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

File: 79d78610cf8d5e2⋯.png (457.88 KB, 1920x1080, 16:9, fractal agdg.png)

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, agdg jlmk.png)

8793b6 No.14655053

Just like MAKE A FUCKING GAME ALREADY ANON WHAT ARE YOU WAITING FOR? edition

Resources

>>>/agdg/

>>>/vm/

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

Links

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

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

>Previous thread: >>14636711

QUARTERLY DEMO DAY SCHEDULED FOR MAY 5TH

LESS THAN 3 WEEKS REMAIN

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

fce898 No.14655229

File: a501af8658527ef⋯.png (15.22 KB, 297x138, 99:46, ClipboardImage.png)

Also a reminder that this weekend there's the Ludum Dare jam coming.


c3f67b No.14655430

File: 06dede1b6165568⋯.mp4 (5.01 MB, 640x360, 16:9, 2018-04-17 03-18-43.mp4)

Implemented togglable autocast in my phone RTS. Trying to figure out the best way to go about certain spells, and if they should just be perma-autocast out of convenience.


87657b No.14655499

>>14655430

You could add optional conditions for automatic actions, like FF12's Gambits.

>Target: Ally with <70% HP

<Action: Cast Heal

>Target: Enemy with the Armored tag

<Action: Cast Magnet

>Target: Enemy with the Undead tag

<Action: Cast Heal


085323 No.14655656

File: 1e5640868aba6a7⋯.jpg (31.44 KB, 208x255, 208:255, Chaika Ponder.jpg)

>>14655430

>those voices

>these graphics

I like it but what I imagine this to be is probably cooler than what it actually is.


775852 No.14655680

>>14655430

If you're making a mobile game you should make all "convenience" features toggled on by default.


553225 No.14655755

>>14655430

I can't see a phone RTS working for about half a dozen different reasons


21ab91 No.14655786

>>14655755

If he's made it this far, then I imagine that he's thought about the platform's limitations at least once.


bcf876 No.14655841

File: 96731841ae4fb97⋯.jpg (856.52 KB, 4147x2332, 377:212, G8OuAc5.jpg)

Posted this somewhere else, but figured you guys might find it useful

How to keep yourself productive:

you probably have heard about stuff like "go for a walk", or to "take a break to do something else", and probably have tested them with different degrees of success, but how does it work?

to be productive you need to keep your brain engaged, an activity is engaging when it meets one or more of your basic needs (that haven't been satiated yet). you lose focus when you satiate any one of these needs or when your brain is trying to satiate another need that your current activity doesn't meet. this occurs mostly when the previous activity finishes or when all the current needs have been satiated.

up to this point i have only talked about how to fill up your needs, however once you fill up all your needs you will want to take the day off and we don't want that. a need fills every time you engage in an activity that meets it and depletes when it doesn't (there seems to be a base value for starting since engaging in multiple activities seems to reset my needs faster than just letting time pass)

>to build/make

not necessarily physical but laborious stuff, most arts and crafts fall in this category.

>to reason/fix

programming, taking a shower and resolving imaginary situations in your head fall in this category.

>to gather/organize

window shopping, preparing food and cleaning your work area fall here.

>to observe/be observed

watching other people do stuff (specially children but tv/videos can do the trick too), taking a walk, small chat.

those are just some basic examples, and remember that effectivity varies by person and current needs, using that information now do the following:

>first, make two lists of stuff, one with things that need to be done and the another with activities that can be done

>sort "needs to be done" lists by time to completion and tag each thing with the needs it meets. (personally i use trello for this), for repeatable activities use tags that describe how much they fill each relevant need (i use a 0-5 scale)

>sort "can be done" by last time of completion, preferably have different lists for one-time and repeatable activities.

now every time you start spacing out ask yourself what needs do you have to meet and do the fastest one that meets it. keep in mind the "needs to be done" list as satiating those needs beforehand can lead to unproductivity


78a71e No.14655970

So I composed a song… Anybody have good resources on arranging music?


