e5073e No.14636711
Very plain edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread:
>>14617171
QUARTERLY DEMO DAY SCHEDULED FOR MAY 5TH
3 weeks to go!
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)
e5073e No.14636723
Making the game's town
Fishing will be a popular hobby
Will make building mock-ups and finish the big tree in the center next week
78f213 No.14636733
Is a better idea to simply give up on gamedev and focus on building a single skill.
I'm wondering why someone should give a fuck about small games made by a single guy that are mediocre in everything when they can play games made by hundreds of more talented programmers, artists, musicians than anything I could ever make.
Better focus on a single skill like illustration and make a living from it, maybe I could even become more well know for it than making shitty mediocre games.
972ba1 No.14636759
>>14636733
Makes games for yourself first and foremost. Even if no one cares, as long as you enjoy it, that's the most important thing.
And secondly, why does it have to be mediocre? Having more people on your team doesn't make your game automatically better.
Your issue is that you're going into this expecting to make money day one, and you really shouldn't. It's a hobby. If you can't handle doing it for free, you should go get a job, you'll make more money even at minimum wage.
Waste of dubs.
b0a55d No.14636762
>>14636723
but that's just darnassus
e5073e No.14636777
>>14636762
It won't be so purple, also no night elves
8f87e9 No.14636795
Working on projectile spin/random path, pretty hard to get it good.
3546df No.14636812
>>14636733
You shouldn't go into gamedev if your objective is to make money. Gamedev is definitely one of those fields where you're supposed to do what you love and let the money follow. If you want to make a living go get a normal day job. Your project will only be as successful as the blood, sweat and tears you put into it. Which, gauging by your post, you don't want to put a whole lot into.
Who cares if someone has 200 Chinks helping him put together a game? The reason why people give a fuck about small games made by a single guy is because that single guy put more thought and care into his game than the soulless AAA machine he's competing against.
>>14636777
You really thought this out, didn't you? Good work. Nice trips
bf7604 No.14636822
>>14636733
I'm working with a few other anons together. It really helps to have a team of people you can trust but I guess I was lucky in finding the right people.
Seriously though, networking is powerful but it can easily turn ugly.
55f2cf No.14636868
What kind of math level is of need i n order to make game development in godot? I ripped sum vector vehicle steering (2 dimensional) but its of very buggy. And I dunno what I need to edit in orde to fixe it. Probably because the vehicle steering script is made for Godot 2 and not 3. Yes I could of upload demn script to pasteban but what use has it when I need to ask for it constantly? I would be able to work on it independently. Is learning trigonometry enough to use godot with?
t. former (((graf doom))) modder, I doun't really feel like fiddling with lame decorate and if I have to learn acs might as well learn python instead. So far I know how dat functional programming works like but seems to be a bit useless on Godot
95ef04 No.14636907
3e4bb1 No.14636979
>terraria otherworld canceled
Is this my cue to start working on this for real?
I experimented with shooting mechanics since the last time I posted progress, though that was a long time ago.
>18th of October 2017
7650c0 No.14636986
8a32d9 No.14637096
>>14636733
Being a jack of all trades is still extremely useful, even if it doesn't directly lead to employment. You're assuming that everyone wants to work in a team, or work on a game that isn't theirs. It's true that it's mathematically impossible to be great at everything, but it's entirely possible to choose one or two things that you're going to be exceptional at, and then learn the basics of all of the others enough to get off the ground.
d389d3 No.14637111
>>14636733
Stop posting this in every thread you meme spacing fag
7d8323 No.14637140
Is there any benefit of enginedev? Is there any good resources/tutorials on enginedev? (hint, broken opengl 1.1 docs isn't a resource)
3e4bb1 No.14637163
>>14637140
The best resource is the ability to look things up from a search engine, and compile information from multiple tutorials/guides for the sake of your own comprehension.
There's plenty of advantages to making your own engine if you're capable of doing it, but the problem is obtaining that capability.
7d8323 No.14637187
>>14637163
You can't compile all that information if all that info is using different libraries, frameworks, languages, etc. I really need to start learning from books.
http://glbook.gamedev.net/GLBOOK/glbook.gamedev.net/index.html
Can anyone vouch for any good books that either use C or C++?
dff385 No.14637222
>>14636733
>Is a better idea to simply give up on gamedev and focus on building a single skill.
Fuck off, retard, that isn't a question.
7d8323 No.14637273
>>14637230
Maybe at first glance, but when you apply it creates a way different outcome.
8f87e9 No.14637301
>>14637187
Programming is a craft, not academia, You can't read yourself to become a carpenter nor can you read yourself to be a programmer.
Now you fags post some damn progress instead. Also please give me some feedback on this GUI shit it's killing me
a01a1b No.14637319
>>14636979
Lookin good man, haven't seen u in awhile, glad you're still kicken.
Did you end up rewriting the engine?
>>14637301
>Programming is a craft
indeed, indeed
> feedback on this GUI
it's coherent, it has a good layout, but it's lacking character… it feels too generic.
7d8323 No.14637324
>>14637301
>You can't read yourself to become a carpenter
>what is trade school
That font is terrible by the way. Just use Sans or Helvitica.
a01a1b No.14637332
>>14637324
in trade school they still take you to sites, and do hands on training u derp; or at least the one my friend went to did it.
a01a1b No.14637339
>>14637332
or at least that's what one my friends who went to trade school told me.*
i don't know how that word salad formed, kek, sage for correction
7d8323 No.14637343
>>14637332
Then obviously you do programming challanges to practices. Since I'm confident programming in most things, I want to learn how to do enginedev now.
3e4bb1 No.14637353
>>14637301
Where's the button to quit or go back to main menu?
>>14637319
>Did you end up rewriting the engine?
Waiting for Jai before I make anything new.
8f87e9 No.14637362
>>14637324
>what is trade school
You think you sit around reading books in trade school?
>That font is terrible by the way
That bad? I'll try something else, thanks.
>>14637319
it's coherent, it has a good layout, but it's lacking character… it feels too generic.
Thanks anon, you're entirely right. I'm gonna try and get some props on and some motion in there.
>>14637353
>Where's the button to quit or go back to main menu?
Do I really need one? I figure you can't leave without having selected a profile?
78f213 No.14637374
how hard would be to focus on art then become the art guy in this thread and working with other anons to make their games?
(maybe some of such games become a sucess)
a01a1b No.14637377
>>14637343
Good stuff anon, just be clear on what your goals are, and what you're working towards.
Provide yourself with enough challenge to keep yourself driven + intrigued, but not so much challenge as to overwhelm yourself.
>>14637353
>jai
first time I've heard of it, but if jonathan blow the super autist is working on it you know there's going to be some neat stuff.
3e4bb1 No.14637392
>>14637362
>Do I really need one?
Depends on the game I guess. That looks like a part of some start menu, it would be annoying to explore the menus and then getting locked in the character selection screen even though you may have wanted to go to the options first or something.
>>14637374
>working with other anons
>make games
You're a funny guy
8f87e9 No.14637407
>>14637392
It goes like this right now:
Splash -> Profile Select OR Main Menu -> Profile Select -> Main Menu. I see your point though, it's worth considering.
7d8323 No.14637439
Anyone of you guys got a .pdf of this?
>Beginning OpenGL Game Programming, 2nd Ed
8dcdf3 No.14637456
>>14636979
>shooting blocks
It'd be cool to have a late-game tool that looks like a big vacuum and lets you suck dirt and other soft blocks up. Astroneer has a mechanic like this.
>>14637374
If you really want to make art for games, then go for it.
>(maybe some of such games become a sucess)
That's probably not going to happen until you're quite good.
dff385 No.14637458
3e4bb1 No.14637469
>>14637301
Here's some more feedback
- The buttons to select profile are on the left, but you're asking to select the profile on the right. If you'll add a "go back" or cancel button, it could go to the top left next to the "select profile" sign
- The "new profile" button looks a bit annoying since it matches the bottom two and has a similar purpose but is in a different location.
- You should make the font of the name different from the title/whatever
- The selected profile should be highlighted somehow
8f87e9 No.14637520
>>14637469
Good stuff, thanks anon. Do you think I should use a separate font for buttons and titles or could they be the same? So just change the text above the character?
c96b96 No.14637524
>>14636868
Before learning any complex math first learn to talk like a god damn human being you fucking nigger
3e4bb1 No.14637558
>>14637520
It does look a bit jarring when everything is capitalized, at least.
If you use multiple fonts, then usually you should only have one special font (like you have now) and use it for headings like the name or "Select profile". The other fonts should be neutral like Open Sans, though you rarely want more than 2 different fonts.
8f87e9 No.14637615
>>14637558
Tried making a version that uses round buttons instead. It's a shame TextMesh Pro isn't able to use TTF, but I'm looking for some better fonts right now.
4194a4 No.14637820
>>14637140
If you have to ask if there's benefits to enginedev, there is no benefits to you enginedevving. It's only beneficial if you know what you're doing.
d389d3 No.14638547
I'm stuck at a impasse.
I'm currently trying to add hooks and creating an EventHandler to handle custom events, but I want to be able to allocate data that isn't declared in a class at execution. Does anybody know if there is a term for this or have resources on what I'm trying to do?
55f2cf No.14638575
>>14637524
>he doesn't do drunk posting
Man you must be blast at a party, I bet you dont even drink Vodka at all.
a01a1b No.14639064
>>14638547
You may be looking for dependency injection.
There’s lots of frameworks for this on github as its widely used, but if you use unity look at zenject.
8e3f04 No.14639070
>>14636979
Does this take advantage of chunking or quadtrees?
It's been like two years and I still can't fucking grasp how to work with them yet
a01a1b No.14639117
>>14639070
It’s a simple recursively structured and queried spatial tree data structure anon, what’s there to not understand? :^)
8e3f04 No.14639212
>>14639117
I think I understand how to use it for hard grid data like Terraria terrain or what have you. What I don't understand in that context is how you'd compare two cells, eg if you're checking for adjacent tiles to see how to merge terrain sprites, how you'd tell one arbitrary index to jump up to the parent tree and then to the one to the right (pic 1)
Also how would you use it for collision detection? Eg, if you have an object right in the middle between two cells or dead center of the diagram, or any sort of bounds check that bleeds into multiple cells
d389d3 No.14639247
>>14639064
That's not quite what I'm looking for anon.
Here's an example: I want to be able to allocate (int) magic level to all player classes after compilation, even though it wasn't declared in the class initially, if that makes any sense.
8e3f04 No.14639276
>>14639247
What you are looking for are dynamically typed objects. I assume this is Unity? Compiled languages are strong typed, which means the length of the data is known ahead of time, since every time you allocate a new object into memory, it sets aside exactly (technically not, but that's not relevant here) enough memory for that instance. You can't just "add onto it" without creating a new type.
You can either use a secondary language like Lua or Python to hold the relevant data, or you can cobble it together yourself, and do something like a Dictionary<object,float>, but then this limits you strictly to one type (floating point). I don't normally recommending the "object" type, but here it shouldn't matter, even string as an index should be okay, because Dictionaries are backed internally by a GetHashCode() call regardless of supplied type, so it should perform at roughly the same speed regardless of what you do
068221 No.14639292
I hope you are all having a wonderful Friday night.
d389d3 No.14639295
>>14639276
Yes that is exactly what I was looking for. It's a custom 2D engine. Shame, maybe I'll add a scripting feature later on. Thanks for the help
9f3d09 No.14639296
>>14639292
Besides WW3 being about to start its going pretty well.
