SDL


eb64f5 No.14537564

>>14537537

if you're using C, you're probably smart enough to store data in images. Just think of each pixel as a chance to store a byte, or something.


24bb3a No.14537674

>>14536992

Don't do it anon. Don't throw it all away.

>>14536997

I can't stop people from making terrible mistakes I can only warn them.

You see that @ symbol moving around and you think yeah no big deal. Think again.


955539 No.14538017

File: 492ede395ed8e90⋯.png (280.95 KB, 419x307, 419:307, 17949964189.png)

>mfw finally starting to understand void pointers/arrays


210eab No.14538204

File: 1b2367d003de502⋯.webm (3.08 MB, 906x586, 453:293, 2018-03-24 16-47-14.webm)

Finally it's over.

Now I can start doing some less boring stuff, like adding textures to it


eb64f5 No.14538206

>>14538204

hey, you're fired


210eab No.14538289

File: f4067c105e6068a⋯.png (169.17 KB, 800x600, 4:3, butt.png)

Making Shorts


eb64f5 No.14538290

>>14538289

alright, you've got your job back


210eab No.14538340

File: 7e50305ae7b4a70⋯.png (263.71 KB, 1100x732, 275:183, jeans.png)

I just hate having to adjust the weights because the clothing has slightly different topology than the body


09b85c No.14538364

>>14538340

Why did you choose to put cloth models on top of player model instead of making swapable parts, like it's done in most games?

Also, how the fuck does this work with your customizable models? **


5367be No.14538376

>>14538364

gotta be able to undress in real-time :^)


210eab No.14538381

>>14538364

The clothes have the same shape key names as the base model, so on Unity when i change the Size key i will search all clothes for the same key and change it in the same proportion

If instead of putting clothes on top i swapped the parts i would need to subdivide the body into many many parts, also this way i can have semi-transparent clothing


b80d7b No.14538386

>>14538289

I'm sorry but whenever I see a 3D butt with this kind of camera angle, all I can think about is "DESTROY ASS: 5"


210eab No.14538398

File: e9232aed8f00a39⋯.png (341.1 KB, 981x790, 981:790, butt.png)

>>14538386

>implying that is a bad thing


09b85c No.14538409

File: ca7c63c84d00dca⋯.png (Spoiler Image, 564.64 KB, 440x792, 5:9, ClipboardImage.png)

File: 3fc2b3d34697b4e⋯.png (Spoiler Image, 370.61 KB, 640x640, 1:1, ClipboardImage.png)

File: 24f4aa1b11c28b3⋯.png (Spoiler Image, 113.34 KB, 193x383, 193:383, ClipboardImage.png)

File: 3d68eee614f7711⋯.jpg (Spoiler Image, 81.66 KB, 640x640, 1:1, sweating bear.jpg)

>>14538381

>semi-transparent clothing

I didn't know I need that


3f4e09 No.14538440

Is Drill anon still working on his game?


09b85c No.14538480

>>14538440

He probably got demoralized from being sacrificed on the altar dedicated to proper filenames and quit. Though he posted in the last demoday, so maybe he's just on hiatus..


3f4e09 No.14538483

>>14538480

Damn, I hope he's okay. Maybe he's just focused on his game.


210eab No.14538551

File: c0d9e73b422cd13⋯.png (225.11 KB, 927x746, 927:746, open or closed.png)

Too slutty?


210eab No.14538556

File: d000cbd2962b5e4⋯.png (169.3 KB, 800x600, 4:3, looks weird for some reaso….png)


c9ddae No.14538563

>>14538440

>>14538480

It's my fault, this is what happened

>see some guy using imgur filenames in a thread outside of agdg

>look them up on duckduckgo to see if I can find this guy's reddit account, because who else uses imgur filenames?

>find that the filename has been posted on that thread, an agdg thread, and some reddit-tier website several years ago

This doesn't prove anything about drill anon, but any way I posted my findings and freaked the guy out, which I really shouldn't have done in such a way, and he wrote that he didn't really like being in such a place where people collect so much information on each other, since it defeats the point of being on an anonymous imageboard. He said he just looked up reaction images to use on imgur.


34f5ad No.14538571

>>14538556

no bulge fam?


210eab No.14538578

>>14538571

Sorry the trap will be low priority, gotta make the girls first


eb64f5 No.14538595

>>14538563

Sometimes doing the right thing makes everything worse. It's not your fault. That's how rustfag repeatedly exposes himself, and where would we be without that?


c9ddae No.14538629

>>14538595

I still would rather have not driven him out. When I found the link between the filenames I actually didn't have any way of knowing who it was, and the link still doesn't prove anything.


31f277 No.14538657

this is rebods bls no bully

I had the idea of a gondola swf.

It would consist of a collection of minimally interactive environments in which the player would move gondola around and interact with things, with comfy music sounding in the background. Nothing would change except minimal things. As an example, one environment would be a mountain top. Gondola could be moved around it, there would be a pile of pebbles. Upon interaction, the pile would fall. The could be a bird, and when interacted it would chirp.

I had the idea of having the environments be encoded in pictures. The picture would contain the different tiles used to construct the environment and their placement, and in the metadata would be the music in some kind of midi, and the description of the entities, like the example of the pile of pebbles. The images would be loaded by the swf and the environment constructed using them.

For that reason, I think that it should have a top down perspective like a link to the past. The music should be made to be like NES, so it could be stored in the image, and the sound effects, like the bird chirping, would have to be made out of musical notes. The graphics would be pixelshit. The images could be shared in a thread.

Assets for it therefore would be relatively easy to make.

Does this sound like a good idea? Would it be hard to program?


eb64f5 No.14538680

>>14538657

Sounds easy enough. make it a doom mod


1141c9 No.14538694

File: 704effaf7cbe8e4⋯.jpg (22.72 KB, 728x319, 728:319, thing2.jpg)

>>14536259

>might actually have a demo this time


31f277 No.14538699

>>14538680

I think a swf is better because it can be posted here


31f277 No.14538706

>>14538680

Is learning to make swf games hard?


09b85c No.14538708

File: 48806d47fc7324b⋯.jpeg (73.59 KB, 458x573, 458:573, wojak goya.jpeg)

>>14538563

>>14538629

You still seem to regret it, but I think it's good you did that. It was a valuable lesson about personal limits and filenames. Creative people are prone to sperging out and if drilldev or anybody else decided against posting their game here because what you did was already too scary for them, imagine what would they do when somebody else brings the real heat. Some people are just not suited for places like this and it's better for them if they learn this before committing years to a project that's heavily connected to a site that can cause them misery. If that's the case you did drilldev a huge favor. In the end, it's not like anyone was actually harmed.


c9ddae No.14538796

>>14538708

That's true, and thinking about what could happen if someone else made the same connection that I made, it could have been a lot worse for him, than an apologetic warning. I guess you guys are right about the situation


eb64f5 No.14538814

>ublock crashes because of a rogue script

>8ch is swarming with ads for jackoff toys

I want to go back to not knowing


fb77f4 No.14538834

>>14538563

Was he sperging out or anything?


c9ddae No.14538862

>>14538834

no, he never actually did anything like that, just used imgur filenames for some of his reaction pictures


1d0066 No.14538870

>>14538657

>>14538706

I've used flash before and it's really not hard to learn, actionscript is what you'll have to learn as that's what makes flash interactive.


fb77f4 No.14538973

File: 8eec120da6f7f02⋯.jpg (123.72 KB, 924x529, 924:529, faggot_cat_wants_you_to_co….jpg)

>>14538862

Then I have to disagree with the other Anon. I think you screwed up. Not everyone of us is autistic enough to rename every file we download for our collection of reaction images. I just hit save, so my filenames are a mix of names other Anons gave the images, random names I don't always know the origin of (some 4chan, some 8chan before and after the new naming scheme was introduced, maybe more places), images with a "tumblr_" prefix, images using the twitter naming scheme and maybe some imgur ones, although I'd have to check. For the most part, I just don't care.

How about we reserve our hostility for people who shit up threads? Because I don't think a community our size should drive our devs who don't actually do anything wrong.

Polite sage.


4a2c65 No.14538996

File: 678d72d027428c1⋯.jpg (13.37 KB, 592x422, 296:211, b5WORwF_d.jpg)

AAAAAW SHIT NIGGA

You can now PAUSE the game! What???