78a71e No.14655981

File: 24a8af6b1fa2dbb⋯.jpg (272.06 KB, 1536x1152, 4:3, mentalism.jpg)

>>14655841

Good post, even if pasta

Also I might add, meditate / focus on the things you want.

Spend like 5 or 10 minutes just imagining your game in your head, how it will play, maybe an enemy or boss. Your subconscious will seek these things out the more you think about it.

sage for doublepost


684e0e No.14656004

>>14655841

>how to be productive

>step 1: like what you're doing

>step 2: do it

If you need to make lists and find ways to keep yourself interested then the hobby's clearly not for you


775852 No.14656006

>>14656004

Where's your game


684e0e No.14656013

>>14656006

It's coming along, I'm presenting a demo at a tech exhibition next month


c07022 No.14656016

>>14656013

I'm presenting a finished game at a tech exhibition next month.

But it's my roommate's game ;_;


00bb78 No.14656027

>>14656004

Any kind of constantly repeated activity will eventually bore you no matter how much you enjoy it, just ask all those anons burned out of videogames and anime.


684e0e No.14656079

>>14656027

I dunno man I'll be honest I've been working on two games for about 10 months now, one of them needing to be restarted about 3 times (because of various reasons outside of my control) and the other completely changing direction around 4 months ago and I'm still having an absolute blast with them.

Maybe it's because I diversify and don't exclusively work on one thing, but still.


775852 No.14656097

>>14656079

>Maybe it's because I diversify and don't exclusively work on one thing

>various reasons outside of my control

Maybe it's because someone else is doing all the hard work.


684e0e No.14656105

>>14656097

Great job just completely assuming what that meant.

For the record, first time I restarted cause the controller wasn't working anymore, the second time because I lost the data.


775852 No.14656109

>>14656105

>restart an entire project because controller stops working

Riiiight.


684e0e No.14656112

>>14656109

Great shitposting anon


6f579a No.14656152

File: c0a6c632a8a0c9a⋯.jpg (38.64 KB, 374x347, 374:347, a5b887d8084366a7507370f5e6….jpg)

Hey guys, how would you go about saving an uncertain amount of actors to disk in UE4? I was considering saving an array of FSoftClassPath as an object "index" to then read data from the rest of the archive organized as "savedata" structs, but it seems to me like creating a new struct every time I extend the base "world object" class to account for new data is just inefficient when working with a tiny team with me being the only programmer. I've heard that there was a method to automate this sort of thing using the reflection system that UE4 has implemented, but frankly I've never done anything like this before. Your two cents would be appreciated; I'm not looking to get spoonfed but it'd be nice to get advice before I start hammering this shit into place.


7e95b5 No.14656172

>>14656152

What do you mean by "uncertain amount"? Dynamically instantiated actors?

I wrote a saving system for Unreal some time ago. What I did was add a "StoreInformationComponent". If the game is saved, the savegame manager iterates over all actors in the scene that have this component. They are then serialized, compressed and written to disk.


6f579a No.14656183

File: 10bd3baffa22f1c⋯.png (170.24 KB, 500x280, 25:14, raw.png)

>>14656172

Yeah, I mean a variable amount of actors which may or may not be spawned at runtime.

>They are then serialized, compressed and written to disk.

You mean to say there's standard functionality already present to save/load actor data? Am I retarded?


e9f661 No.14656187

File: 5579e2a0031e5a9⋯.jpg (29.58 KB, 300x300, 1:1, 212121212121NIGGER3939393.jpg)

>>14655229

OK I DON'T CARE


7e95b5 No.14656208

>>14656183

https://drive.google.com/file/d/1LM9KzoJFCqzTN0wzuAsvKks8ruIfpu80/view?usp=sharing

Password is: **NowJustLikeMakeGame"

Turning it into a standalone plugin and open sourcing it is on the agenda. It's still a work in progress, but knock yourself out studying it.


7e95b5 No.14656215

>>14656208

Fucked up the spoiler on the password, because I'm retarded.