8e3f04 No.14639304
>>14639292
It's supposed to rain for a week, with 15-20cm of snow over the next few days, and a weather alert for freezing rain all through tomorrow.
I was supposed to have 5 days off but ended up being sick for 2 of them and being called in the next 3, so I work straight through Monday. Full 8 hour days of retail blitz because we have inventory on Monday.
My sister and her husband are splitting up so I can't rent the basement for cheap anymore. He was going to buy out her half of the house, but someone he knows did the assessment and came up about $20,000 below average market value and it's a nice house. So there's going to be a fuckton of friction there, and even if he's okay with me staying, he'll probably get mad at me indirectly, I don't fucking know.
Personally I'm okay, but I feel like things are piling if and could be nasty if shit starts to go bad. Polite sage for blogposting.
a01a1b No.14639370
>>14639212
For the first one, there’s a few ways u can approach that.
But first, you need a position to query, and you should always have one per node to work from.
so, each node should have a min and max (or center and extends/half size) for the space it encloses (thus u can get an adjacent position in a particular direction via just adding the extends*2 In the direction).
using this information for bounds checks, and to recurse to the node that contains the position (even at a passed depth).
To actually organize that, and get the adjacent quad tree, u just build a quadtree of quadtrees.
You could just have a moving quadtree on your controller that gathers the terrrain quadtrees (that’s what I do but for octrees).
>collision
>edge cases
Have overlapping cells, I.e. cells that extend so there are no edge cases.
The usage for this in collisions should be to first organize the collidables into small groups, and then detect collisions; so the main goal is to always be able to detect when collidables are close to each other in a relatively constrained space.
7758da No.14639418
>>14638575
> parties
< implying I go to normalfag social gatherings
< implying you do
get off my board
92bda1 No.14639455
>>14639292
I got decent enough airplane physics to work now, at least regarding translational movement. I just need to iron out the kinks, and then it's on to rotational movement (so I can implement control surfaces to properly pilot the damn thing). For every problem I've encountered thus far, I've hacked together viable solutions during lunch breaks at work.
>>14639304
>rain for a week, with 15-20cm of snow over the next few days, and a weather alert for freezing rain all through tomorrow
Alaska? Good times.
8e3f04 No.14639474
>>14639455
>>14639455
No, a fucking 2 hour drive from (((Toronto)))
0c8679 No.14639499
HookTube embed. Click on thumbnail to play.
Regarding the rendering pipeline discussion from last thread: Does anyone know if DirectX Raytracing / Nvidia RTX is actual fully fledged Realtime Raytracing, with no conventional rendering at all, or does it just use raytracing in some capacity for reflection and shadow calculations? SSR today is also done with some raymarching, and many shadowing algorithms use ray calculations, it wouldn't be very revolutionary. Looking at the Metro Exodus demo i couldn't make out any sort of artifact a real raytracer would have, it just looks like slightly improved shadowing / AO / reflections.
8dcdf3 No.14639511
HookTube embed. Click on thumbnail to play.
>>14636979
This video from the same presentation seems to suggest that it use 1 sample per pixel + some kind of denoising algorithm.
dff385 No.14639543
>>14639511
I hope people aren't stupid enough to let realtime raytracing catch on. I actually like being able to casually download a game and expect it to run at 60 fps.
0c8679 No.14639583
>>14639511
Yes, but i think the 1spp just refers to shadows / AO / reflections, the geometry is rendered conventionally. In the shadow section in the first part of the video, they briefly switch to 1spp, see how the geometry is still perfectly clear?
eb256f No.14639686
>previous $10K "professional" model cards used for raytracing were underclocked consumer models with less cores and RAM, but the consumer model drivers were deliberately crippled
>now this shit
If NVidia's claims of 300 million rays per second is accurate, and they're real raytraces, then you can expect 18 frames per second at 4K res (and two bounces per ray, which is the observed average in the CG render industry). You'd get 72 FPS at 1080p. If they're pulling their "pro" driver shenanigans again, all bets are off.
235a2c No.14639749
HookTube embed. Click on thumbnail to play.
>>14637140
There is no one resource on making an engine. It's all just resources that might help you make one specific component of your engine. You have to be able to apply the stuff in those tutorials into your engine by yourself. For example this teaches you how to write a graphics system similar to the ones that are found in quake, half-life, etc:
https://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm
However it doesn't at all teach you how to draw graphics on the screen. You would have to look up a graphics programming tutorial for that. You'd also need to learn how to use some kind of sound API, etc. to actually make an engine. You can't find this stuff all in one place since it's all specialized and every engine does stuff differently.
I'm probably the only anon who posts links to OpenGL 1.1 stuff ,sorry if its not very helpful
>>14639511
This looks like path tracing, and not ray tracing. Ray tracing is a lot easier to do. For example, video related is a real-time ray tracing demo from 2001 with no 3D card. I guess path tracing is a kind of ray tracing? But I always considered them different because of how the results and algorithms are different, even though they are both about calculating rays.
725bda No.14639770
Not sure if this is the right place, but if someone can please help a total noob/retard out- if I want to play Microsoft Flight Simulator 2000 do I need to run an earlier windows emulator and load it on there? Or rather, how can i play this game- will it run on windows 10?
a01a1b No.14639771
>tried new unity ECS for a few days
>after working with different ECS frameworks for awhile
>Unity’s ECS api is terrible
>exposing the implementation of ECS instead of the functionality of ECS
>requiring an obtuse amount of boilerplate to get any substantial functionality pried out of the API
>obvious it was done by an engine programmer who leaves the rebuilding of the API for game programmers
Fucking a, some drama with this is finally emerging on the unity forums; weeks after I realized this:
https://forum.unity.com/threads/ecs-too-verbose.525494/
Hopefully this relatively new, to unity, dev team doing this realizes that having to build a ton of boilerplate to get simple functionality is counterintuitive, and is not how proper api design is done.
As they’re exposing the implementation of their approach, and not the functionality of their approach; which is completely counterintuitive to anyone who’s designed a framework to have clean separation of functionality into intuitive design abstractions.
188ca7 No.14639793
>>14639749
I looked it up. Path tracing is like ray tracing++. They are related but path tracing does a better job at simulating how light works in real life.
Path tracing, for example, can emulate caustics, ray tracing cannot.
https://en.wikipedia.org/wiki/Caustic_(optics)
a01a1b No.14639796
>>14639770
Defintely not the right thread, kek, but nbd
Make sure u install it and try it first, and see if it boots.
If that doesn’t work, then probably just need to run it in compatibility mode (go2 the game Exe, right click, and open properties then select windows XP compatibility).
Try booting it after that, if you get an error message, search the error message; there will probably be fixes for other games, but the same applies.
If all else fails just emulate winXP on a virtual machine and play it on there.
Sage bcs off topic
235a2c No.14639820
>>14639793
People always mentioned how it could do soft shadows, and ray tracing can't in its base form. Interesting to see that it has other cool properties. I guess nvidia is just calling path tracing ray tracing now.
a01a1b No.14639821
>>14639292
Same to u anon, same to u
188ca7 No.14639857
>>14639820
Have some more path tracing caustics. This was made in Blender.
235a2c No.14639867
I've finally realized the cause of what is hopefully the last bug in my compiler: You can have two cases of the edge case that share one plane. And the exception is only active for polygons that touch. So, I need to extend the exception to all groups of polygons that share a plane and overlap. That's not very hard to figure out, so I should be able to just add this functionality into my "merge_exception_lists" function. Once that is fixed, all that is left is subtle bugs that I can't imagine, but will screw me over in the next three to six months and my BSP compiler will be done.
a80bdc No.14639887
>>14639543
Oh it's coming full force in maybe 3 or so years. And it's not gonna stop because your ass is still using dial up. Overall it's a good thing. Instantaneous light bakes for a scene in an editor is something to be excited about.
dff385 No.14639889
>>14639887
Good bait, but a bit too obvious
188ca7 No.14639979
I stopped procrastinating long enough to make my parser parse the sentence dependencies. As a point of reference, here's what I get when I put the same sentence through the Stanford Parser. As you can see they match up pretty well.
The Sanford Parser can be found here if you want to play around with it.
http://nlp.stanford.edu:8080/parser/index.jsp
I've also been thinking about a story. My current idea is that you crash down on a old forgotten space station and have to deal with both an alien menace and the people surviving on board while figuring out what's going on.
8f87e9 No.14640374
>>14637615
Added a new font, highlighting selected profile etc. I think it's starting to look good.
>>14639771
Unity devs are a bunch of fucking retards. It's pure luck the it is even usable.
b0a55d No.14640398
>>14639771
i still don't really know what to do with the ECS
the only thing i've gleaned from the tutorial is that i should have systems to do the Update() and Start() for objects rather than each object doing it by themselves, one benefit of this being that i'm using the same deltaTime
other than that i can't figure out what the fuck they're doing and what they want me to do
in any case the current beta build of unity keeps crashing on my when i try to import stuff, so i'm not really gonna bother with it anyways
8f87e9 No.14640403
>>14640398
It's probably for cache coherency. Components are packed tightly into memory, so that when you pass components through a system, you'll get minimum cache misses.
3e4bb1 No.14640441
>>14639070
>>14639212
The terrain is split into chunks, and each loaded chunk has it's own collision boxes and sprites for the tiles. Here's some old stuff showing how it works.
Image shows the collision boxes, they're just regular collision boxes like any other in the world (although collision with the chunk is checked before the collision boxes it owns). The webm shows the basic idea of how chunks get loaded; if a chunk enters the green area it gets loaded, and if it exits the red area it gets unloaded. Currently the chunks are on a timer and only get unloaded if they've been outside the red area for long enough, but the idea is the same.
The way tiles figure out what's next to them to solve the edge rendering and whatnot has always been a total mess. Basically I just call a function that finds all the adjacent tiles, and that happens for every tile, it's really slow. I have an idea for how to do it properly but I never got around to it.
95ef04 No.14640901
I missed out on a good chunk of highschool mathematics and my lack of mathfag knowledge really hurts my efforts at breaking into programming and gamedev. What resources would you recommend?
Khan Academy looks promising but some of their math courses proudly declaring they're "aligned with Common Core standards" has me worrying they'd teach me convoluted and inefficient burger algorithms.
b0a55d No.14640939
>>14640901
you really don't need it though
at best you need highschool tier vectors
if you're not using some engine that already has stuff like this built in, you need to understand coordinate system conversion
8dcdf3 No.14641170
>>14640901
I've had no problems with Khanacademy, but my alternative to them is community college taught by gooks who can barely speak English.
>>14639979
>I've also been thinking about a story. My current idea is that you crash down on a old forgotten space station and have to deal with both an alien menace and the people surviving on board while figuring out what's going on.
Make it a partially constructed dyson sphere.
>>14639543
Shadow maps are ass though. They look like shit unless you use high resolutions, and they are finicky to work with when the light source is close perpendicular with surface normals. Path tracing used exclusively for shadowing and IL might actually be cheaper.