253282 No.14539023

>>14538996

W-w-w-whaaaaat


c9ddae No.14539041

>>14538973

That 's also true, it's why I regret doing it. I didn't know who it was until it was too late, and I really should have forgotten about it.


67b111 No.14539042

>>14538996

>You can now PAUSE the game!

So super casual mode added?


31f277 No.14539044

>>14538996

Is it pixelperfect?


4a2c65 No.14539051

>>14539042

I'm legitimately planning to add a gamejourno mode where fish jump straight out of the water and into your bucket


4a2c65 No.14539055

>>14539044

LIKO-12 has pixel perfect drawing, yeah.


67b111 No.14539063

File: 44cd9c1b9c549f9⋯.gif (2.09 MB, 294x233, 294:233, damn right nigga.gif)


706496 No.14539123

>>14539051

>Implying gamejournos even get to the water

Just add some quicktime events where after two buttonpresses the character booth reaches the water and catches the fish, with some extra backstory about how the fish tastes better after getting his dick cut off trying to become a female penguin.


09b85c No.14539252

>>14538973

This is not really about filenames. It's about the fact that if you're disturbed by the idea of being exposed as a redditor or the usual stuff, like someone talking shit because of a filename format or being accused of something you actually didn't do, then it means posting your game here is not for you. Posting a game removes some of the anonymity, some even have their real names open to the public and quite a few people don't realize that they don't have the guts to handle that. It's better for them to learn this early rather than later.

>How about we reserve our hostility

There's no "we". Anyone can come here and it might be someone that, unlike that anon, has malicious intent.

Polite sage.


8ae049 No.14539368

Reminder that if you're in a zone that observes daylight savings time, you're most likely losing one hour of devtime tonight. Unless you're American, then just carry on.


fb77f4 No.14539461

>>14539252

>This is not really about filenames.

Anon, you're missing the point of what I was talking about. A dev was chased away, because of the filenames of the images he posted and nothing else. The Anon who did it admitted that himself.

I pointed out two things. Firstly, that looking at nothing but the filenames is stupid, because some of us just save the images, thus keeping whatever name the file already had. It's just flat out paranoid to read that much into the filenames alone. And secondly, that a dev who had done nothing wrong having been chased away is not a good thing, considering that we're a community that is so small, that our own board is a damn ghost town.

Unless devs acts like cancer, I don't want them gone. Why would I? Making games and seeing games being made are the reasons why I'm here.

Polite sage.


210eab No.14539521

File: 76f70743cbc9ddc⋯.png (984.65 KB, 890x704, 445:352, gamejourno.png)

>>14539051

I did it in my demo

We should make it an /agdg/ tradition


2961e4 No.14539661

>>14539521

>Select difficulty

>Easy, medium, hard, journalist

>Journalist plays the intro and then plays the credit, then goes to the main menu


d0e02b No.14539808

File: a61fb3a36f19c4f⋯.webm (10.44 MB, 696x392, 87:49, 2018-03-24_22-32-35.webm)

I started this around 11 hours ago and this is where I got at the end of today.

Sounds and art is placeholder.

It doesn't look like it but the base fish AI is pretty complete, the snail was implemented by overriding 12 lines from the base AI. He shouldn't be coming off the ground but I was planning to refactor how targeting and checking which areas he can go in worked tomorrow.


2961e4 No.14539833

>>14539808

No keep it


bf847e No.14539963

>>14539808

fuck I just moved and I think I threw away my broke ass copy of Insane Aquarium


6b3931 No.14540018

>>14539808

is this the new toejam & earl game


d0e02b No.14540379

>>14539963

i bought the original game from popcap like twice on their original website and again on steam

i wish there was a way to know the original authors actually got some of the money from it

>>14539833

am i keeping the art, the sound, or the flying gesticulating snail?

>>14540018

someone get me in touch with the right people and it can be


4b60b1 No.14540391

>>14540379

>am i keeping the art, the sound, or the flying gesticulating snail?

All of it.


72d649 No.14540434

File: ec4fdeb900ee34c⋯.png (243.3 KB, 612x706, 306:353, shimakaze question.png)

To any musicfags, what DAW do you use, and where do you go to pirate professional software these days without getting Russian super AIDS?


953b1f No.14540452

File: 8be67c60af6e5fc⋯.png (3.2 KB, 218x126, 109:63, 8be67c60af6e5fcb2d1e8a4ca1….png)

>>14540434

>these days without getting Russian super AIDS?

you are a russophobe? you shit talkin to putin?? your option is wrongful


350046 No.14540454

>>14540434

Ableton 9

The pirate bay download works quite well and I didn't get any super aids from it, but its a bit fucky to install


953b1f No.14540488

Man does Godot have trouble handling old GPU or drivers or something? I was typing out some bydon scripts because I am still a pleb at it and right now it crashed for me 3x times while I was changing the windows. I have a 9800 GTX jewvidia with the 340 driver on loonix. Here is the log: https://ghostbin.com/paste/e4cvk I can't even write a simple game from mind alone.


f91ca8 No.14540683

File: b7004957c3b0548⋯.jpg (110.01 KB, 814x1000, 407:500, 13249872791.jpg)

How do you make ImGui stop creating an .ini file every you run it?


c5468e No.14540864

>>14539368

oh wow, i suddenly feel normal again

totally forgot about this and was wondering why i'm waking up at 1pm


c3e120 No.14541011

>>14540488

Signal 11 means segfault. Rebuild in debug mode to get a proper trace, then start reading code.


a74dad No.14541019

File: e3ca69e4250ea87⋯.mp4 (7.06 MB, 1280x720, 16:9, pewpew.mp4)

How do you guys stay motivated through boring slogs such as GUI programming? It's tedious as all hell.


7d71d6 No.14541051

>>14541019

>staying motivated

>implying

>>>>>>>>>>>>>>


a74dad No.14541064

File: c868f03031fdeef⋯.png (207.11 KB, 400x400, 1:1, ▄█▀_█▬█_█_▀█▀.png)


eb64f5 No.14541068

>>14541019

you need to fix something there, anon, the mouse has to be moved waaaaay too much to get anything done


eb64f5 No.14541071

>>14541068

Nevermind, I just realized you're making mobileshit


a74dad No.14541074

>>14541071

>>14541068

Yeah it's mobile shit, but you might still be right. I will have to try moving the answers to below the enemy you clicked perhaps.


09b85c No.14541076

>>14541019

The secret is to design your game in such a way that it does not contain things you don't like to make, then your motivation problem will disappear.


eb64f5 No.14541082

>>14541074

There was a time when I could only play educational games try to make it crack for player who should be too old for basic math games


a74dad No.14541093

>>14541076

Avoiding GUI entirely is pretty hard tho in my opinion. A GUI that pops really helps the game feel polished.

>>14541082

I'm really only focusing on grades 1-3 right now, so nothing fancy.

It helps making games for kids since I can't 1MA, so I just buy graphical assets off the asset store.


953b1f No.14541101

>>14541011 (checked)

Alright I am almost finished writing the issue at their SJWhub page, I will check out how to compile Godot to see if I can gibs them more logs or so, before sending the issue. That's quite weird that it does a seg fault for alt-tabbing. I can't recall I had such issues with other programs.


f91ca8 No.14541103

File: e5ba0c02c71781d⋯.jpg (5.27 KB, 238x192, 119:96, af86540fdc37d108db26ee43f2….jpg)

>make educational math game for kids

>too dumb to solve the questions it generates


e7a750 No.14541108

>>14540434

FL Studio. The Pirate Bay one is fine. They use Pro Tools in the music industry, but I've never heard anyone make a case for why you would need to switch to it unless you were in the music industry.


eb64f5 No.14541119

>>14541093

What drew you to kids games?


f4035f No.14541120

YouTube embed. Click thumbnail to play.

>>14541093

>I'm really only focusing on grades 1-3 right now, so nothing fancy.

You could pull a Brain Age, honestly. Just add more modes, and more complex math.


a74dad No.14541133

>>14541119

Nothing special really, just came up with a concept that had a reasonably small scope that I might actually finish. I've since realized making games for kids is quite fun since they are brutally honest. Which is also why I like AGDG.

>>14541120

Sure, someone already made a LaTex math expression generator for Unity so you can make some pretty cool stuff.