6f579a No.14656233

>>14656208

Oh shit thanks, anon!


7e95b5 No.14656262

File: 4730b1366aeade2⋯.png (41.67 KB, 647x628, 647:628, Blueprint.PNG)

>>14656233

For your information, it uses Unreal's already existing serialization procedure.

>add a StoreInformationComponent to your actor

>all UPROPERTYs with the "SaveGame" option get serialized

>Blueprints also supported (pic related)

>the "ComponentSerializerExtensions" class is used to manually implement serialization for built in classes (e.g. UStaticMeshComponent, and so on), because you can't just go and modify the UPROPERTY settings of them unless you want to rebuild the engine

One of you fuckers is already looking at my code for the sole purpose of mocking me, right?


6f579a No.14656274

>>14656262

Thanks, anon. I'll study this shit like the holy bible


8a9fc0 No.14656404

>>14655229

When is theme voting done?


04e873 No.14656480

YouTube embed. Click thumbnail to play.

RPGdev,

New video today, this was a small test before I could work on other things. I sort of get dot and cross now, so I might have sprites working later today. Also meshes. Anyone know how to spawn lighting instances?


08062b No.14656485

>>14656187

Is that SomeCallMeJohnny?


7af21a No.14656488

HookTube embed. Click on thumbnail to play.

I made it so you can carry the bucket. It makes the game a bit easier but less infuriating, particularly in later levels when there are more fish but less time- and frantically trying to kick them all into your bucket is just pain. You can of course still kick things around, this is just a way to scoop a bunch up at a time.


8a9fc0 No.14656492

>>14656488

Cute, I really like how far your game has come.

Better grafix on the ice platform when


78a71e No.14656496

>>14656480

Is this a custom engine? If so you'll need to write your own shaders


7af21a No.14656551

>>14656492

I'll have to do it eventually. I tried just polygonally drawing a darker color on the front facing edge of the iceberg but it looked unimpressive, so I'm going to bite the bullet and make some tiles for it.


c3f67b No.14656584

>>14655499

I see. I'll look into implementing something among those lines.

>>14655755

Glad to see your concerns, anon. Care to give some of these reasons such that I may investigate them?


8a9fc0 No.14656589

>>14656551

I mean I could whip up some placeholder tiles if you want


c07022 No.14656593

>>14656488

Seems a tad too easy if you ask me. Consider making levels with a lighter bucket that you can lift, but have the iron one be too heavy. Or make it a power-up you can fish up.


8c7b19 No.14656634

>>14656593

I'll second this, the bucket looks so easy to use right now it's almost a redundant gameplay element.


8a9fc0 No.14656646

>>14656634

>>14656593

Consider:

>Can only hold one thing at a time

>Usually the fishing rod

>Can drop it to collect a single fish

>Can also grab the bucket to move it so grabbing loose fish is easier


c3f67b No.14656668

>>14656488

The fish could at least slowly move towards the edge to bump up the difficulty, couldn't they?


8a9fc0 No.14656708

>>14656668

>Golden bucket upgrade that attracts fish


04e873 No.14656727

>>14656496

No, it's Godot 3.2.


8a9fc0 No.14656734

File: aa932480e5f71fd⋯.png (3.26 KB, 256x128, 2:1, icy.png)

>>14656488

>>14656492

>>14656551

Here faggot use it if you want


02b53a No.14656743

>>14656708

>upgrade

Why not a $5 dlc fellow dev? :^)


684e0e No.14656745

File: e170089ec962de0⋯.jpg (85.2 KB, 1200x675, 16:9, 1495518427814882[1].jpg)

Father forgive me for I have sinned

I bought a chinese laptop to dev on the go


f5a06f No.14656753

>>14656745

>leaving your computer at all

Not going to make it


8a9fc0 No.14656757

>>14656745

>Not buying a refurbished T420 thinkpad

Sure it doesn't have the best graphics card in it, but it's a robust and durable model before they changed it for the worst. The sellers even put VLC and a few other /tg/ approved things on it


684e0e No.14656768

>>14656757

I've tried a friend's and while it is surprisingly good, the screen just killed my eyes.