35fb50 No.14641203
>>14640901
PatrickJMT has a ton of videos for many different fields of math and he explains things pretty well. If you're really wanting to get a lot of practice and understanding, you're probably best off finding a textbook you like, reading it, and doing all the problems that have answers so you can check yourself.
c58e3a No.14641229
>>14640901
I can't point you to specific resources, but just want to remind you that you should look into linear algebra specifically. It's the one field of mathematics you won't get around. Less so with 2D (although you'll still need it), but with 3D games you just need to know your vectors and matrices.
Modern engines may implement the classes and operations for you, but that isn't going to help you a whole lot, if you don't even know which operations do what. You can see this play out in the discussion forums of engines like Unity and Unreal (especially the former). The tools are right there, but people still need to ask the most basic questions, because they don't know when to use which to achieve their goal.
Trigonometry is another important part of mathematics that will pop its head up every now and then, because, as it turns out, dealing with angles and rotations is something you'll have to do eventually.
You don't need to become a math professor, but it's extremely useful to understand those things well enough, so that when you face a problem that involves mathematics, you can deal with it and don't have to consult google for every little thing. In fact, if you have no understanding of those things, you'll sometimes face the problem that you won't even know what to search for, because you don't know the terminology.
There are other fields which can prove useful, but nowhere near as much as linear algebra and trigonometry. Those two are just everywhere. Stuff like statistics and mathematical analysis are used when dealing with complex problems/algorithms.
I'd recommend you to start with linear algebra and trigonometry and then, if you still want to learn more theoretical stuff to have a solid foundation, tilt your efforts more toward computer science (algorithms & data structures would be a good place to start).
Good luck.
pic somewhat unrelated, I suppose. I have no idea whether that book is any good.
a01a1b No.14641546
>>14640398
I agree their api is confusing, and from my view they’re missing the point of designing with ECS in their docs (in addition to how cool it is).
I’ll cover the basics of ECS, and the design implications.
Note: Though there are much better online resources u can find w/more details (I’ll be succinct, and design centric though).
First we need a mutual understanding of its constituent parts to arrive at the implications of designing with it.
>Entity
Acts like a container for components, and is the common reference point for all components used by an entity.
Same as a monobehaviour for attaching components.
>Component
It’s pure data, no methods or functions.
It can act like a data container (f.e. HealthComponent having an int value), and it can also act like a flag (entity.hasComponent(typeof(healthComponent)).
It can also be detected when a component is added, or removed by systems for extra functionality (with an observer pattern).
>Systems
This is the fun part.
Systems work on all the components attached/added/removed to entities, and work in your own custom defined execution order, and tick rate (f.e. U want to reorder your systems execution, good, more power to u).
Systems can operate in a few different ways.
They can be initializer systems (upon component added, to initialize it).
There’s update systems (gather, and update components per tick).
Reactive systems (react to changes in components).
Here’s the main design advantages of ECS:
>composition over inheritance
Entities are composed of a set of components, this defines their behavior, through the systems that use the components.
No need to worry about trees of inheritance, and accidentally breaking functionality if you change a base class.
>easy to create complex behavior
As entities are just made up of components, and systems do all the heavy lifting. It keeps code clean, simple, and compartmentalized; but by definition this leads to emergent (usually predictable) behavior.
>easy code reuse
Since components, in essence, define the behavior of entities, and systems do all the work; you’re using the same system code to implement behavior for any amount of entities.
This means you codes actual functionality is centralized, in systems, and is thus really easy to change, and maintain.
As compared to monobehaviour where functionality is centralized PER component (EC architecture). Now, I’m ECS behavior is implied per components of the same type (real ECS); and can be easily changed because it’s centralized in your systems that use the component.
>compartmentalized functionality
Since you can slice components into very granular sets of data, and implied behavior; it’s really easy to organize, maintain, and build new behaviors by combining grandular components into a complex set of behaviors.
So, the adage, “the whole is more than the sum of its parts” applies here, and for game programming this ECS design pattern is predicated on emergence; which is extremely intuitive once u “get it”.
b0a55d No.14641566
>>14641546
tl dr, i don't REALLY need it?
so far they've been claiming it's needed more for performance rather than for organization, and i'm just not seeing any huge boost
a01a1b No.14641612
>>14641566
All the effort, wasted
>so far they've been claiming it's needed more for performance rather than for organization
It does both.
Though, as I said, Unity’s ECS api is shit, avoid it until they improve the API.
Use an open source solution. I use the entitas framework.
>i'm just not seeing any huge boost
They’ve done the performance comparisons and it does improve performance for complex sets of data and logic; though pretty much any correctly done ECS will improve monobehaviors shit default performance.
>don't REALLY need it
That’s up to you. Read my other post to see if you want all those benefits I mentioned.
Yeah, it takes sometime to learn, but the benefits are really paradigm shifting.
Honestly, can’t believe I stuck with unity’s default EC architecture for so long; it’s just… so hindering.
235a2c No.14641715
>>14639867
Never mind, it was the wrong bug. I am at least closer to figuring this stuff out, though.
3546df No.14641756
>>14639543
You know it will. The PS5 is gonna come out in 2019 or 2020 with specs that should be able to do 4K/60fps just fine but everything will actually be some made up bullshit resolution like 3200x1800 upscaled to 4K and plays at 30fps (With frequent drops below that of course). because that hot new Sony exclusive just couldn't go without real-time raytracing. There was just no way around it, they swear.
235a2c No.14641769
>>14641715
OK, I think i've fixed it. So, my BSP compiler is finally "done" until I find any other bugs or problems with it in the future. I think that it probably doesn't have any issues anymore though. The screenshots show a really high polycount because I have the compiler configured to prioritize nothing but polygon splits, meaning that it increases the polycount as much as possible. In normal use the compiler will only split polygons when it would make the tree too imbalanced, so it doesn't actually increase the polycount that much.
e5073e No.14641929
Guys need some help here, im trying to break the symmetry to make the town look nicer, i got a few ideas for the districts, but need feedback
Also i want to change the port because the current form looks goofy, im unsure how a port in a gated town should be, im inclined towards the remake 2 as it has more space for bigger buildings
I would also like to add aqueducts with waterfalls somewhere for extra comfy
c71440 No.14641944
>>14636868
Have they fixed sprites jittering in version 3?
972ba1 No.14641954
>>14641944
You sure that's not an issue with you trying to draw sprites at non-integer positions? That happens with every program.
c71440 No.14641988
>>14641954
Nope, but the jittering was very strange: on Windows it happened sometimes, randomly, on Android it happened all the time. And on integrated Intel graphics the game looked like an unplayable slideshow.
9cbf84 No.14642028
>>14641929
Perhaps like this? Keep the hexagonal base, but remove the unused rivers, possibly you could replace them with more formal aqueduct structures. Have the three main inlets then a wide main outlet, if it's an elf-like city the verticality of the buildings should make it look a lot better and 3-dimensional even if you keep it the way it is.
92bda1 No.14642046
>>14641929
Look at what actual ports look like, maybe throw in a dry dock. Pics related are a few of the reference images I have saved for later use, when I get around to making port towns in my game. Though in my case, they'll be supporting airships instead of sea vessels.
9cbf84 No.14642090
Technically this is old progress, but first time posting so w/e, recently picked it back up to hopefully finish.
Simple matching game, match similar colors/shapes to get points, race against the clock, etc.
55f2cf No.14642093
>>14641944 (checked)
I don't know, I haven't bothered "playing" around with Godot 3 much since I feel breddy clueless were to start to make a "functional" test game. My Python knowledge is just good enough to make a simple-ish text game.
>>14640901
Thanks for formulating the question better than me. tfw I know this feel
>>14639418
nigga I was drinking alone at home. Five beers at least.
e5073e No.14642094
>>14642028
What do you suggest for the green district?
>>14642046
My town won't be that big, it would house one or two ships at the most
95ef04 No.14642121
>>14642046
>airships
>not giant hollowed-out caterpillar carcasses with treads
Thanks for the idea, it was supposed to be a shitpost but I'll use it in my rail shooter.
9cbf84 No.14642139
>>14642094
First impressions, seems like good farm area to me, good buffer against invasions.
0d84d2 No.14642148
2bf612 No.14642201
Here's a horror story about how a floating point error caused a bug in my physics engine that took me a couple of hours to find:
wOtherMaxX = 15.778
wMovingMinX = 15.778
wOtherMaxX - wMovingMinX = 1.77635683940025e-015
Can anyone tell me what is going on? The two values are calculated separately, so I blame the bit noise from those separate calculations.
Looks like I'll have to round all coordinates and use integers instead.
c71440 No.14642205
>>14642093
Nevermind. Just tried it and I think that things just got worse. 2D renderer is useless, and 3D renderer still gives that random jittering.
86a5d4 No.14642238
>>14642201
You should take into account a small margin of error, usually referred to as epsilon, when dealing with floating point numbers.
189e97 No.14642262
>>14642201
You should print the exact values of each floating point number. Chances are you'll get different results. 15.778 cannot be stored into a floating point.
d03713 No.14642266
>>14636733
There are plenty of top tier games made my a small amount of people, yet shit tier games with teams of hundreds of people. Your argument is garbage because quantity doesn't automatically mean quality. Anyways, if you want to be an illustrator, illustrate, if you want to make games then just like make game. Also, if cash is the most important thing for you then this place isn't for you, most people here do this for passion and most likely cannot help you out if you just want to make a cashcow. Might want to go to some chink forums and try to get some tips about making shit tier mobile games to get rich.
e5073e No.14642352
What do you guys think about the new port?
d03713 No.14642368
>>14639511
>>14639583
>>14639583
>>14639749
>>14639793
>>14639820
>>14639889
>>14641756
http://cg.ivd.kit.edu/svgf.php
This stuff has been available for 1-2 years now. Seeing how the tech went from 10fps to 60fps on the same hardware in such short time means that even current mid-ware hardware should be able to fluently run that tech in another year or two. Anyways to run down how it works, it's a hybrid path tracer. Everything gets still rendered traditionally, they just add a single pass path trace from which you can produce colorbleeding, shadows and reflections. Instead of shitfuck of screen space image effects you now have this path trace to do all the fancy lighting and shadowing in the environment in a single step. The reason this tech is so valuable is because you have no scaling problems, doesn't matter if you have thousand or one object, casting their shadows will now cost the same. Also no need to place shadow maps, reflection cubes, illumination probes anymore. Now it's all about making the denoiser as efficient as possible.
9cbf84 No.14642442
>>14642352
Looks nice, excited to see it develop.
235a2c No.14642476
>>14642352
It would make sense if outside the main walls you could see some urban sprawl. It also doesn't make sense that the only entrance to the port would be that one opening without and space for ships to dock. You could add some docks to that along one of the beaches. Also it looks like it's not possible for you to move a large ship through that tree thing and the buildings and into the river, which kind of seems to be the point of such a port.
01eb4a No.14642483
>>14642352
Looks nice. Maybe add floodgates at the entrances to the city so that it can avoid being flooded as the tides change ? i would imagine that this kind of city needs very stable water levels.
188ca7 No.14642491
>>14641170
>Make it a partially constructed dyson sphere.
That would just be exploring a planet/solar system. If you're thinking about a super structure maybe a ringworld or something like Rama from Rendezvous with Rama? I chose a space station because rooms connected by hallways are easier to manage in a text adventure than wide open areas.