210eab No.14541137

>>14541019

I entered the "follow your dreams" mode about 8 months ago, my motivation is still on peak level

You gotta believe anon


8ae049 No.14541143

>>14541103

Just put them in wolfram alpha :^)


eb64f5 No.14541145

>>14541137

>follow your dreams mode

>NG++ is homeless mode


09b85c No.14541167

>>14541019

>generic Graphical User Interface

>not a futuristic Sonic User Interface

Since you're making it to sell it or something then I guess you do what you gotta do.

Also seeing those overlaying equation buttons gave me an idea for a suggestion. Instead of spawning single enemies, sometimes the game could spawn two or three hostiles, under a single equation. I think being able to kill many enemies with one hit would make the game more dynamic and make the player feel more powerful instead of just shooting them painstakingly one by one.


a74dad No.14541178

>>14541137

>follow your dreams" mode

Jelly.

>>14541167

That's an excellent idea anon.


210eab No.14541199

>>14541145

The minimum my game will sell will be 50k copies, at 15 bucks on steam, even if we lost half of that money in tax/steam cut it will still be more money than 3 years working as programmers in our previous shitty jobs

At the very worst if the game fails we earn as much as we would porting crappy software to mobile and other shit we hate

And there is a good chance the game will succeed because the farm sim niche is still waiting for a new Stardew Valley or something better and no one is supplying that

Know your market, know your audience, there is nothing to fear if you are aiming for a specific niche you know well, most indie games fail because they go for overcrowded markets where only a few can prosper.

>>14541178

When you bet your life savings on your game you can keep yourself motivated easily!


eb64f5 No.14541206

>>14541199

>The minimum my game will sell will be 50k copies, at 15 bucks on steam

>When you bet your life savings on your game you can keep yourself motivated easily!

I was joking about homeless mode but I'm not so sure anymore


321663 No.14541225

>>14541199

At that level of blind confidence and gambling, you have a small chance IF your game is good, has mass appeal and some advertising. I kind of wish I had that much confidence in myself and my game sometimes.

>>14536420

I missed this. Yeah, it's not intentional. What happened is kind of an unintentional interaction between every attack from the backdash stance having extra forward momentum (with high decay), and airborne states/attacks having no momentum decay at all so the attack just kind of flies across the screen.


a74dad No.14541297

File: 51e90cd6d36c7b5⋯.png (16.51 KB, 363x369, 121:123, 1409169772435.png)

>>14541199

>When you bet your life savings on your game you can keep yourself motivated easily!

Jesus anon, I wish you the best of luck.


f4035f No.14541414

File: c119e995ccd450d⋯.jpg (269.49 KB, 1920x1080, 16:9, ri31.jpg)

>recommend anon to take inspiration from Brain Age

>sudden inclination to play Brain Age

>my brain age is 56

No wonder I struggle to make process, I'm fucking mentally retarded.

I ended up perfecting every math puzzle, but the word scramble and Rock-Paper-Scissors are damn hard. What kind of autism do I have?


f91ca8 No.14541458

File: 459c275143ca697⋯.png (71.62 KB, 825x614, 825:614, 1491773139419.png)

>>14541414

You're rainman tier

>good at math

>shit at everything else, especially language

sorry friendo


d9bb55 No.14541685

File: 2065f0a724d0410⋯.png (115.37 KB, 640x400, 8:5, blackcrypt.png)

>>14536436

Awesome. Some Lua code. I love Lua. I'm using it to script my C++ game. Pretty much writing the "game" in Lua, which calls C functions for things that must happen at 60Hz or faster. It's also really nice for defining and reloading AI routines on the fly for experimenting without recompiling.

>>14536469

I like dark text on light backgrounds for brightly-lit rooms. Studies have shown, and I have personally found, that brightly lit rooms improve mood. Along with regular, moderate exercise in a brightly lit area. I have started doing both and I simply can't describe how much it has helped. With everything.

Dark backgrounds and light text work well for night. Above all though, contrast is king. As much contrast as possible. I'm older and 10 and 12 pt fonts are readable still. Take it for what it's worth.. I'm just making a shitty necromancer-based BlackCrypt/Dungeon Master remake.


d116d3 No.14541726

>>14541458

>implying rain man was autistic


d9bb55 No.14541743

>>14541019

Your game looks good. Cool lighting effect and a fun concept.

I take breaks every 45mins or so. Have a cup of coffee and get some sunshine or get a quick dopamine hit by completing a short-simple house chore. Or 30-40 mins of moderate exercise and then a frozen banana and protein shake/smoothie. Work through a list of 3-5 achievable things I really need to get done (not nice-to-have features) per week. Celebrate and document the success at the end of the week. It's easy to forget your achievements and focus on your failures. It's a trap.


f91ca8 No.14541913

>>14541685

I can't work with light themes for extended periods of time. The background always seems to drown out everything and totally steals my focus.


c5468e No.14542161

what's the best way to do doors with unity's navmesh?

my idea so far is to just treat the door as a nonwalkable area and then add a navmeshlink to it that opens/closes the door when someone wants to pass through, disable/enable the link if the door is locked or not


d0e02b No.14542411

>>14542161

you're on the money

if you're using the preview nav mesh components then you can just recalculate the floor navmesh after the door is open as well, but using navmesh links is more intelligent and less likely to break in confusing ways


c5468e No.14542438

>>14542411

>recalculate the floor navmesh

yea i was considering using a navmesh obstacle too, but i figured it would be costly, + i didn't have much of an idea on how to get the AI to open it then

this way the AI know that for sure there's a way to go there


d0e02b No.14542486

>>14542438

another side effect of doing it with obstacles is that your door frames would need to be like 1.5 as big as your navmesh resolution because of where they might land on the grid


c5468e No.14542676

File: 3204b607e381389⋯.png (615.47 KB, 1366x768, 683:384, door.png)

File: c9d994018e10b8c⋯.png (535.25 KB, 1366x768, 683:384, doorlocked.png)

File: 04ec035eb2c7d53⋯.webm (3.65 MB, 800x364, 200:91, Unity 2018-03-25 21-17-39….webm)

>>14542486

>>14542438

>>14542411

>>14542161

it works i guess

i can sort of figure out how to unlock it ingame via consumable items

the tricky part now is getting the npcs to unlock it, since if there is no link there they won't bother going there at all as long as there's a different path


279fef No.14542755

File: 18dca0e913835b8⋯.png (603.12 KB, 1023x2277, 31:69, BOI.png)

OH BOI!

I sure love to debug a problem that exists only in packaged versions of my game, so I have to create a full build of it to try out my fix. Because that totally doesn't waste a lot of my time.


a7142c No.14542891

File: 0b02bf730a7f6c8⋯.webm (12.82 MB, 1600x1000, 8:5, Desktop 2018.03.25 - 21.1….webm)

Beelzebuff isn't fanart anymore

How do we improve upon him


c5468e No.14542895

File: 59d27988d336331⋯.webm (2.76 MB, 800x364, 200:91, Unity 2018-03-25 22-16-47….webm)

>>14542676

lockable/unlockable, at least for the player


f9220d No.14542913

>>14542891

Make his abs, ass, and traps swell with each point in STR


a7142c No.14542997

File: bffbbddf8c12b10⋯.png (986.09 KB, 1313x747, 1313:747, ClipboardImage.png)

>>14542913

that's actually a great idea wonder how if it can be implemented painlessly

monsters mirin'


279fef No.14543012

>>14542997

>spoiler

Shape keys?


4a2c65 No.14543023

>>14543012

It would also require shape keys for armour then, too. Which would create a bit of overhead work


a7142c No.14543024

>>14543012

yeah, those should be fine. I was wondering how annoying for that wonderful anon who made this model it would be to add them to the armour as well


c5468e No.14543047

>>14543012

>>14542997

would be easier to use shape keys for the body, and just scale all the armor


c5468e No.14543052

File: 541f736c7e0a7a4⋯.webm (1.95 MB, 800x364, 200:91, Unity 2018-03-25 22-46-50….webm)

clouds


a7142c No.14543151

>>14543052

will you be posting this on demo day? I wanna see that skybox in all its glory

>>14543047

>would be easier to use shape keys for the body, and just scale all the armor

We'll consider it. You remember that anon posting the hussar-style segmented armor. I'll ask him if it can be done


abbc65 No.14543156

>>14538409

Is that a raincoat?