Wasn't for me I guess


730779 No.14656778

>>14656745

>shitty macbook knockoff

>>14656768

yeah the display on the T420 is fucking terrible. possibly the worst one i've ever laid eyes on.


8a9fc0 No.14656785

File: b6c4094c4ab46c3⋯.png (787.56 KB, 1600x1200, 4:3, ClipboardImage.png)

>>14656778

>>14656768

>tfw it doesn't bother me

>it's considered shit

>this means that I'm scraping the barrel and literally anything is strictly improvement and I can only improve from here


684e0e No.14656790

>>14656778

>shitty macbook knockoff

Nigga as long as it doesn't cost 2000$ and has a good battery life I'll fucking take it

I don't know if you've tried to look for laptops in this day and age but holy fuck the price to quality/hardware is absolutely fucking awful.


7af21a No.14656796

>>14656593

>>14656634

I could potentially make you move slower the more fish are in the bucket. I do want the game to be fast though.

>>14656668

The squid and crab already run away, but the snailfish and cod don't (they're worth less points anyways).

>>14656734

Oh shit, this looks great.


8a9fc0 No.14656801

>>14656796

There's a few inconsistencies and it doesn't cover every case. Inner corners are missing and the middle, taller slopes are a little fucky.


93579d No.14656909

File: 2cc3699439a6f54⋯.png (419.41 KB, 599x664, 599:664, 2cc3699439a6f5402addca7b0a….png)

Does anyone know a good guide on how to implement Temporal Antialiasing? All i can find are very rough explanations and one GDC talk by the INSIDE devs that goes into more details but their implementation looks blurry as shit.

>>14656785

>>14656778

>T420 screen

Oh this fucking piece of shit,i do not know how they managed to fuck it up that hard

>heavy PWM even at 80%+ brightness

>bad horizontal viewing angles, atrocious vertical viewing angles

>looks like shit even at the perfect center


7af21a No.14656927

>>14656801

I'm sure I can fix it up, it's a great starting point though better than any of my attempts yet. I think I'll have to modify my palette to use some of these shades of blue though, since I've got a hard 16 colour limit. I have some greens I can throw out that I'll never be using anyways.


4d567c No.14656933

>>14655755

>>14655430

>>14656584

I felt the same way about phone RTS tbh but this game was originally on phones and it's fairly popular. It can work but it obviously can't be super complicated.

https://store.steampowered.com/app/647960/Rusted_Warfare__RTS/


8a9fc0 No.14656935

>>14656927

If I remembered to save the .png as indexed, it should be using the NES palette.


3707b7 No.14656942

HookTube embed. Click on thumbnail to play.

>>14656933

>Making up for it's subpar retro graphics

I'm no graphics whore (Meteor FTW) but that's a bad way to pitch your game.


4d567c No.14656954

>>14656942

At least they started with some honesty.


04e873 No.14656995

YouTube embed. Click thumbnail to play.

>>14656480

Here's a lighting test and I applied a fix for the rotation rate causing the player to turn a wide 90 degree turn if they turned too suddenly.


7dca4a No.14657046

>>14655430

>>14655755

>RTS

There was this game I played on Android that was somewhat RTS.

Eufloria.

It was worth a play if you get it free


8793b6 No.14657117

File: de9374b11b8464f⋯.png (649 KB, 965x714, 965:714, districts.png)

File: 874c61e0ef4c1aa⋯.png (4.43 MB, 1600x2264, 200:283, catgirl aquacity 2.png)

Ok, time to work on the building mockups, the green land will be treehouses, but i haven't decided on the type of tree nor the architecture, and the water area will have a few floating buildings and some fixed stone buildings like the pic, i also want to add an arena for aquatic sports/festivals, but no idea how it should look like


3156a1 No.14657133

>tfw you realize this guy on youtube who does programming videos you like has been programming FAR less time than you and yet he can accomplish in 4 hours than you can in 2 weeks

Honestly, should I just give up on being a programmer? I started with C++ and have been going at it on and off for several years now and I still can't understand basic concepts like how to organize the fucking file structure of a project. I still have no clue what deserves its own file and what doesn't, and I still can't even comprehend how to create resource managers and state machines. I mean I get the concepts, I just have no idea how to start or how to structure any of it.