>>14642368
I remember that being posted here when it came out.
Considering the big two graphics cards manufactures are now implementing this I'm wondering if newer graphics cards will have physical circuits built for denoising. I wonder if that's even possible.
a6b42e No.14642552
>>14642352
Looks cool. Add maybe some kind of small citadel on the cliff. Seems rather undefended otherwise.
8e3f04 No.14642658
>>14640441
>First image
Oh I remember asking you about this ages ago and seeing it. Nice to see you're still at it, anon.
92bda1 No.14642664
>>14642352
Looking good, but perhaps not have the lighthouse directly in front like that. Have it off to the side instead.
86a5d4 No.14642670
>>14641769
Keep it up Ika. I've not made any progress in two weeks, lend me your strength.
235a2c No.14642693
>>14642670
You can do it anon! I'm sure that once you stop procrastinating and start working, you'll make some kind of breakthrough after your break.
Unfortunately i'm not done with my compiler, even though I would love that… I started mapping a larger version of my "halls1" map and it was able to compile after adding part of one of the rooms, but then it fails later. So there is some issue with the compiler that I haven't been able to understand yet, but I think that soon it will be fixed.
40f0e8 No.14643152
I need to learn to make simple models with action animation in mind. Think maybe early PS2 quality for a Bastion-like isometric beat-em-up. Is there a suggested curriculum for 3D?
8e3f04 No.14643167
This is probably better for the drawthread, but I realized Pixiv is a great resource for drawfags:
https://www.pixiv.net/howto
Tons and tons of user submitted tutorials and guides, sorted by category
188ca7 No.14643295
>>14643152
When you're creating a lower poly model to animate topology is extra important. There are plenty of resources out there that you can find through a search engine, but the basic idea is to avoid polygons that have more than 4 sides and make sure the polygons "flow" in a specific path.
Here's a link that shows examples of topology.
http://wiki.polycount.com/wiki/Topology
You'll also want to look into character rigging and skinning. The important thing in rigging is to make something that is flexible and intuitive for the animator, probably you, to work with. You'll want to make it so that whatever position the bones are in the character still looks good and deforms cleanly. Continuously test the rig as you make it. It's even better if you know ahead of time what exactly the character is going to be doing so you can plan for it.
Outside of that you really need to get familiar with your tools. Look up tutorials for your software in-particular in relation to the above. Then practice, practice, practice.
8e3f04 No.14643309
>>14643295
Care to explain to the class why this is important? What happens if you have many adjacent sides or break the flow? Tearing? Clipping?
a01a1b No.14643365
>>14643309
When u import a model into a game engine the engine breaks polygons into triangles.
So, if u if a n-gon it will split, and could cause your animation deformations to be inconsistent with the animations in your 3D modeling program (good to triangulate in the 3D modeling program too).
Also it’s good for subdivisions, consistent weight painting, deformations, and other such things.
188ca7 No.14643376
>>14643309
Having polygons with more than 4 sides leads to bad deformations as the model is animated. Four sided polygons also sub-divide the easiest so it's best to use those as exclusively as possible. Having polygons "flow" together in lines and/or loops cleanly defines the shape of the model, helps with subdivision, and makes the model deform in an expected way when animated.
You can get away with bad topology in a model that doesn't deform, like a gun, but you'll also end up having a lot of unnecessary polygons and subdivision will be a pain in the ass.
Good topology is also important when doing smooth shading and working with normals.
8e3f04 No.14643416
Is there a faster way to do pic related?
Ideally, I attach a DebuggerDisplay to every struct type, and have a separate ToString implementation. Either way, even if I override ToString to supply a simple value to the debugger, it lags badly when I scroll through an array in the debugger. It tends to do this with any default C#-defined types that don't just display the type name.
Should I just accept that debugger arrays will always be slow to look at?
8e3f04 No.14643581
>>14643416
Nevermind, just remembered that VS has the option to attach the debugger in a separate process or not. Turns out that keeping the application running separate from VS makes it way faster, for whatever reason.
dff385 No.14643919
>>14642368
>The reason this tech is so valuable is because you have no scaling problems, doesn't matter if you have thousand or one object, casting their shadows will now cost the same
And this would be a straight up lie.
e5073e No.14643928
>>14642442
Thanks, i will try my best
>>14642476
Forgot to mention, the city was founded by mages, the stone is all solid white marble erected by geomancers, the city is barely 5 years old when the game starts, btw the tree was grown with magic too
>>14642483
Good point, will do
>>14642552
Yes, i will expand the cliff a bit, but the terrain there won't be as flat, it will also be dense forest
>>14642664
But its more AESTHETIC in the center
I will add towers made out of magical trees on the walls later
7d8323 No.14643932
Any good book resources on OpenGL game programming with C/C++?
428ae9 No.14644127
Making UI in Godot is suffering. I'm getting this weird behavior with Godot's editor where if I edit a node in the properties panel (like change a label's text or a panel's size), shit just gets fucked up. The position of the nodes changes, it's like they just collapse or something. For example I edited a labels text and it randomly moved the GUI root node to the middle of the screen. Maybe I'm just retarded, but this behavior doesn't seem normal, maybe I'll try and recreate it.
ed337d No.14644193
>>14644127
sounds like a bug, godot GUIs are usually pretty straightforward, just make the node, anchor it in place and hook the signals
428ae9 No.14644301
>>14644193
>anchor it in place
There's my problem. I just haven't set the anchors; totally forgot about them. Thanks.
d9ea99 No.14644303
>>14643919
Not an expert whatsoever, wouldn't it depend on the number + intensity of lights in a scene?
235a2c No.14644814
Working on strategies to find intersecting brushes: that is a class of invalid geometry that that mapper must resolve themselves, so pressing the "P" key in the map editor will label intersections red.
dff385 No.14644877
>>14644814
Is this project ever going to be reasonably usable for other people, or is it just an outlet for your autism?
235a2c No.14644895
>>14644877
Its just an outlet for my autism at this point. At some point, it might reach a stage where someone else can use my tools and work on my codebase and make a game with it… but even by the standards for game engine usability in 1998, my tools are mediocre. It wouldn't be terrible to use my map editor right now, but literally every real map editor out there is better. At least on the programming side, it's not bad at all. You just get dropped into my C codebase, which really isn't any different from other engines made in the 90s. I'd like to think that this engine will have lots of cool games on it made by other people, but I doubt that that is a very realistic expectation to have.
a9dcbd No.14644906
I gotta finish doing my trailer today and then we're going live bois.
I was at PAX East this last week and I got to meet Swery65 and Suda51 and give them a copy of my games.
Suda51 told me he believed in me, and that he wants to see my games on the floor next year. Time to make it happen.
b0a55d No.14644917
YouTube embed. Click thumbnail to play.
>>14644877
well he already release this, so at this point he's kind of free to fuck around with what he wants
2bf612 No.14645061
Working on in-game hud. The gamepad is just a placeholder image for an equipped weapon's icon. The three dots are empty spots for active weapon modifications. The numbers are ammo, and will only be displayed for certain weapons.
8dcdf3 No.14645118
>>14642148
>.ca
A FUCKING LEAF
>>14645061
Looking good, definitely fits with the few assets you've made so far. I think the health (or exp?) bar above the player could be a bit more stylized.
>>14644906
>(1)
What game?
2bf612 No.14645152
>>14645118
Thanks. It's a health bar, I'm not sure if I want to overcomplicate it, but I'll consider adding some detail to it somehow.
f91316 No.14645267
>>14644917
That's made in a different custom engine though, Sigma2 is remade from the ground up.
>>14645061
Please don't go insane and leave us Keyreal, but I think Yoko Taro has released your UI before you did.
2bf612 No.14645327
>>14645267
Never heard of it, but I'm sure my game's different. I've got this concept of a cool female protagonist with white hair and black dress…
3e4bb1 No.14645359
>>14645267
Imagine if someone tried to sue you because your game has a rectangle
f91316 No.14645407
>>14645359
Imagine if someone tried because your game has a frying pan and some real life weapons
eb256f No.14645427
>>14645407
Didn't Phantasy Star Online have a frying pan as a weapon? And Mario RPG? And PO'ed for the PS1? And Earthbound?
188ca7 No.14645428
189e97 No.14645433
>>14645427
>>14645428
You don't need facts to file frivolous lawsuits to bully your competition.
2bf612 No.14645470
I haven't made a blog post since January, so I've summarized all the updates I've been posting here for the last couple of months in this post: https://kircode.com/post/new-ui-physics-engine-particle-system-and-music
5bf5ee No.14645479
>>14645407
they had an enormous amount of success with an asset flip and then they get pissy, when someone else can just buy the exact same assets and make a ripoff.( If you google it you can find the packs used on reddit)
They were even retarded enough to say that they are considering legal action against Epic, but not retarded enough to follow through.
I wonder if it has something to do with them being Korean, because i have heard of some retarded business practices from Koreans before.
88fe14 No.14645549
Is this the opengl suicide prevention hotline?
I'm trying to render two white tris to the screen at -1,-1, to 1,1 to make a quad that fills the screen, so that I can render a texture. I can't see it rendering the tris at all.
http://anonfile.com/A1Dbf1e8b0/blit.trace
Here is the apitrace .trace, I can provide code but it's using gfx in rust so it's not going to look like typical opengl API calls.
I'm sorry for using an attention grabbing image but I've been stuck with this issue for days.
f91316 No.14645576
>>14645549
Have you tried reversing the order of the vertices? Maybe you're looking at the backside of the triangles and they're getting backface culled.
8f87e9 No.14645581
>>14645549
Post a pastebin instead of an API trace.
88fe14 No.14645589
>>14645576
Yeah, tried that, doesn't look like backface culling. I'll try turning off face culling just to be sure, though.
>>14645581
The trace in a pastebin? Or a minimal reproduction?
https://pastebin.com/BCbTgcjE
8f87e9 No.14645597
>>14645589
Minimal reproduction, hard to gauge from a trace. Shader and API calls preferably. Are you using the index hack shader?
189e97 No.14645623
>>14645589
>>14645549
You seem to call glDisableVertexAttribArray on every input before initiating a draw. If the vertex attrib array isn't enabled for that attribute, it wont get data from the vertex buffer you gave to it.
Either way post your code instead of a trace. This is terrible to sift through.
f43629 No.14645698
>>14643919
>And this would be a straight up lie.
Please explain through your technical knowledge why this would be, Mr. Expert. If you disagree with someone you're supposed to prove him wrong.
2bf612 No.14645707
>>14643919
>>14645698
I'm far from an expert but I find that very hard to believe, too. I can imagine that the number of rays stays the same, but increasing the number of objects in the scene means that the same rays have to be tested against more objects. Am I wrong?
f91316 No.14645727
>>14645707
You use a BVH for that. It's not free like the other anon said, but it scales pretty well.
88fe14 No.14645914
>>14645623
I cross referenced some other working opengl code using this library and I've noticed bits an pieces relating to the vertex attribute array that differs (as well as the sampler/texture binding API calls), so I know where to start looking now, thanks for pointing that out.. If I get stone walled again, I'll do a minimal reproduction in a repo on github. But it's probably not going to look like typical opengl because it's a graphics abstraction API over opengl/directx/vulkan/metal.