4a2c65 No.14543181

File: 239a0d19e0e11a4⋯.jpg (364.58 KB, 1920x1080, 16:9, space_girl_playing_bideoga….jpg)

>>14543151

If it creates too much overhead leave it as a polishing feature down the road. Work on things that make the game more fun before going crazy with detail.


c5468e No.14543189

File: 29dc62d5d071d82⋯.png (217.55 KB, 684x364, 171:91, Unity 2018-02-05 12-07-07-….png)

File: 1fef9691339d8ee⋯.png (191.34 KB, 684x364, 171:91, Unity 2018-02-05 12-07-18-….png)

>>14543181

blend shapes aren't exactly rocket science


f4035f No.14543241

File: 4537b8711c3f7cb⋯.png (25.6 KB, 593x706, 593:706, ClipboardImage.png)

Lookin good, boys.


4a2c65 No.14543273

>>14543189

Blend shapes that make an underlying body clip through armour and require ages of fiddling with weight painting to resolve can be a huge pain in the ass

t. modeler that has worked with customizable clothes with variable body shape


2961e4 No.14543306

File: ca56f09085c30f8⋯.jpg (112.67 KB, 500x426, 250:213, 70df700c314e021fab3147f879….jpg)

>game is interactive proof of concept

>refine it

>game is not interactive but a tech demo

>abstract it

>tech demo isnt functional but now its a framework

>framework is inconsistent so slim it down

>now its essentially an unoptimized math library

>now its a duplicate of anything an actual game/engine/framework has and cant compete

>make game assets

>make random pixel art

>lack fundamentals so practice those

>12 hours to sketch and maybe line a simple pose

>try again

>looks worse

>give up on shading

>mfw when i want a physical cat (the game)

>tfw tired and no end in sight


210eab No.14543355

File: 41cb72bc3dca4e3⋯.png (84.7 KB, 1450x850, 29:17, Sasha.png)

Sasha Clothes 2/?? done

Should i make all her clothes? (spring, summer, fall and winter clothes) or just do Spring ones and go for the next girl gonna be the succubus?


c5468e No.14543360

>>14543355

>Should i make all her clothes?

make it playable first, then add additional assets


a74dad No.14543365

>>14543355

Cute.

Listen to this guy >>14543360


210eab No.14543380

>>14543360

Thats my bro's job, but right now he is busy with the terrain

We know the concept works, we did it for the protag

https://fablesoflaetus.com/report38/


d0e02b No.14543406

>>14542676

make the under-the-door meshes overlap so that the door is physically on the navmesh


c5468e No.14543428

>>14543406

> under-the-door meshes

uh there are no under the door meshes

the door intersects with the navmesh and separates the area that would have been a hallway, separating the building from the rest of the navmesh

and then if the navmeshlink is active, you can go through the door

the issue is that if the navmeshlink isn't active, the ai don't know how to get to the closest door to unlock it

and if the door wasn't splitting up the navmesh, then the ai would simply ignore the link and walk through the door


8a3f23 No.14543514

File: 1be0648f63b54e3⋯.webm (1.85 MB, 628x507, 628:507, BeelteSlider.webm)

>>14543151

>You remember that anon posting the hussar-style segmented armor. I'll ask him if it can be done

i would have to learn what a shape key is, cant we just scale bones appropriately. and if i generate armor by duplicating & modifying the base mesh the weights will copy over and it will just work.


c5468e No.14543540

>>14543514

blend shapes tend to be more accurate to what you want than just bones


1aec4a No.14543792

File: ac0346d31513ce4⋯.gif (39.47 KB, 300x225, 4:3, charge!.gif)

File: bb385a2b1f9833f⋯.gif (70.28 KB, 550x180, 55:18, beewoof.gif)

Still working on my game, trying to come up with some fun monsters. Taking a shot at doing some more traditional frame-by-frame 2D animation.


e7472a No.14543816

>>14543792

Nice cuphead mod

Jokes aside, nice designs.


f4035f No.14543825

>>14543792

>second image

Now that's simply beewildering

Buy you really should have made the dog a Beegle instead.


00f709 No.14543858

>>14541019

It's only tedious when it's easy, try not using an engine.


00f709 No.14543907

HookTube embed. Click on thumbnail to play.

Bret did it, why can't you, anon?


2359dd No.14543910

File: 71bb075e16e3c07⋯.jpg (11.34 KB, 158x152, 79:76, 1380698124373.jpg)

>>14541199

>Know your market

Anon stop this is embarrassing. You don't know your own market and are pulling numbers out of your ass.

>50k copies sold

That is a high HIGH target goal for an indie game. The average indie game sells about ~20k copies and is warped by outlier games that do very well. Meaning you should not expect anything near 20k at all. Meaning the mode or square median can very well be in the 5k-1k units sold. 50k is holy shit this game is GOTY amazing tiers of successful. To throw in another frame of reference, Fez sold ~200k copies on just Xbox Live and had a big marketing budget and meme power. Stardew Valley is another extremely successful game who you should not compare your expected sales to be near. Source: http://archive.is/QOYe0

If you make a very respectful 5k sales in your first couple months, you would make: ($15 unit price)x(5,000 units)x(0.7 Steam cut)x(.85 taxes) = $44,625. Can you and your brother live with ~$15k per year for 3 years? Keep in mind that this is NOT taking into account how long it takes to legally deploy your game which can potentially take months of doing nothing but fiddling your thumbs. It's always easier said than done.

>When you bet your life savings on your game

Don't lose your shirt. Good luck


279fef No.14544376

File: 3ce1b9d3785b4c7⋯.jpg (26.31 KB, 320x543, 320:543, 8009d82785b55eefd8806b287b….jpg)

>>14543910

I wish the guy released more data on that, because I'd like to know what constitutes an "average indie game". The problem is this: sales numbers don't follow a normal distribution. Assuming that they do will put you in a really bad position, if you start making life and/or business decisions on that basis.

If you hear a sentence like "the average indie game sells about 20k copies", what does that mean? If we assume a normal distribution, it would mean that most indie games sell around 20k copies. For you it would mean that 20k sales is the most likely outcome, but that's not the case.

The most likely outcome is that you sell just about nothing, because sales figures follow a Pareto distribution. The average number of sales is reached by a minority of people.


2961e4 No.14544381

>>14544376

SteamSpy is good to get a ballpark.

For example, according to anon, Hollow Knight got 800k sales, so it's a wildly successful indie game


e2bf2b No.14544446

File: 34c4cc548c45fb0⋯.png (1.63 MB, 901x856, 901:856, 1415569640221.png)

>>14540452

oy vey you bettah not be having of anti-semitics, holol


210eab No.14544452

File: 992a418f4dc09fc⋯.png (1.04 MB, 1200x1455, 80:97, yoko taro tetra dev.png)

>>14543910

The average indie game is a platformer or puzzle game, both overcrowded markets

My game will be better than Stardew in EVERY aspect, no doubt it will attract the same audience, there is no need to worry, it will be worth the investment

It is too late to turn back anyways, my brother is quitting his job next week to join me

The only thing that can crush my hopes is a Yoko Taro-like doing what i wanna do even better and releasing it before i do, right now there are no similar games being announced which threaten us


96d512 No.14544563

>>14544452

What could possibly go wrong


2359dd No.14544581

File: 335dd27e50e365a⋯.jpg (38.03 KB, 600x615, 40:41, 1380839226832.jpg)

>>14544452

Good luck Anon honestly.

>There is no need to worry

>It's too late to turn back anyways

>I put my life savings into this

But you really sound like a fool when you think you know your audience.


c5468e No.14544586

File: 824cca534619492⋯.webm (4.49 MB, 800x364, 200:91, Unity 2018-03-26 03-18-33….webm)

i fixed the quick cast part of the inventory to always be on

i feel retarded for not doing it like this to begin with


8a3f23 No.14544690

>>14541019

i usually try to get inspired by playing vidya games for about 4 hrs strait


210eab No.14544739

>>14544581

I did the research, if you think there are not enough people who want a harvest moon-like game with deeper mechanics and qt anime style girls you are mistaken


2359dd No.14544889

>>14544739

50k sales sounds like your research is flawed. I hope as well that I am mistaken.


d0e02b No.14545304

File: 40b8bc8d1195ca5⋯.webm (13.23 MB, 676x380, 169:95, 2018-03-25_23-00-08.webm)

the kyle menace is kept at bay from dropping his terrible salt fruits by john papa (blessed be thy name)


178e2e No.14545630

File: 3e386f5faf1094e⋯.jpg (388.69 KB, 1920x1200, 8:5, 1394993917195.jpg)

>>14544452

I don't know if you'll manage 50k sales(At least 10k because all indie games that aren't shit or puzzle/platformers hit at least 10k). But it won't be a Lawbreakers tier flop either. There's an audience for farming sims and they can never have enough farming sims. My friend's younger brother is a farming sim nut and he'll just cycle through them all on a daily. He'll go from SNES Harvest Moon games to Harvest Moon 64 to Stardew Valley and this will take up a solid 3 hours of his day every day. If you factor in the law of averages there's gotta be a good half million people like him in the world at least.