8a9fc0 No.14657151

>>14657133

Gamedev relies on what works.

Making a perfect design is impossible, because you have to trade memory versus performance on a case-by-case basis. You can make it elegant, but at the end of the day, you have to make compromises.

Just like make game


3707b7 No.14657185

>>14656995

You're using Godot, right?


func _ready():
# this code will place a red light 5 units above the origin of the node that this code is place in
var light_inst = Light.new() # create a new light!
light_inst.light_color = Color(1, 0.2, 0.2) # color it
light_inst.light_energy = 1.2 # give it an energy
light_inst.translation = Vector3(0, 5, 0)
add_child(light_inst) # add it as a child of this node

from: http://docs.godotengine.org/en/3.0/getting_started/step_by_step/scripting_continued.html

If you want lighting templates so you don't have to set the colors in code every time, you could use a packed scene. Create a scene with just a light as your base node. Set up the color and intensity of the light as you wish. Then, when you want to instance the light, you load or preload the scene in your script, and .instance() it. What's great about using packed scenes is that you can have more than one node (for instance, if all your lights also have a Sprite3D to simulate a light's glare).


var my_light = preload("res://myLight.tscn") # will load when parsing the script
# OR
var my_light = load("res://myLight.tscn") # will load when the script is instanced
func _ready():
var light_inst = scene.instance()
add_child(light_inst)


c2530a No.14657288

File: b52c425b4ed5a8f⋯.png (92.91 KB, 187x293, 187:293, 1455058535377.png)

>>14656745

>An Nvidia gpu that has a number smaller than 50 at the end

>Doesn't tell you what specific i7 it is (So you could be getting some 2000 series piece of shit)

>Windows 10 home (Not even Pro)

>Insufficient RAM (Unless you plan on exclusively 2D development you want at least 12GB)

>Insufficient storage space (Files and keeping multiple Builds will add up very quickly)

>Battery time is most likely indicative of idle battery life (Active use will end up being roughly 3 hours at best)

>Doesn't tell you how many cells are in the battery (Which is a better metric for how much use you'll get out of it)

>Fast charging is probably against regulations and unsafe Chink over-voltage probably degrades the battery faster

>Buying the lightweight meme (It just means it's more prone to breaking if you drop it and cools less efficiently)

>Pretends like logoless exterior is supposed to be an element of class and not a way for you to protect yourself from the shame of buying a shitty macbook knockoff

I'm sorry, anon. But you fucked up tremendously.


b66b55 No.14657309

File: 1e6d9d8ac98d0a4⋯.jpg (32.74 KB, 525x469, 75:67, 1457184016825.jpg)

>>14657288

>(Unless you plan on exclusively 2D development you want at least 12GB)


684e0e No.14657343

>>14657288

>Insufficient RAM (Unless you plan on exclusively 2D development you want at least 12GB)

I'm currently developing 3D on 8GB without any problems.

>Insufficient storage space (Files and keeping multiple Builds will add up very quickly)

What are HDDs and VPS

>Battery time is most likely indicative of idle battery life (Active use will end up being roughly 3 hours at best)

It's active, I checked before buying.

>Fast charging is probably against regulations and unsafe Chink over-voltage probably degrades the battery faster

Literally no frame of reference. I've had a oneplus for 2 years now and it's perfectly safe even with the fast charge.

>Buying the lightweight meme (It just means it's more prone to breaking if you drop it and cools less efficiently)

Yeah you're right I'm going to buy a 7kg alienware laptop instead, now that's smart spending

You sound like a massive faggot anon


30f4c0 No.14657355

>>14657288

You can do gamedev on literally anything that runs windows/linux and was made after 2000. If it can run quake 3 arena, it's good enough.