>>14645597
>Are you using the index hack shader
I don't think so, but I don't know what an "index hack shader" is, is it a specific technique used in vert/frag shaders? The vertex and frag shaders I'm using are in the pastebin, if I have to come back begging for more help I'll have the shaders in the minimal reproduction.
8f87e9 No.14646043
>>14645914
This is the shader I'm talking about. You don't need any buffers for it (except maybe a dummy one depending on if AMD fixed their drivers yet or not).
https://rauwendaal.net/2014/06/14/rendering-a-screen-covering-triangle-in-opengl/
3bf373 No.14646124
I need some help, I think I might've backed myself into a corner but I'm not sure where to go from here.
I created a dictionary. This dictionary contains a key (which is an animation hash) and an identifier.
I was planning to have the identifier be an enum, so that I could use switches in my script depending on what animation I'm currently using.
On startup the script runs through every animation I have and adds it to the dictionary, however I'm not entirely sure how I should set the identifier.
I was thinking to use "Tags" that I can set from the animator, however those are saved as strings.
If I have this:
public CurrentAnimationState currentAnimationState = CurrentAnimationState.Idle;
public enum CurrentAnimationState
{
Idle,
Default
}
Can I change my current state by doing something like:
currentAnimationState = CurrentAnimationState["Default"];
Does my question make any sense?
3e1ea3 No.14646342
HookTube embed. Click on thumbnail to play.
What does /agdg/ think of Handmade Hero?
87a672 No.14646348
>>14646342
the ultimate bloat
>make your own editor before working on game
>make your own engine
>make your own everything
95ef04 No.14646402
>>14640939
>>14641170
>>14641203
>>14641229
Thanks for the advice. I already have a copy of nostarch's Manga Guide to Linear Algebra and I'll definitely look into PatrickJMT's stuff.
3e4bb1 No.14646414
>>14646342
TL;DW, It would take like a year to watch all of it. The C tutorial part at the beginning is very helpful though.
Also it would have worked better if the game was simpler, and the whole handmade thing was split into multiple parts. First part would be to make a very simplistic space invaders-level arcade game or something, second part where they make a more polished and juiced RPG or something out if it, and then a third part where they start over and go all out with 3D and a larger scope.
235a2c No.14646461
>>14645267
I'm going to make at least one game using this engine. So, there will be something that shows off what it's capable of.
>>14646342
I never watched it, watching videos just isn't how I learn things. Also from what I have seen almost all of the content there can be found in other tutorials online, that aren't in video form. So at this point I already know most of the things that are in his videos.
3e1ea3 No.14646480
>>14646461
What tutorials did you use for Sigma Rendering? Or did you do it yourself?
d389d3 No.14646498
>>14646124
What language is this?
7d8323 No.14646501
>>14646348
How's that bloat? It's better than all the (((modern))) engines that are funded by the Chinese and Israelis.
3bf373 No.14646516
235a2c No.14646534
5bf5ee No.14646556
>>14646501
good thing you can install godot and be free.
3e1ea3 No.14646584
>>14646534
Thanks anon, I've been watching your progress and it's very inspiring to see one man achieve so much through sheer force of autism.
95ef04 No.14646603
>>14646534
>Xlib
I know you weren't aware of XCB at the time but here's some resources on using it. Most anons interested in cross-platform or Unix gamedev will probably use a preexisting engine or SDL Wayland never ever, but some familiarity with XCB is still useful.
https://xorg.freedesktop.org/wiki/guide/
https://www.x.org/releases/current/doc/libxcb/tutorial/index.html
https://xcb.freedesktop.org/tutorial/
https://xcb.freedesktop.org/XcbApi/
d389d3 No.14646611
>>14646516
I'm not well versed in C#, but it looks like there is a parser for Strings to Enums.
Otherwise, store all the states as Strings?
235a2c No.14646690
>>14646584
Thanks for the compliment!
>>14646603
I've been meaning to learn XCB since it does look a lot nicer than Xlib, but I haven't worked on the linux version of my engine for a while. Do you know anything about changing the display modes and querying the display modes that the monitor has? In Xlib I can use https://linux.die.net/man/3/xf86vm but I don't know what the XCB equivalent is.
a514f8 No.14646953
For a first person, grid-based dungeon crawler, which do you like better, the 45 degree or 90 degree FOV?
The top one (45) lets you see what's immediately in front of you, letting you see deeper, which helps with mapping. Except it's harder to tell whether the right or left of you is a wall, and you have to "pass" the turn before making the turn, which seems a little illogical.
The bottom one (90) lets you know what is on the right and left of you, except every part of the grid is pushed one spot deeper, and you're looking at the spot on the grid where you're standing (which can be disorienting).
I might implement both and have an option in the menu, but that's way down the line and I'll have to pick one.
e5073e No.14646965
Added floodgates and expanded the north area, it will now be part of the treehouse district
8f87e9 No.14647034
>>14646965
I really like this, what's the game going to be?
189e97 No.14647038
>>14646953
The FOV between those two examples are the same. The difference is that the top one is first person (look from within the tile you are standing), where-as the bottom one is third person. (look from behind the tile you are standing)
a01a1b No.14647052
>>14646965
Make sure you have storm surge walls surrounding the front too
Unless you’re in a bay, it would be a concern
e5073e No.14647054
>>14647034
Comfy farming on the aquacity with cute girls and faries and shit
e5073e No.14647073
>>14647052
The sea there is not THAT violent, but i may add later, right now i will focus on finishing the giant tree in the center
8f87e9 No.14647121
>>14647054
>Comfy farming on the aquacity with cute girls and faries and shit
>mfw
8f87e9 No.14647211
I'm not entirely convinced my transitions between menues is the way to go (zooming in/out). Gimme some opinions on what it looks like.
8f87e9 No.14647217
>>14647211
>being this retarded
>triple posting
JUST
a9dcbd No.14647228
>>14645118
It's a collection of games that I was handing out, seen here http://ejew.in/products/the-blue-box/ and actual footage of the games on the disc here http://ejew.in/games/
b0a55d No.14647234
>>14647211
>>14647217
i have mine on the sides of the screen and just move them when i need them
f91316 No.14647244
>>14647228
>playing the e-jew
3bf373 No.14647255
>>14646611
I found a bunch of different answers from c# and unity and couldn't get it to work.
I think at some point unity must've changed how the parse is done.
ended up looking something like this
currentAnimationState = (CurrentAnimationState)System.Enum.Parse(typeof(CurrentAnimationState), "String");
Thanks for the help anon
8f87e9 No.14647258
>>14647234
This looks pretty good too. I need to experiment more. I booted up some casual shit by King, they pop an animation and a really fast zoom in/out when opening and closing windows. It looks really juicy to be honest, I'm going to try and make my transitions faster starting out.
a01a1b No.14647363
>>14647073
Any sea is that violent unless you have natural barriers (bay, giant coral reefs, manmade sand barriers, etc).
While even then, the envitability of the sea, and implications of storms means not shoring up for that type of eventually makes a city naively built; especially if it’s right up on the shore.
Look at major coastal cities in Japan and the UK for reference.
888afb No.14647376
>>14645267
>>14645061
>Yoko Taro can steal your UI before you even think about making it
I guess I'm not the only one who sees that. It did remind me of N:A for some reason, but I though I'm just imagining things.
dff385 No.14647380
>>14645698
>okay Mr. Expert, explain how you can possibly know more collisions takes longer than less collisions?
Is cuckchan down again?
e5073e No.14647417
>>14647363
i will probably add a coral reef then, it would add to the comfy factor
92bda1 No.14647643
Does anyone know if it's possible to manipulate .obj files within godot? Like if I want to make a ship model with turrets that move, would I have to make every little part a separate .obj or can I just make one .obj and manipulate it with scripts/code? Personally, I'm hoping for the latter. I'm using RenX for 3D modeling, then converting from .gmax to .obj format.
Also, how do you guys handle scale? Do you just start with some arbitrary dimension for something (like a player model) and then go from there? Or do you base it off desired texture resolution, or real 1:1 scaling, or what?
b0a55d No.14647691
>>14647643
have you considered just using an fbx with bones
3bf373 No.14647799
>>14647643
OBJs are static 3D models. Unless you make every part separate and control each different part with a script, then you won't be able to animate it.
8e3f04 No.14647892
>>14647255
What about something like
public class SomeAnimator
{
public static Dictionary<string, AnimationState> States;
public AnimationState CurrentState;
public void SetAnimationState(string value)
{
if (String.IsNullOrWhiteSpace(value))
return;
if (States.ContainsKey(value))
CurrentState = States[value];
}
}
a01a1b No.14647918
>>14647643
One of the most important factors to 1MA’ing a game is having an extremely efficient workflow; having powerful tools makes getting there a lot easier.
>animated turret
As anons mentioned use an fbx with a simple rig. It’s be really easy to implement that, as u just use the bone’s forward to look at a target.
>scale
Usually only matters for the physics engine, as depending on the scale used in the engine, is what you should scale your models to if you an accurate physics simulation (f.e. 1 unit in unity is 1 meter, and in blender the default cube is about 2 meters).
Texture res is highly dependent on your art style direction, and you should use a tool like substance painter to have automagic resolution changes for your textures even after painting/baking them.
92bda1 No.14648272
>>14647691
>use fbx with bones
I'm shit out of luck on that end. The software I use to model can't export to fbx. Also, isn't there something about godot not working with fbx or something?
>>14647799
>OBJs are static 3D models
That explains a lot. Well fuck, guess I'll just make what I need then split it into a billion parts. Alternatively, there's also the glTF format, though I don't know entirely too much about it yet, other than it's supposedly supported by godot.
3bf373 No.14648371
>>14648272
>glTF
I used that when playing around with ThreeJS. Apart from the really shit export scripts available it was great and possibly quicker than any of the other filetypes I tried.
>>14647892
Why would I do this?
On another note.
Is it wrong to move a collection of functions into a class for order's sake? I tried doing it and Unity started complaining about a bunch of really simple stuff like the transform of a gameobject not being static so I'm not sure if I should do it or not.
a9dcbd No.14648482
>>14648371
moving pure-code stuff into static utility classes is absolutely something you should be doing, unless it's specific to the component you're writing.
but doing this will typically mean that you need to change the usage of the code that you moved to reflect that. in some cases, what you actually need to research are Extension Methods that extend functionality of existing classes. these should absolutely live somewhere in your codebase where only extension methods live.
dff385 No.14648515
The Antifa gamejam just ended. Let's see how many of these I can get through.
28379e No.14648527
>>14648517
That is exactly the kind of low effort garbage I expected them to make.
a01a1b No.14648531
>>14648371
You should definitely be creating extension classes as this anon said >>14648482 and keep those under an extension namespace of your API; you can organize them more thoroughly when you start getting a larger codebase (for now just put all static extension classes in a extension namespace, you'll thank yourself later).
The basics of extension classes is that you keep everything static in the static classes w/explict delerations of readonly/etc, and passing references to what you're operating on.
If you mean doing a partial class, then that is sometimes fine too, but generally you only want2 use partial classes for say making a class inherit from an interface in a centralized location (f.e. u have 5 classes that inherit from an interface, so u make them all partial classes that inherit from the interface in the same file as the interface, for clarity/organization's sake).
dff385 No.14648548
>>14648517
SimUncle
2/20
The family-dinner-with-your-racist-uncle simulator!