You're marketing towards the right towards of autism. Just make sure your social media or other marketing strategies are adequate in reaching that audience.


2d865a No.14546199

>>14544739

love you, bros. Wish you all the best. Please start building a following outside of 8chan, start a billion social media accounts and start shilling your stuff among the normalfags. Contact youtubers, grab that big list of youtubers and find people who make stardew videos (Matt Barton comes to mind, he's a cool guy and will read your announcements in his news section).

I think Jackalsoft, GDI doujin, keyreal and enhex are pretty active so you might wanna ask them about their success in that regard. Most agdg anons have each other's backs and keep retweeting and spreading the word about other anons' projects.

we need a fucking marketing section on the wiki

Also, this is good

http://steamspy.com/dev/Fables+of+Laetus

But are the numbers true?

wish the yesdevs among us released their numbers so we stopped getting our hopes up

>>14538996

wtf dude. What happened to Brotherhood

>>14544452

>that edit

every time I see this I wanna kms


8ae049 No.14546228

>>14546199

>start a billion social media accounts and start shilling your stuff among the normalfags

This doesn't work, you're not a group of people paid just to market shit all day. You don't have enough time to post shit on every social network, and can't interact with people well enough when you have to do it on 5 different sites at once.

Pick one network and shill there exclusively. One on top of posting here, that is. We're a rather small target audience.


570680 No.14546296

File: c51fede1c575c29⋯.jpg (20.27 KB, 600x315, 40:21, put-me-on-fire.jpg)

>search far and wide for how to actually implement Hertel-Mehlhorn convex decomposition

>online tutorials say you can do it in O(n) because just like go through all the diagonals man

>but when I check a diagonal I have to go through them again to find the adjacent diagonals if any, so it's O(n^2)

>download original paper

>it glosses over it like it's obvious, really the main focus is triangulation

I don't even need it becuase I use ear clipping for triangulation, but those fucking academics make me feel like such a brainlet.


7849f6 No.14546310

>>14543792

That arm shading on monster 1 doesn't looks like it belongs, maybe remove it? Either way, looks cute


c9ddae No.14546363

File: ea826928032e121⋯.webm (15.05 MB, 640x480, 4:3, sigma II BSP working room….webm)

File: 201fb9e8932a586⋯.png (30.39 KB, 800x600, 4:3, sigma2_rotation_bug.png)

progress on the BSP compiler, I have gotten a lot of the bugs and problems ironed out and so now the compiler is a lot more capable, however there are still bugs related to split polygons, and so those need to be fixed before I can continue to other systems of the game.


837ebd No.14546431

What's the best case to use ATB and TB?


57d057 No.14546504

HookTube embed. Click on thumbnail to play.

e06ac4 No.14546539

>>14538708

I'm just here to draw attention to that gondola dong.


771bd4 No.14546611

>>14544452

This Yoko Taro like thing would have helped him, since it probably got a lot more people into Android girl action.

He has his tumblr to back up the fact that he did not copy the idea and what other game is coming out right now in that niche? Unless you release within half a year after the bigger competitor it will probably help you.


02b2dd No.14546859

What's it called when a part of the program is loaded at runtime?

I remember hearing about it in a video somewhere but I don't remember where. I think Unreal Engine can do it too, where you edit the code and the game updates while it's running?

Basically what I'd like to do is load the menus and stuff very quickly, and then continue loading the rest of the game while the user is tinkering with options and shit or making a character or something. Is that possible?


abbc65 No.14546864

>>14546859

Loading the program doesn't take that long, it's mostly loading assets and shit. And that's pretty easy with multithreading.


bc93b2 No.14546870

>>14546859

Dynamic linking? Casey does that in handmade hero, but why would you want to load code while the user is doing something? That doesn't usually take so much time, it's done to speed up the code-compile-test cycle. You should be more concerned with loading assets or generating the world or whatever.

If you want the user to tinker with game options before launching then make a launcher.


02b2dd No.14546871

>>14546864

Then how come photoshop takes 7 years to start up?


d12332 No.14546895

>>14546859

It's called hot loading/hot deplyoment i.e. loading new code while the program is running.

As others have pointed out it's pretty much useless as a performance improvement.

Its main uses are

>faster testing without recompiling (usually done via scripting)

>being able to update a system without downtime (important for online services)


a7f2e9 No.14546898

>>14546859

Game binaries are 100 MB at most for AAA. You don't need to load that in chunks, dude.


46c5a4 No.14546968

>>14546296

No, it's the fault of the dumbfucks that didn't explain it.


d0e02b No.14547021

>>14546296

iktf, i basically can't read any formulas that break out fancy formatting because my brain goes numb but i can write the code from a layman's explanation

if it helps, from someone that didn't even google the problem:

* they might have calculated each direction in one pass

* they might have calculated each direction in one loop and merged it when the origin cell repeated later on

* they a bitch


eb64f5 No.14547103

>>14544739

How much of the code do you plan on reusing from that demo?


eb64f5 No.14547123

File: 226e53037096ba6⋯.png (77.83 KB, 844x664, 211:166, image.png)


d12332 No.14547127

File: 2fdfb08b311c570⋯.jpg (25.84 KB, 304x260, 76:65, 1516988036372.jpg)


a7f2e9 No.14547136

>>14547123

Friendo why are you naming your variables num+number? You're asking for trouble down the line when you won't remember what any of it means.


210eab No.14547154

>>14546199

>>14545630

I already have Minds and Gab accounts since Twatter is going the way of the dino even if i still shitpost there a lot Im already making a list of Youtubers who play indie games to send them free copies when i get a decent demo

I actually have no idea what are the numbers on my demo release, seems like you can't see the statistics on free games or maybe im fucking retarded and can't find it

I don't expect Everyday Lite to have good numbers, it was not designed to be fun, but to test my autistic systems and to prove i can actually make them, i will improve them before making the Everyday Life versions

>>14547103

>>14547123

Zero

My brother is the main programmer now, and he thinks my code is disgusting and he will do his own version, i will just make the design document so he understands what the cooking system and the faerie village needs


eb64f5 No.14547166

>>14547136

>he doesn't name his arrays "array"


c5468e No.14547175

>>14547166

>he doesn't name his static references "refer"


32ee83 No.14547192

>>14546199

>wtf dude. What happened to Brotherhood

It's on ice until I finish Erni's Iceberg. I plan to move it to Godot 3 as I've put way too much work into it to just abandon it, but it's certainly not active right now.


bc93b2 No.14547227

>>14547021

It didn't help at all, but thanks.


950563 No.14547311

>>14546871

Your game has as much functionality as photoshop?


32ee83 No.14547401

File: 2879ef82fcc4970⋯.png (75.43 KB, 1440x2560, 9:16, Screenshot_20180326-074507.png)

Menu options! And they actually all do what they say they do. Being able to so easily have an actual function as a value within an array in Lua is pretty nice.


eb64f5 No.14547437

>>14547401

Where are all you Lua niggers coming from? I'm making my mod system in Lua


178e2e No.14547561

>>14547154

Pretty sure if you upload your game to ModDB or GameJolt, you'll be able to see how many downloads you've gotten at least.


953b1f No.14547599

File: 51d1e6648c97022⋯.jpg (10.79 KB, 260x194, 130:97, 1427767591379.jpg)

>>14544446

>The russian one

Good one tovarish. Now you go to Gulag. But if you make gud video games about glorious soviet russia then maybe you will become a free man :^)


32ee83 No.14547618

>>14547437

This is only the second time I've used Lua to be honest. I like a number of aspects to it but I still prefer python.


eb64f5 No.14547621

>>14547618

>liking meaningful whitespace

nevermind, time for a helicopter ride


32ee83 No.14547692

File: 6e200bde166a0f6⋯.jpg (21.16 KB, 450x358, 225:179, stock-photo-bald-man-shrug….jpg)

>>14547621

Whitespace defining scope makes for ensured readability by removing redundant brackets/lines and cutting down on the number of possible different unnecessary writing styles

C#:

string Benis(){

return "fug";

}

string Benis()

{

return "fug";

}

string Benis(){return "fug";}

Python:

func Benis():

return "fug"


8a602f No.14547715

>>14540434

Ableton.


eb64f5 No.14547722

>>14547692

Oh right, I forgot python was designed to propel retards as far as possible duck typing


eb64f5 No.14547788

// CookingSystem.FoodTag
public enum FoodTag
{
remove,
liquidCooked,
liquidRaw,
creamy,
leavening,
coagulant,
reagent,
solvent,
catalyst,
combustive,
oily,
alcohol,
lactose,
gluten,
animalProduct,
fats,
meat,
vegetable,
seafood,
fruit,
herb,
grain,
dairy,
egg,
fungus,
spice,
algae,
nuts,
leaf,
flower,
root,
stem,
bud,
seeds,
r34,
r35,
water,
salt,
sugar,
oil,
flour,
honey,
syrup,
bakingPowder,
r44,
r45,
bovine,
poultry,
pork,
venison,
guts,
tallow,
r52,
r53,
r54,
r55,
fish,
mollusc,
crustacean,
jelly,
milk,
butter,
curds,
cheese,
yogurt,
cream,
onion,
potato,
carrot,
cabbage,
tomato,
pumpkin,
bean,
sugarBeet,
seaweed,
cucumber,
corn,
rice,
wheat,
soy,
hops,
cinnamon,
vanilla,
cloves,
sugarcane,
cauliflower,
banana,
pineapple,
apple,
melon,
grapes,
coconut,
avocado,
lemon,
sesame,
cherry,
maki,
sashimi,
sushi,
nigiri,
onigiri,
temaki,
mochi,
ramen,
gyoza,
melonpan,
dough,
yeast,
pasta,
noodles,
chocolate,
jam,
condiment,
tofu,
natto,
caramel,
sausage,
puree,
tartare,
pickles,
conserve,
whiskedegg,
frosting,
meringue,
guacamole,
vinegar,
stock,
dashi,
juice,
latte,
tea,
eggnog,
wine,
beer,
mead,
cider,
briocheDough,
croissantDough,
paodequeijoDough,
panettoneDough,
croquetteDough,
honeyDough,
viennaDough,
cookieDough,
biscuitDough,
japaneseDough,
pieDough,
pizzaDough,
r148,
r149,
r150,
bread,
baguette,
flatbread,
viennaBread,
japaneseBread,
honeyBread,
panetone,
pandoro,
chocotone,
paoDeQueijo,
croissant,
brioche,
burger,
sandwich,
toast,
frenchToast,
pastel,
salgadinho,
sonho,
donut,
pizza,
biscuit,
cookie,
pie,
cake,
muffin,
cupcake,
lasagna,
casserole,
quiche,
soup,
stew,
chili,
curry,
dumpling,
omelette,
croquette,
pudding,
ambrosia,
flan,
miso,
shoyu,
mayo,
ketchup,
mustard,
patty,
sauerkraut,
souffle,
macarons,
salad,
japaneseCurry,
risotto,
poundCake,
frenchFries,
springRoll,
hotSushi,
onionRings,
popCorn,
rolls,
pancake,
seared,
fried,
fermented,
deepfried,
baked,
roasted,
boiled,
dried,
flambed,
battered,
toasted,
sauce,
custom
}

The power of enums


bc93b2 No.14547812

>>14547788

>r148

>r149

>r150


c5468e No.14547816

File: 998fb0b2649a28c⋯.png (232.91 KB, 352x385, 32:35, congh.png)

my uni course is currently running us through random languages and technologies to very quickly get an understanding of what's what so that we know what we want in the future

just finished making a shitty blog homework with intellij

WHY WOULD ANYONE WANT TO USE THIS SHIT LANGUAGE

JAVASCRIPT IS FUCKING GARBAGE

AYY LMAO, COMPILATION IS FOR LOSERS, AMIRITE?

>>14547788

this can't be right

we have object inheritance for a reason

just get the food type, or have a virtual integer for each food class instead of a huge enum


32ee83 No.14547817

>>14547722

I am a retard at actual programming, animating is the only thing I'm truly good at.


f4035f No.14547826

File: 97ebd637be6e922⋯.jpg (155.61 KB, 650x933, 650:933, 7720851055a14fe25bc4cab590….jpg)

>>14541199

>>14543910

>all these sales expectations

>i'll be happy if my game sells 200 copies

And I can't really tell if I'm putting myself down too much or if you mates are unreasonably narcissistic.


bc93b2 No.14547828

>>14547816

>we have object inheritance for a reason

What what is that reason in your mind?


c5468e No.14547832

>>14547826

>>i'll be happy if my game sells 200 copies

i'll be happy if i finish and release my game

>>14547828

so that we don't have a 50 line enum and avoid confusion

i'm 90% sure that some of those have nearly identical cooking procedures if any.


f4035f No.14547838

>>14547832

>i'll be happy if i finish and release my game

I'll off myself if I don't this time, so that's kind of a given for me.


eb64f5 No.14547840

>>14547832

>he doesn't want a 20000 line class file with all the cooking dishes


210eab No.14547854

>>14547826

>narcissistic

You can't be optimistic around here it seems

It is not my problem if you don't believe in your work, im devoting everything to our game, this is not my hobby, this is my dream.


c5468e No.14547865

>>14547854

tbh i don't see what everyone is so crazy about

worst case scenario you fail and look for a job again

if you're secure enough to quit your job, you're probably fine for the foreseeable future


f78017 No.14547866

>>14547854

Anon you're delusional about sales numbers but if it helps you work it's good.


eb64f5 No.14547876

>>14547854

Someone can believe in their work without outright stating their game will gross nearly a million dollars, MINIMUM while they're still making different sets of clothing for their animu character. The loli VRfag believes in his work, and he's doing it because he loves her, not because he thinks he can gross a million dollary doos


f4035f No.14547879

>>14547854

Cliffy B was pretty optimistic about Lawbreakers, you know.

I wish you the best, mate. Hope that your optimism pays off. In my mind, however, it's just never a good idea to throw caution to the wind like that. It's needlessly reckless.


c5468e No.14547883

File: c609d05a22672fc⋯.png (263.22 KB, 338x398, 169:199, c609d05a22672fcea8fb75b6fa….png)

>>14547876

>being in love with an imaginary loli is fine

>having expectations about the future is not


eb64f5 No.14547895

>>14547883

I'll admit being in love with an imaginary loli is concerning, but nobody can say he doesn't believe in his work


210eab No.14547906

File: f1a75aac74bdd94⋯.jpg (92.98 KB, 1366x768, 683:384, teehee.jpg)

>>14547812

i forgot to replace those

>>14547816

Each food has several tags, they were mostly used to identify which the base ingredients were, this way i didn't have to save the entire objects as base ingredients

>>14547876

This is minimum required for it to worth 3 years of work for 2 people, we quit our jobs because we are sure we can reach those numbers. If you don't believe in yourself, then who will?

Find me a game better than Stardew Valley that failed to attract a fraction of the audience (50k is a fraction of it). I know who our game is made for, i know what our audience wants and i know they exist this is not a shot in the dark like most indie games..


abbc65 No.14547910

>>14547883

The difference is Ron Paul might actually make anime real.


bc93b2 No.14547917

>>14547906

>Find me a game better than Stardew Valley that failed to attract a fraction of the audience.

How can you be certain that your game is better before you even made it, numbnuts?


210eab No.14547924

>>14547917

Have all the features, but better, plus more

Same pricing, better graphics


bc93b2 No.14547934

>>14547924

You keep saying the word better like pointed an industry strength Good-o-meter at your design doc and it displayed more Goodons per dollar than Stardew Valley.