A game by Tobi, Kota, and Étienne.
this was a month-long gamejam
8bb6a9 No.14648561
>>14648552
>>14648548
is this real? Something like this could have been made in Twine in 10 minutes
dff385 No.14648566
Does anyone know how to get these fucking bitsy games to work? I've tried every key and they don't do anything.
1b44c9 No.14648574
>>14648552
>racist uncle
>never said anything racist and its just a sperging out and making sassy comments simulator
Was this an epic ironic maymay?
972ba1 No.14648586
>>14648515
Oh damn, that reminds me of ResistJam. I recall they banned half of their disagreement, but never banned me somehow. Poe's law, man.
Lost all my screencaps, unfortunately.
dff385 No.14648678
Alright, you had to move the tiny speech bubble using WASD. Didn't notice that.
Arguing with a fascist is just ARGH
3/20
https://twitter.com/pedrofpaiva
Actual spoiler The game is unwinnable because you can't truly argue with a fascist!
3bf7e4 No.14648733
>>14648517
>Skip to the middle
>laugh uncontrollably at animations
>Have no idea why
a9dcbd No.14648778
>>14648531
i hate that i need to do interfaces on top of
a base class in a lot of cases because there's hardly any polymorphism support for the inspector.
unless you mean doing them basically like interface-traits, like the UI components do. sometimes those work out.
dff385 No.14648794
Sonic The Hedgehog 2018
Submitted by Pedro Paiva (@pedrofpaiva)
4/20
This is the same guy who submitted >>14648722
He's fucking terrible at game design, it took me a minute to figure out I was playing a pixel hunter
someone translate the monkeyspeak
6f868c No.14648809
>>14648552
>not being a neurotic cunt is now racist
Top kek
dff385 No.14648825
Nazi Pong
5/20
Submitted by Pedro Paiva (@pedrofpaiva)
same guy, again
another non-game game
I'm starting to doubt my own sanity
>tell people boycot the game industry and play indie games
>only produce absolute shit
d389d3 No.14648843
>>14648515
>>14648517
>sonic fags
>poleese brutaliti simulator
Holy kek this is good
Sage for offtopic
4194a4 No.14648849
>>14648825
Thank you for sifting through this garbage so we don't have to.
dff385 No.14648859
6/20
A game about punching nazis. Made for the Anti-fascist game jam.
Submitted by knivdagis (@knivdagis) with 16 days, 13 hours before the deadline
>first actual "game"
>fist goes clear through the nazi hitbox point blank
they can't even get that right
dff385 No.14648883
>>14648859
I didn't realize how atrocious the hitboxes were until I replayed the recording. The next one requires a lobotomy.
You discover someone is holding a white supremacist rally in your neighbourhood. Lots of people turn out - you must do something! Fortunately, you soon find yourself in a room surrounded by present and historical inspiring leaders. Gather their wisdom and show people how to turn away from fear!
Made for the Antifascist Game Jam 2018! Made using Bitsy! My first game ever! Thank you!
Notes: The lead white supremacist character adopts many identities, but in name only. While the identities are actual people, the quotes are not attributable to them. However, the quotes are real – they come from videos of neo-Nazis and old racist posters. The rally poster was also based on a real one. Some names are replaced for stylistic reasons or words taken out to shorten the text, but as for what's left… I did not make that stuff up.
d389d3 No.14648897
>>14648883
I lost 10 IQ points reading that description.
b8195e No.14648906
>>14648794
It's Portuguese. Google translate handles Latin-based languages pretty well. You can usually get a pretty good gist of what's being said.
>The political system is bourgeois and sympathetic to fascism. The one who believes in democratic values do not vote at the polls.
Amazing.
d9ea99 No.14648946
>>14648272
I've had best luck with gltf for godot 3. Blender has a plugin that lets you export gltf (it's written by the Khronos group), and blender can import .obj iirc.
dff385 No.14648956
This one took me three tries to actually run without getting a blank screen.
7/20
a sound, which nobody hears, is nothing
Submitted by rice-bunny with 19 days, 1 hour before the deadline
Tags: Educational
>see a bunch of racists
>go to the right side of history room
>shout a bunch of inspirational quotes at them
>they stop hating and join you on the right side of history
So far, this one is the winner.
dff385 No.14648988
>run another one of pedro's games
>it immediately seizes the means of my screen resolution
>blares horrible bit music
this is going to be shit
dff385 No.14649052
8/20
Dr. Robotnik transforma todo mundo em sapo
Submitted by Pedro Paiva (@pedrofpaiva) with 18 days, 1 hour before the deadline
Another game from the pedrophile
The controls and collisions make it almost unplayable. He's managed to turn having a seizure into a form of art.
>can't see anything because of the shaders
>massive hitbox so it's difficult to get around
>make it partway through a level
>jump on top of an enemy
>die anyway
I refuse to finish this one. It's just too painful. This one's going to take some time to compress.
dff385 No.14649078
9/20
Antifa Curse Generator
This is a really simple Processing program that generates different combinations of insults that you need for your next fight with the fash.
Submitted by Gersande (@gersandelf) with 25 days, 16 hours before the deadline
I'm not going to bother running this one, so I'll just take a screenshot of her twitter instead.
6ef75b No.14649082
>>14649052
>>14649078
god bless you, brave soldier
8e3f04 No.14649089
>>14648371
>Why
This literally solves what you described.
If it doesn't,you really need to articulate your problem better
40f0e8 No.14649100
>>14649078
>they/il
I'll say.
dff385 No.14649110
>>14649052
I'm bad at games, honest
18ecae No.14649120
how do i find background artists
0d60e7 No.14649133
You are tasked with making a game based on your favorite musician,how do you go about it?
6ef75b No.14649155
>>14649133
I write a million concepts that will never be a game and give up and move to the next project.
3bf373 No.14649158
>>14648531
Do you have any idea why something like
public static class PlayerRotation
{
void Main()
{
Vector3 playerRotationForward = Vector3.zero;
playerRotationForward.z = playerRotation.transform.forward.z + Mathf.Abs(normal.x);
}
}
Would tell me
An object reference is required to access non-static member `CharacterControllerLogic.playerRotation'
I can't even wrap that in a namespace for whatever reason
0d60e7 No.14649160
>>14649155
Yeah but who's your favorite musician.
3bf373 No.14649182
>>14649158
Actually sorry that's not even the problem. That's happening because one of my variables isn't static.
However this
An object reference is required to access non-static member `UnityEngine.Component.transform'
Isn't one of my variables, why the hell is it giving me an error
b8195e No.14649197
>Beating myself up for not having finished my game, and being shit at gamedev in general relative to what's out there.
>Anon comes through and dumps a bunch of angry refrigerator drawings that could be made in an afternoon.
Thanks for brightening my day, Anon. As far as there still is to climb, it's good to be reminded how far up the ladder you've come.
>>14649110
>Game is called "Dr. Robotnik Turns Everyone Into A Frog"
>"Everyone" is only one character, repeatedly, which changes depending on the stage.
Why? Why not randomize it? What is it with this guy and Sonic?
>>14649133
I'll tell you when its done.
dff385 No.14649198
10/20
Mortal Words
Submitted by piolhodecobra with 14 days, 13 hours before the deadline
It's an art game!
The bar is your willpower. You need it to shoot hearts and to defend yourself. Avoid the pit!
Controls:
F - shoot the hearts. Each heart spends some willpower.
G - press to spend your willpower to protect yourself.
A,S,D - ask help to your friends, family and love to increase your willpower.
I've started this game during Ludum Dare 32, but unfortunately I couldn't finish it during the game jam.
This just doesn't work. Nazis are supposed to come from the size and yell insults at you, but absolutely nothing happens. I let the "haters" pile up so that something would happen.
6ef75b No.14649201
>>14649160
Can't say I have one, actually.
I'm mostly into bands.
dff385 No.14649206
>>14649182
playerRotation probably isn't a static class, I have no idea what you're trying to do.
8e3f04 No.14649208
>>14649182
>>14649158
Well it looks like the problem is possibly with playerRotation.
>some random Main function
>it's not static
I don't even understand what you're doing
0d60e7 No.14649210
>>14649201
Same thing then,your favorite band/duo/whatever.
3bf373 No.14649219
>>14649206
>>14649208
The main function is static and public I just forgot to write it
What about the Unity component that I can't make static?
Those are also giving me an error
6ef75b No.14649233
>>14649210
Laugh if you will, mister data miner, but it is was Linkin Park.
God rest Chester's soul.
dff385 No.14649237
>>14649219
Do you know what static, how it works, and what it's for? I get the feeling you're trying to misuse static functions.
0d60e7 No.14649242
>>14649233
I wasn't data mining,honest,i was just curious to see what peoples tastes are around here,my favorite is king gizzard at the moment.
8e3f04 No.14649250
>>14649219
It looks like the transform variable is a non-static variable and you're trying to access it from a static class, rather than from an object instance.
Eg, create a new instance of UnityEngine.Component.transform, then call the variable off of that one.
>transform t = new UnityEngine.Component.transform();
>playerRotationForward.z = t.forward.z + Mathf.Abs(normal.x);
3bf373 No.14649252
>>14649237
Static is when something is referenced and it's not a specific instance, so it's the same no matter where you call it from.
I explain like shit but that should be basically it.
I understand why MY functions and variables need to be static, what I don't understand is why unity's variables that I have no control over also need to be static
6ef75b No.14649259
>>14649242
And how would you go about making a game around their music?
Certainly sounds interesting and somewhat comfy.
Also, was your question how to make a game based on them as musicians or their music?
As in, the game reflects the musicians or their music.
188ca7 No.14649263
>>14649133
I don't know how I would ever go about making an Aphex Twin game. His music is all over the place.
235a2c No.14649264
HookTube embed. Click on thumbnail to play.
>>14649242
I listen to absolutely nothing but long eurobeat mixes lately. They are nice for programming.
dff385 No.14649271
>>14649252
Transform has never been a static member, it's just a getter for this.getComponent<transform>()
3bf373 No.14649292
>>14649271
>>14649250
I think I might be tired, looking at it now the lines of code that were giving me that error made no sense and should not have been there in the first place, so nevermind that's my fuckup there.
Thank you for the help I'll get back to work tomorrow
b8195e No.14649295
>>14649198
>The game which blatantly has computer-generated music has the most listenable song out of all of them so far.
HAHAHAHAHAHAHAHAHAHAHAHAHAHA
Why can't any of them write music? Where are their couch-surfing burnout musician friends?
0d60e7 No.14649302
>>14649259
Either or,if they have a stage personality or characters like bowie that could be used as a game point,if not,their music could be used.
8e3f04 No.14649311
>>14649295
Post music theory
Whats a good editor to fuck around with and make midi songs? I mean ideally I can use transforms and effects but I'm a lazy fuck and don't want to use FL Studio
6ef75b No.14649333
>>14649302
If it were about the musicians themselves it would be more of a story heavy approach and if the music were the point of focus I'd probably try and reflect that with the environment/world building.
And combining both approaches and focal points I'd probably have a hard time deciding what to put more emphasis on.
The hardest part to begin with would be to decide what the gameplay would look like.
Unlike with sports games where the gameplay is set in stone and the music is bought with licenses, this would mean finding gameplay that would fit the music or the theme of the musician/band.
3bf373 No.14649335
>>14649311
I've seen people do some crazy shit with FL Studio, OneyNG uploaded a bunch of tutorials on how to use it properly on OneyPlays
428ae9 No.14649339
YouTube embed. Click thumbnail to play.
>>14649133
DJ Smokey. The game is a Yume Nikki type walking simulator where your character traverses several states of inebriation to do battle with kush aliens and shroom aliens. You also have to protect DJ Smokey at all costs.
d389d3 No.14649345
>>14649311
MuseScore is FOSS and is pretty good if you can read and write music.
There's also Finale, proprietary and owned by (((Microsoft))), haven't tried it though
0d60e7 No.14649352
>>14649333
I think in my case it'd be pretty easy,some of their albums are very story based and would do well as a game,or as a smaller project just taking one of their character (eg the people vulture) and making a side scrolling shooter would be good too
too bad nobody would appreciate it because the band is damn obscure.
6ef75b No.14649366
>>14649352
>too bad nobody would appreciate it because the band is damn obscure.
It's both a curse and a blessing.
The mainstream does horrible things to bands and their music 99% of the time.
I'm sure you'd be content with sharing your game with like minded people who'd understand the music and the game's themes rather than have the masses eat it up without understanding a thing about the game.
dff385 No.14649367
11/20
Finding your crowd
Submitted by ccami with 4 hours, 11 minutes before the deadline
Somebody thought it would be a good mechanic to make the sight range shorter every time someone says something racist. This, combined with no indication of which way the school is, makes for some fantastic gameplay.
>some pc idiot tried to kick me off this irl meetup because of my hat
<did it work?
>they ended up leaving instead
>screen jolts back and forth and your view distance shortenseee
>see some vandalism
>in the end
>eventually find a random group
>agree to do whatever they tell me without any information
>the world lights up
>the end
d389d3 No.14649381
>>14649367
At least this doesn't look like absolute trash
dff385 No.14649409
Title: I can't believe Paiva is making another of these car videogames
Submitted by Pedro Paiva (@pedrofpaiva) with 15 days, 5 hours before the deadline
ANOTHER game from the pedrophile. This one is less abstract than the others.
>the time for words is over
>pick up a gun and shoot them
>SHOOT THEM NOW
0d60e7 No.14649435
>>14649409
something tells me with how he didnt space the anitifa and game jam bit he was making this as a joke,and not serious about it.
a01a1b No.14649443
>>14649242
Hard to choose.
I'd say pink floyd, and then tristam.
this >>14649155
>king gizzard
reminds me of a mix of pink floyd + beatles
good stuff
>>14649158
well, you're referencing a variable that's non-existent in your posted code (playerRotation.transform)… so you're not providing us with full source (hard to tell).
Although, it's because you're referencing a non-static variable which is instanced in your static class (not good); pass it instead.
This is what you should do:
public static class RotationExtensions
{
//playerRotation go is passed by reference, since it's a class, changes remain
//probably should just pass transform component, and w/e pre-referenced components u need
void DoRotation(PlayerRotation playerRotation, float xNormal)
{
Vector3 playerRotationForward = Vector3.zero;
playerRotationForward.z = playerRotation.transform.forward.z + Mathf.Abs (xNormal);
}
}
a01a1b No.14649448
>>14649443
dear lord my poor formatting got rekt, rip
b0c4bb No.14649456
>>14641944
I used Unity in one of my college courses (I didn't go there for game design) and I noticed stuttering when running the game from the IDE, but not when run from the executable. Maybe Godot is the same way, though I'm trying some basic 2D object movement right now, and it is really annoying. I was planning on using GMS2 anyway for this project, but figured I'd try out Godot before getting too far with anything.
dff385 No.14649457
13/20
trash fascist posters
Submitted by Enric Llagostera (@enricllagostera) with 25 days, 5 hours before the deadline
>>14649435
>something tells me with how he didnt space the anitifa and game jam bit he was making this as a joke,and not serious about it.
Take a look at his social media. He's that delusional.
>color palette of orange and blue
>blue and light blue
>pink and blue
>orange and purple
my eyes
a01a1b No.14649458
>>14649443
also I'm assuming you're applying your final changes to your passed go's transform before exiting, else, that does nothing
sage for triple posting and clarification
dff385 No.14649463
>>14649457
the game has only a few steps and doesn't even work right, you can skip the part where run out of matches and have to get stickers from your resistance buddies
b8195e No.14649464
YouTube embed. Click thumbnail to play.
>>14649311
>Post music theory
I actually don't know much music theory, so I can't help you more than vid related can. Most of the time, I just "feel" music, and convert emotions into songs without understanding why it works.
>I'm a lazy fuck and don't want to use FL Studio
FL Studio is easy mode anyway. Just do it now instead of having to learn another program later.
>>14649335
He put them on private, probably because they showed that his copy of FL was cracked. Some of them have mirrors up.
https://www.youtube.com/watch?v=UgcaJsVo6A0
0d60e7 No.14649490
>>14649443
>pink floyd
my man,are you a the wall man or dark side of the moon man
this is pivotal.
dff385 No.14649498
And those were the ones that only took a few tries to get running. The others required WebGL I couldn't get running, just froze on startup, or don't work if you run them locally. So that's 13/20 shit projects, and 7/20 that won't even start. Commies are subhuman.
a01a1b No.14649517
>>14649490
definitely prefer dark side of the moon for a full album listen.
athough, i love the wall's animations + music for a more visual/sound experience, and a few of my favorite songs from PF are from the wall album.
did acid and dmt (on separate occasions) for the first time to dark side of the moon, so some major sentimentality tied to the album
How bout u, a the wall man or dark side of the moon man?
0d60e7 No.14649521
>>14649517
The wall easily,it's a nice flowing story and i get angry any time i hear part of it played on radio without the other parts to follow suit.
8e3f04 No.14649527
HookTube embed. Click on thumbnail to play.
>>14649242
>>14649210
>>14649133
Where my Dream Theatre fags at
a01a1b No.14649544
>>14649521
I need to do another full listen of the wall actually, as I love that type of narrative crafting through music.
a98768 No.14649623
>>14649078
>white feminist LinkedIn Premium user
i laughed
95ef04 No.14649722
>>14649133
>You are tasked with making a game based on your favorite musician,how do you go about it?
But anon, everything I work on is already influenced by Brian Wilson in some way. If I was to ever make a game about a different musician, it would probably be an adaption of Jon Anderson's Olias of Sunhillow and some of the Die Totenmaske guys have expressed interest in working with Death in June if they ever get the chance.
92bda1 No.14649850
>>14648946
>I've had best luck with gltf for godot 3
Does it allow for rigging with bones like fbx does? I've read some of the implementation notes and it seems to have the ability to import animations and skins, but those options aren't immediately necessary to me right now.
>Blender has an export gltf plugin
Not a fan of blender, but it's certainly good to know that option exists. Luckily, I found a site that converts obj to gltf quick and hassle-free.
>>14648988
>Pedro makes a communist non-game
>it seizes the means of production from Anon
Jokes aside, this is looking less like a nongame jam and more like a make 20 shit games in 20 days sort of deal.
dff385 No.14649853
>>14649850
Maybe the whole thing was excuse for him to shill his patreon
a08049 No.14649871
>>14649853
>political group uses video game character for kids as a mascot
>expecting to be taken seriously
Also
>strategically incorrect for calling games art
What the fuck did he mean by this?
15b463 No.14649878
>>14649871
What he means by it is
>I'm going to redefine "art" as something that requires social recoginition, and since I consider myself to be the whole of society, it's whatever I want to be.
Rinse and repeat for communists on every subject.
92bda1 No.14649944
>>14649878
Nah, he's just autistic, hence all the sanic obsessions. Antifag segasonic is his oc donutsteel or whatever the fuck. Also, watch your spacing.
>>14649871
>>14649853
>Community for me doesn't mean "a bunch of players to be exploited"
<support me on patreon
>I want to avoid the toxic habits of videogame and art as much as possible
<floods a game jam with "toxic" ideology and shit game mechanics
>strategically incorrect
As opposed to what, being tactically wrong?
7e20df No.14649947
I'm not sure if I'm understanding game modes in UE4 right, Bought some basic turn based blueprints that I plan to edit heavily. Aiming for a basic rpg for the moment, which would imply two game modes. one for overworld and one for the battle sequence.
What I have works(kinda) but I have no clue what im looking for here.
dff385 No.14650001
>autism game jam
>only participants are one guy and the creator
d389d3 No.14650017
>>14650001
Is this still the antifag jam? Lmao how pathetic
On another note, can somebody give me a hand with projectiles?
Most of my game data is stored in JSON and it works well. I want to be able to calculate velocity off of a graph ex: xVelocity = sin(timer)
I'm just not sure how I would manage to do this without hard-coding it.
92bda1 No.14650102
>>14650017
Just use kinematic equations, and base projectile speed (or initial velocity anyway) and launch angle off of the game data.
>>14650001
>made a game jam
>the purpose of which is to have a lot of game submissions from multiple people/teams
>only expected himself to be the sole partaker
dff385 No.14650126
>>14650017
>>14650102
That's a different one, this one actually calls itself an "autism awareness jam"
fb687c No.14650209
>>14649853
I still don't understand the Huezilian-Sega relationship. Kind of like the baseline of Sanic autism's skewed toward the deep end of the spectrum by default, but with more of a focus of using the character verbatim or as a bootleg in a new context, rather than making their own Originão de Caráter.
eb256f No.14650221
>>14650209
Sega Master Systems are still being manufactured and sold by a licensed third party in Hueland. It's the most popular console there because it's so cheap.
dff385 No.14650227
>>14650221
>Sega Master Syndromes in Hueland
b8195e No.14650255
>In the middle of making a major game mechanic.
>Realize that mechanic is reliant upon another mechanic existing, but don't want to change focus.
>Make a quick placeholder version of the needed mechanic that won't actually work in the real game.
>It doesn't work quite right. Start debugging it.
>Spend so long debugging it that by this point I could be a significant portion of the way through making the real thing instead.
It keeps happening.
a46cf1 No.14650416
>>14650255
>not planning ahead
Why? Why are you not mapping these dependencies out before you start programming?
b0a55d No.14650436
YouTube embed. Click thumbnail to play.
>>14649242
i just listen to movie/tv soundtracks
235a2c No.14650452
>>14650416
>he unironically plans things out instead of just doing them without thinking
b0a55d No.14650465
>>14650450
i can't make a decent game in months, you expect me to do it in days
188ca7 No.14650471
a46cf1 No.14650478
>>14650452
>not meticulously maintaining a scrum board
>not logging all time you spend on your project
>not estimating time required for all tasks
Top kek
>>14650450
I'm going to do something with my two nodev friends who barely know game maker, it's going to be a shitfest for sure.
4194a4 No.14650499
>>14650450
I'd have liked to team up with you this time, but I have to entertain people by getting drunk at a festival this weekend. t. fred slimefag
Plus even if I had time I probably should just spend it on my fluid simulation.
dff385 No.14650537
Bonus round, I found an Antifa disagreement. One of the" entries was just a PDF game board in some monkey language.
f27569 No.14650550
the botnet server link is here, it should be a good place to discuss roles etc
>>>/agdg/29079
>>14650465
but you're very versatile and you'll have the support from fellow anons. And it's supposed to be fun
>>14650471
you willing to work in Unity?
and spend half of the jam fighting over the genre and scope?