210eab No.14547940

Oh, one thing our game won't have that Stardew does is multiplayer

Because why the fuck would concerned ape add multiplayer instead of more content to a single player game i can't really understand


eb64f5 No.14547942

>>14547906

>If you don't believe in yourself, then who will?

Now you're just repeating yourself without reading what I said. Not thinking you'll gross nearly a million dollars does not mean you don't believe in your work. I guarantee, the economy does not care about the fact that you lived off your life savings, or that it took a combined total of 6 years of labor. That is completely irrelevant. Sometimes good games fail because of bad luck. The problem is you're talking like you're already a huge success, and the rest is just a formality.

>>14547924

>I know it'll be better because it'll be better and cost the same

Alright, more codemonkey posting


eb64f5 No.14547951

>>14547940

>Because why the fuck would concerned ape add multiplayer instead of more content to a single player game i can't really understand

Because they promised it like 40 years ago, and since it randomly became a meme/successful, they're paying someone competent to do it instead of abandoning the game like they would have otherwise


db2d3f No.14547953

>>14547906

I might just be a nodev but there's one really important piece of advice I still feel like I have to give you:

For the love of God, dude, don't call your game "Fables of Laetus". It's one of the worst titles I've ever seen. It doesn't communicate anything about your game and it instantly associates it with the thousands of shitty games that have similar titles: From RPGmaker games on steam with 5 downloads all the way up to the more expensive bombs like "Kindgoms of Amalur". People give their games titles like that because they don't realise that nobody gives a shit what their fantasy setting is called.

"Everyday Life" is an OK title, it's cute and it suggest what the game's about. "Everyday Lite" was even cuter. But "Fables of Laetus" makes your game sound so much worse than it's supposed to be and there's no way you could market a game with a title that bad, so my honest advice is to jettison that name entirely and never use it again. It's just awful.


955539 No.14547955

>>14547924

>it has all the things except better and then some

It's also possible to make your game a convoluted piece of shit that nobody but ultra autists can get into. You can have the best idea in the world, but that doesn't guarantee you're the best game designer in the world.


210eab No.14547975

>>14547934

>>14547942

Compare Stardew cooking system to my demo's

Which is objectively better?

>>14547942

You can post all code you want, im not proud of my code, the main programmer will be my brother and not me anyways.

>>14547955

>best game designer in the world

I never said that, im not saying my game will be the best thing ever, or will sell millions

Im saying it will be better than another indie game made by a single guy for 3 years, what is so arrogant about that?

>>14547953

Fables of Laetus would be the franchise name, Everyday Life is the name of the game, the world's name is "Laetus"

>>14547951

In his place i would keep making content for the game, it feels like he abandoned the game. When i release the Everyday Lite 1.0 i will keep adding stuff to it, i want to see it grow like Toady's DF


1d0066 No.14547977

>quality java

		if (par2 == 1)
{
return blockIndexInTexture;
}

if (par2 == 2)
{
return blockIndexInTexture + 16 + 1;
}

if (par2 == 0)
{
return blockIndexInTexture + 16;
}
else
{
return blockIndexInTexture;
}

if it returns blockIndexInTexture for both par1 == 1 and as the else when par2 == 0, why the fuck does there need to be THREE if statements? I launched the game both with the above code (vanilla) and a single if statement (I'd have used switch but it didn't seem to work) and I saw no difference

if (par2 == 0)
{
return blockIndexInTexture + 16;
}
else if (par2 == 2)
{
return blockIndexInTexture + 16 + 1;
}
else
{
return blockIndexInTexture;
}

it looks like there was supposed to be a third block but it's no trace of it anywhere else so it's kind of superfluous, the texture is already set to 39 in the texture index as the default hence why it returns blockIndexInTexture at all, so maybe I could do a switch case and just do case default return index + 16, case 1 return index, and case 2 return index + 17


eb64f5 No.14547987

>>14547977

I hate looking at pairs of if/else statements in every language

>>14547975

People didn't play stardew valley for the cooking, and if you don't see that then your audience analysis might be worse than I thought


210eab No.14548011

>>14547987

You are missing the point, but nevermind, i got work to do


f9220d No.14548015

>>14547987

Even Lisp? The Lisp "if" statement is pretty nice


1d0066 No.14548018

>>14547987

I tried using switch case, and it actually does work just the same. Fucking, why was it 3 if statements, when it could have been a single if or switch case?

switch (par2)
{
default:
return blockIndexInTexture + 16;
case 1:
return blockIndexInTexture;
case 2:
return blockIndexInTexture + 17;
}

Also maybe you guys know of something better I can use to document my shit instead of just making plain text notes of how all this shit works. In the event I can't continue working on this I at least want to leave comprehensible instructions for other people.


f9220d No.14548027

>>14548018

There are some programs that will parse comments into html documentation pages


955539 No.14548043

>>14547977

>>14548018

Probably a remnant of some refactor. That kind of thing doesn't seem important enough to really care about to that extent.


d12332 No.14548047

>>14547826

>thinking your game will sell at all

>wanting to make money with gamedev

good games are made without thinking if they make money which is why being a dev as your main job is a shit idea


bc93b2 No.14548056

>>14547977

One might find this more readable if it was at least in order nad used if else even if it's redundant, or just drop the last else and let the default value stand on its own.

"W consider all cases between 0 and 2.

0 is this, 1 is this, 2 is this.

Otherwise it's this"


1d0066 No.14548147

>>14548043

>>14548056

Even just the fact that it sets the default texture index at 39 but then has the if statement to return index + 16 else index if par2 == 0 seems retarded, when the starting index could be 55 and you could do (assuming par2 starts at 0)

switch case default: return index; case 1: return index - 16; case 2: return index + 1

so that at least 0 starts with the specified starting index


1d0066 No.14548210

File: 7c8689fea426df0⋯.jpg (76.01 KB, 600x787, 600:787, books_by_oreily.jpg)

>>14548147

actually now I'm retarded, because there's only 2 blocks being textured one of the cases can just be thrown out

55 is reserved for another block, so in this constructor class it doesn't even use the default case, I could get rid of the first named item for that block id and that would let me get rid of one of the cases

the block is tallgrass, and in-game there's only grass and ferns being generated, shrub is the first named item for tallgrass but it's unused! that's why the constructor didn't use the set index for par == 0, but shrub uses the same index as the dead bush, it's completely unneeded, fuck


d12332 No.14548232

>>14548210

Here is a good read in regard to your image

https://github.com/Droogans/unmaintainable-code


2961e4 No.14548256

>>14547788

>>14547816

There is nothing wrong with what he did. Enums are, in simplest terms, integer values with a human-friendly label that get compiled into integer values. It's more appropriate to use them as pseudo-constants (as in link related: https://hastebin.com/anukuwagub.cs ), or as options/toggles for a switch statement.

For data he'd probably be better off using eg a Dictionary<int,Ingredient>, since it would expand as his game grows, allow for moddability, and not have to require a breaking compiler change just to update a typo in his food name


b1241c No.14548260

File: 0585f1f15ad67a8⋯.png (52.72 KB, 1316x788, 329:197, 0585f1f15ad67a8ae5f5d4e8c1….png)

>>14540434

linux:

qtractor w/ calf plugins, although ardour is better. Try kxstudio if curious.

wangblows:

reaper

osx:

garageband (dead serious)

FL/cubase/ableton all do the same shit, sequence audio/midi/automation, most of them come with mediocre plugins and shitty samples>>14540864

all this modern production garbage is a distraction from composing / arranging.

Some of the most sensible producers are broke ass niggas using they granmammas Korg Triton, and their music at least has soul.

you can process any sample into a "modern" sound with 2-3 plugins. (filters and dynamics).

back in the day a cracka could trust Team AiR, but I wouldn't bother cracking shit software like live 10 (crypto miner).


eb64f5 No.14548267

>>14548256

he did everything wrong, the giant list of enums was just a symptom of that


2961e4 No.14548273

>>14548267

That in and of itself isn't wrong, but I agree that yes, it could be a "symptom" of deeper underlying problems.


fa4bed No.14548284

File: 0ef34d94fd952b4⋯.jpeg (621.83 KB, 1031x1200, 1031:1200, 1439448839743.jpeg)

>>14548260

Stop crossdressing.


b1241c No.14548300

File: dffdc3a5f54ed15⋯.jpg (700.97 KB, 1600x2068, 400:517, rJmHGfI.jpg)

>>14548284

heh, I stopped doing that two years ago.

my speech patterns?


fa4bed No.14548314

File: 413c33c7fb07f23⋯.png (115.24 KB, 1335x285, 89:19, Screenshot from 2018-03-26….png)


f9220d No.14548374

>>14548300

Serious question: are you any happier now?


fa4bed No.14548376

File: 975d8a88b02c2f1⋯.jpg (167.9 KB, 850x1198, 425:599, grxknm.jpg)

>>14548314

>>14548300

Don't worry about it, it was a bad joke. Hope you're doing better these days.


1d0066 No.14548430

>>14548210

Oh god what have I done, I tried getting rid of the shrub from the tallgrass name list, and while I still have the item icons appear in the creative menu, the grass now no longer is colored as before, it appears as just the gray texture

oh wait I think I found the culprit, in the block constructor for tallgrass it has

>public int colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)

where int i is set to the block metadata, and if i == 0 it returns 0xffffff


210eab No.14548431

File: c393a16afb6cc1a⋯.png (38.02 KB, 674x854, 337:427, thighs.png)

Thigh time


bc93b2 No.14548435

>>14548431

Don't you have any gameplay to make?


cda31c No.14548444

>>14548435

>Don't you have any gameplay to make?

no, that's my job, and I still have one more week in my job, then I want to finish the terrain system first

I am not going to put the horse before the carriage just to please you faggots


210eab No.14548446

>>14548435

No, that is my brother's job, i will make the content


74a072 No.14548465

>>14548018

Javadocs is what you want.


2961e4 No.14548520

>>14548446

>Brothers that are shitposting on /v/

Kyron/Koriath?


1d0066 No.14548546

>>14548430

ah there was actually two methods in there that had to be changed, public int getRenderColor was the other one because it returned 0xffffff as well when par1 == 0

now the colors work, god damn


210eab No.14548555


210eab No.14548615

File: d2be2be89004db5⋯.png (51.63 KB, 519x864, 173:288, legs.png)

Getting those stripes right was more work than i expected, now to finish the shape keys for squatting


8a3f23 No.14548633

File: a8f4106fe3cab66⋯.jpg (219.66 KB, 670x1000, 67:100, BeetleJuice.jpg)

>>14548615

>black and white stripes

>why


210eab No.14548643

>>14548633

To make easier to texture

Got any color suggestions?


f2bb38 No.14548681

>>14548643

Purple, green


f44936 No.14548728

>>14548643

rainbow striped


210eab No.14548926

File: c3a420cd5bbc7ac⋯.png (59.29 KB, 682x850, 341:425, gayevenforagirl.png)

File: 5db39bbb681976d⋯.png (60.33 KB, 682x850, 341:425, green&purple.png)

>>14548681

>>14548728

I don't think either match well with Sasha

Besides the G&P one is reserved for Vivian


8a3f23 No.14548954

>>14548643

lite blue and white


e7a750 No.14548966

>>14548926

>Besides the G&P one is reserved for Vivian

Rainbow is trademark of /x/-tan, too.


210eab No.14548968

>>14548954

Im afraid of putting too much blue in her outfit, but i will try it


210eab No.14548976

File: cd699e9052d096c⋯.jpg (166.74 KB, 900x939, 300:313, vivian and anon.jpg)

>>14548966

Im only going to add Vivian and maybe Gilda to be the main bully target


210eab No.14548995

File: abbcdeba9bc1298⋯.png (54.25 KB, 682x850, 341:425, light blue.png)

>>14548954

In the end looks like the best one, im keeping this one.


c5468e No.14549014

File: aebd6ab21886186⋯.gif (560.09 KB, 367x265, 367:265, 1d5.gif)

File: 25e30314f731863⋯.jpg (42.15 KB, 680x531, 680:531, 285.jpg)

File: ad6ae13bd3f456b⋯.png (583.62 KB, 486x810, 3:5, ad6ae13bd3f456ba4648ecff20….png)

File: ba01532eea92332⋯.jpg (33.54 KB, 640x684, 160:171, ba01532eea92332edc59b8c95e….jpg)

File: 7217d94b641f098⋯.jpg (20.26 KB, 521x480, 521:480, 7217d94b641f09849675b6500c….jpg)

>>14548995

put a shirt on, you slut


210eab No.14549034

>>14549014

its the next thing i gonna make, takes a bit of time to make every cloth because they need to adapt to all bust sizes, shape keys and body proportions so i can have the girls gift clothes to each other in the game later and it will magically fit.


2ffbaf No.14549109

What's the ideal preferable first game experiment? A shmup? A simple JRPG? Will probably be going 3D or 2.5D.


210eab No.14549192

>>14549109

Something you would want to play


4b60b1 No.14549204

>>14549109

A clone of an older game.

>>14549192

but not your dream game.


c5468e No.14549232


210eab No.14549235

>>14549204

obviously, i mean something you like, i wouldn't do a platformer because i don't like the genre


e8446f No.14549297

>>14549109

The first two games i ever finished were:

>1. Shit RPG Maker XP game where you reach the final boss within 20 minutes

>2. Pong

These two pretty much covered the most basic of basics of how games work. Don't start with 3d games either, you're just adding another dimension of difficulty for yourself as beginner. Most people fail and give up because they instantly start with huge plans for their first game like an MMORPG or something. In fact you should just play around in your first months even if it doesn't make sense. I have a Unity project that's like 20 games in one because i just kept adding features for learning purposes.


210eab No.14549965

File: 19f6919e4318875⋯.png (65.08 KB, 1094x860, 547:430, maxboob.png)

File: 40d42330b86d385⋯.png (446.81 KB, 1094x860, 547:430, underboob.png)

Fuck anyone have references for how shirts behave with big boobs? Can`t find good ones


d0e02b No.14549983

>>14549965

there's a reddit called TittyDrop that might be useful for reference


210eab No.14549993

>>14549983

Do i need to make an account? i never actually went on reddit


4b60b1 No.14550050

>>14549993

You don't need an account to view content.


210eab No.14550102

File: 50d842079999459⋯.jpg (117.78 KB, 704x1199, 64:109, underboob reimu.jpg)

File: c65a8be52890bc1⋯.jpg (254.72 KB, 1500x1010, 150:101, il_fullxfull.793294203_hc9….jpg)

I can find lots with elastic shirts that cling to the body, but i want to make it hanging so the underboob is visible from lower angles, the ones i find have the shirt keep the same length instead of lifting the front like mine, but seems like it would need to be tailored to be like that on a large boobsize


178e2e No.14550422

>>14548681

Thanks doc


bcd66d No.14551368

File: 800af5af35d7e8c⋯.png (Spoiler Image, 2.38 MB, 1410x2024, 705:1012, ClipboardImage.png)

File: fd8485432504def⋯.png (Spoiler Image, 2.83 MB, 1410x2024, 705:1012, ClipboardImage.png)

File: 4cf90c3a68ad1c8⋯.png (Spoiler Image, 2.48 MB, 1410x2024, 705:1012, ClipboardImage.png)

>>14549965

It's already perfect for muh dick

This happens exactly because the clothes aren't tailored for the huge chesticles of the girl wearing it, which is why you never see it happen in real life. Your images are already accurate, even if it isn't what you want.


998fa2 No.14551895

File: 30a80629114a68d⋯.jpg (18.04 KB, 373x339, 373:339, 1201635159.jpg)

>40 posts of one faggot spamming his trap wearing /g/ programming socks

what a shit thread


abbc65 No.14551936

>>14551895

You're a shit thread.


bcd66d No.14551940

>>14551895

He has a game on steam, can you say the same?


998fa2 No.14551944

>>14551940

>having a game on steam is now a good benchmark

have you SEEN the things that are on steam nowadays?

face it, you just enjoy shitposting while pretending to be a game dev


3abcc5 No.14552025

>>14551895

>trap

Imagine being this blind and retarded.


c5468e No.14552093


bcd66d No.14552156

>>14551944

I asked if you have a game on steam. It being incredibly easy to get one on there doesn't really work as a deflection, it only makes you look worse for having to answer no.


b7347b No.14552596

>>14536259

>Kot birb and blin

what is this, a new meme?


bcd66d No.14552641

>>14552596

Read the previous thread, right at the end.




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / cafechan / gw3n / kc / leftpol / n8 / roze / vg / zenpol ]