>>14650478
>I'm going to do something with my two nodev friends who barely know game maker, it's going to be a shitfest for sure.
post it when it's done. I'm expecting the games we'll churn out to be at least so bad it's entertaining
>>14650499
>getting drunk at a festival this weekend
godspeed. Hope to see you next time
188ca7 No.14650564
>>14650550
Yeah I can work in Unity. I'll be joining the room soon.
dff385 No.14650579
>>14650540
>commies put their full names and faces on everything
5c922f No.14650583
>>14650550
>disgord
>>>/agdg/ is officially dead.
f27569 No.14650617
>>14650583
>agdg is officially dead.
if you wanna collaborate, we can switch to a communication method of your choice.
dff385 No.14650622
>>14650617
>if you wanna collaborate, we can switch to a communism method of your choice.
5c922f No.14650685
>>14650617
How about literally anything else. There's no excuse to use disagreement when Riot.im exists.
f27569 No.14650770
>>14650685
start a room and we'll see you there
f1a339 No.14650810
YouTube embed. Click thumbnail to play.
>>14649544
>>14649521
Y'all should try 1. Outside by Bowie
Or Diamond Dogs, both are pretty good IMO
eb256f No.14650856
>>14650843
True game dev has never been tried.
3e4bb1 No.14650866
>start redoing game in a more data-oriented programming style in Jai
>the codebase is actually becoming more straightforward and easy to understand and fun to work on than it was as a garbage collected OOP™ Javascript abomination
Compiler when
abc80a No.14650908
I'm very satisfied with the progress I'm making on my phone RTS game.
86a5d4 No.14651111
>>14650866
Isn't most of Jai's syntax placeholder?
e5073e No.14651154
>>14650908
what the hell is this? Shinra Wars 2107?
3e4bb1 No.14651255
>>14650885
At last I truly see
>>14651111 (checkboard)
I don't think so, anything may change but that doesn't mean anything will. The functionality should be the same anyway.
e5073e No.14651314
When you start wallrun, you get a configurable 'traction' value, this value decreases at a configurable speed. If you wallrun into a inwards curve, you get traction at a configurable rate.
The capsule that stays longer on air have a small traction gain value, while the one who falls have no traction gain.
Does this make any sense? The starting traction, traction decay and traction gain are all arbitrary values, but can be changed to fine tune the wallrunning feature.
As long as traction is above 1, it will decrease the rate you lose y speed due to gravity by Mathf.clamp(traction, 1, 1.5).
Currently there is no consequences to running in a outwards curve, can't decide between losing traction or flat out stopping wallrunning, the prior could lead to interesting equipments that makes you never lose traction
7ab921 No.14651342
e5073e No.14651407
>>14651342
playing on step-by-step in unity to make sure it's working as intended, I just released Ctrl+Alt+P
3bf373 No.14651997
>>14651314
What's your question?
If this makes sense in reality?
102eaf No.14652091
>>14651997
I think the question is geared more towards how intuitive the mechanic is.
>>14651314
I honestly can't judge without seeing it in full motion
a01a1b No.14652116
>>14651314
For an adjustable wall running mechanic it sounds well thought out; if u have skills you can adjust those values accordingly pretty easily.
Concerning the “if I should do X/Y” for your mechanic, do what is the most interesting, and fun for you.
For storing those sets of values, I’d use a scriptable object to have pluggable, and easily adjustable settings.
a01a1b No.14652123
>>14652116
>if u have skills
Meaning like, in terms of game mechanics, such as an “acrobatics” skill.
Not sure if you’re doing an RPG or not, but thought it’d be best to clarify that.
e5073e No.14652135
YouTube embed. Click thumbnail to play.
>>14652116
>>14652091
>>14651997
as a working example what I want to achieve (or sort of, embed at 4:50 mark)
I will make a couple more examples in webm
abbbfb No.14652149
Anyone of you who worked with 3d engines (Unreal in particular) have some experience with stabilizing the physics interactions between the player and random props?
My situation is this:
>first person character
>collision simplified by collision capsule
>physics need to be reasonable, if player bumps/pushes/walks on/walks over physics props
>Unreal has physics interactions for the character built in
>work great in some cases
>far too janky in others
>have a couple of ideas how I might deal with it
>would like to hear, if some of you already dealt with it to get some pointers
The problems themselves are as follows:
>large objects work really nice
>small objects get launched throughout the room
>walking on flat objects works, as long as I'm not too close to the edge, then it starts to shake/vibrate
It's one of the harder parts to get right, so this item has been sitting on my todo list for literally half a year by now.
8dcdf3 No.14652169
>>14652149
For smaller objects, the problem may be that the capsule collider is wedging them between the floor and base of the curve (see pic), building up force, and "popping" out with great speed. Adding a cylinder collider for the player that only collides with small objects could fix it. Keep the capsule collider for player movement.
>walking on flat objects works, as long as I'm not too close to the edge, then it starts to shake/vibrate
How are you calculating the player's movement? Maybe the vertical velocity isn't being set to 0 on collision with the floor?
e5073e No.14652199
>>14652149
possibly adjust the mass/drag values of the rigid bodies (or whatever is Unity's equivalent).
Also, physics material have things like bounciness/friction
e5073e No.14652202
>>14652199
>Unity's equivalent
Unreal's equivalent
e5073e No.14652416
Here one more webm.
If you hold W while wallrunning, it will only stop and convert to a 'hanging into the wall' state if the y speed passes a configurable value, currently 10. The same state can be entered if you release W during the wallrunning.
You can chain wallruns in paralel walls since you jump diagonal to it, but also can chain on perpendicular walls (don't know if I want to keep it). Hitting a wall face first converts to 'hanging into the wall' state, not featured in the video.
In the last segment, you can't finish the climb because I've decided to make wallrunning before handling ledges
abc80a No.14652479
>>14651154
I don't follow.
e5073e No.14652664
>>14652479
these things, from afar, reminded me of fort condor
0d60e7 No.14652726
>>14650810
Last bowie i listened to was scary monsters and super creeps,was great.
e5073e No.14652860
The Ladrasil is done for now, i will make better textures later
d607ce No.14652873
>>14652860
speedtree or modelled?
40f0e8 No.14652874
>>14652860
>central tree three times the size of the lighthouse
Gettin' pretty comfy in here, Anon.
e5073e No.14652897
>>14652873
Both, roots and trunk were made by hand, the branches and leaves were generated, i merged them btw this is in blender, so i used Sapling, not Speedtree
Total triangles: 74k Its less than a fully clothed character model
>>14652874
Every city should have a huge magic tree
e5073e No.14652929
Winter version
We are going to change the leaf textures based on the season, in spring it will have cherry blossoms with petals showering the city, during fall the leaves will fall and shrink the texture bushes until its dry for the winter
I wonder if it would add to the comfyness if the petals could glow in the dark during the spring nights
d607ce No.14652934
>>14652929
>in spring it will have cherry blossoms with petals showering the city
huge ass cherry blosoms, I imagine
sounds very comfy
e5073e No.14652943
>>14652934
The leaves and petals will be small, normal sized, the texture squares you can see in the model will have leaf/flower "bushes"
If they were giant we wouldn't be able to make them particles… i think
d607ce No.14652951
>>14652943
>If they were giant we wouldn't be able to make them particles
yuou would but it would likely become funky
23fda4 No.14653116
>>14652943
yeah okay but consider this: giant leaf umbrellas
you just can't have a giant tree without giant leaves
doesn't have to be all of them ether, you could use the small particle leaves with just the occasional falling giant leaf
9f3d09 No.14653181
>all these BR antifa cucks
Can't I go a single day without being ashamed of this fucking country?
70afb8 No.14653197
>>14653181
Is there a single country left that shouldn't be ashamed of itself?
8dcdf3 No.14653202
efe212 No.14653255
>>14653202
Aren't they communist? That'd be pretty shameful.
abc80a No.14653280
>>14652664
Ah, I see. Haven't played much of FFVII, so I wouldn't know.
>unpaid intern tier voice acting
This is the only kind of voice acting video games should ever need
8e3f04 No.14653551
>>14650550
>disagreement
Pls don't
>>14650450
>Starts just as the last of my days off ends
FUCK
abbbfb No.14653628
>>14652199
>possibly adjust the mass/drag values of the rigid bodies
>Also, physics material have things like bounciness/friction
That's an ugly workaround I'd like to avoid, unless there really isn't another way to solve the issue. Right now props interact correctly with each other, but not with the player under certain circumstances. The problem with that approach is that changing those variables also changes how the props interact with each other. It's also impossible to test whether I introduced bugs in a practical manner. What, am I going to test how every prop interacts with every other prop? What about stacks then?
The problem exists when the player gets into the equation, so I need to adapt the player to the rest of the level.
>>14652169
>pic related
I thought that, too, but just checked. Epic thought of this. The player isn't a physics body that is moved by the input and just displaces whatever it is moved into by means of the physics engine's collision resolving algorithms. Instead, it detects when the player touches an object and applies a force manually at that point. They don't get wedged. You can also shift the point along the z-axis. 1 means you apply the pushing force at the top end of the colliding object, -1 means you do that at the bottom. I made some progress in determining the nature of the problem though.
There is a per-object setting "Can Character Step Up On". What it does is define whether a character that walks into the object tries to step up on top of it. For small to medium sized objects, disabling that fixes the physics. So I suppose that what happens in that case is that the object is big enough for the player to step on top of it, but not big enough for the player to stand there in a stable manner after he just gave it a kick.
The second option of interest is "Standing Downward Force Scale", which gives the player a weight by pushing down on the floor. Setting that to either a small number or 0 fixes the flat objects shaking when you stand at their edges. I don't know how to deal with that yet.
I also think the best course of action for small objects is for them not to collide with the player at all. You wouldn't want to kick around the guns on the floor. That would make it inconvenient to pick them up. Epic thought of that, too and allows you to gently repel objects that overlap with the player.
036540 No.14654025
>>14636711
What's the best engine and why is it Source?
796701 No.14654084
So, performance-wise what's the best way to make a simple 2d game?
I was thinking of using sfml on c++, I need it to run in a really shitty pc.
3217bf No.14654178
YouTube embed. Click thumbnail to play.
RPGdev,
Here is a video for some more movement and rotation work. My brain might be too shit for this engine.
235a2c No.14654213
>>14654084
SFML is fine. Since modern (last 20 years) computers can run 2d games without performance problems, compatibility becomes more important than performance. If it needs to run on a computer as old as your picture, then you should use software rendering, instead.
796701 No.14654721
>>14654213
It's an old laptop with an intel atom. Picture was just the first result when I googled "old computer"
235a2c No.14654773
>>14654721
I own an old laptop with an Intel atom too, and it can play quake 3 arena. So I would say that those computers are pretty fast. SFML only requires OpenGL 1.1 and so you should be able to write a 2D game that runs fast enough that way.
796701 No.14654774
>>14654773
Great, thanks anon.
e5073e No.14654984
>Page 14, no new thread
Do i have to do everything here?
abc80a No.14655014
e5073e No.14655032
>>14655014
God damn it, wait a bit then
e5073e No.14655065