04e873 No.14657363

>>14657185

Noted, thanks bb.


3d8f5b No.14657393

File: 1b3f51b844cce5f⋯.webm (6.55 MB, 1920x1080, 16:9, brocoli.webm)

>>14655053

i'm remaking a old project of mine in godot 3.0


684e0e No.14657402

>>14657393

Are you just using the same code but changing it to work in Godot or rewriting it piece by piece?


bcf876 No.14657409

>>14657393

not sure about you but I use the permanence plug in to save stuff


3d8f5b No.14657448

>>14657402

i'm rewriting piece by piece from "scratch", good stuff for learn how godot work.

For example adaption the use of a singleton to easily manage your scripts and god bless the dictionary :


const User_directory = "user://"
const Res_directory = "res://"
const Settings_Path = Res_directory + "Settings.cfg"

enum {LOAD_ERROR_COULDNT_OPEN, LOAD_SUCCESS}


var config = ConfigFile.new()
var Settings = {
"Display":
{
"HEIGHT" : 900,
"WIDTH" :1600,
"FullScreen":false,
"Vsync":true
},
"AUDIO":
{
"MUTE" : false,
"MUSIC": 100,
"GENERAL":100,
"SOUND_EFFECTS":100
}
}

func _ready():
if _load_Settings() == LOAD_ERROR_COULDNT_OPEN :
_save_Settings()
#print(Settings)
_apply_Settings()

func _load_Settings():
var error = config.load(Settings_Path)
if error != OK:
print("Error loading the settings. Error code: %s" % error)
return LOAD_ERROR_COULDNT_OPEN
for section in Settings.keys():
for key in Settings[section]:
var val = config.get_value(section,key)
Settings[section][key] = val
#print("%s: %s" % [key, val])
return LOAD_SUCCESS


func _save_Settings():
for section in Settings.keys():
for key in Settings[section]:
config.set_value(section,key,Settings[section][key])
config.save(Settings_Path)

func _apply_Settings():
OS.window_size = Vector2(Settings.Display.WIDTH,Settings.Display.HEIGHT)
OS.window_fullscreen = Settings.Display.FullScreen
OS.vsync_enabled = Settings.Display.Vsync
#print(OS.vsync_enabled)


func update_Settings(H,W,Full,Audio,Mute,Vsync):
Settings.Display.HEIGHT = H
Settings.Display.WIDTH = W
Settings.Display.FullScreen = Full
Settings.Display.Vsync = Vsync
Settings.AUDIO.GENERAL = Audio.x
Settings.AUDIO.MUSIC = Audio.y
Settings.AUDIO.SOUND_EFFECTS = Audio.z
Settings.AUDIO.MUTE = Mute
_save_Settings()
_apply_Settings()

>>14657409

the only thing for now that i'm saving is the settings that a save into .ini config file


d7a142 No.14657742

File: 5ffbd00da4b2501⋯.png (1.42 MB, 1920x1080, 16:9, 2018-04-17_2014_1.png)

Does anyone want help with any kind of story writing? I understand you are not making the next Metal Gear Solid here or any games that have stories, just thought to ask.

I would be interested to maybe get involved.

Doesn't have to be long dialogue or an RPGMaker thing. Some good writing can benefit any project, even short intros/synopsis. (I have been trained formally and some professionally in script writing.)


3490fe No.14657813

>>14657742

Yeah, sure

What's your contact?


40c8cf No.14657820

File: 20eb81aedd76f61⋯.gif (1.75 MB, 480x360, 4:3, 1463920190341.gif)

>>14657742

The scriptwriter mentality is honestly the cancer killing video game stories. Good vidya storytelling is more about designing intertwined systems for the player to interact with and letting the story emerge from said systems, and planning out a video game story as you would a book or a film really limits the medium's possibilities.

That said, if you're interested in vidya storytelling I'd highly recommend reading https://hitboxteam.com/designing-game-narrative at the very least, then http://frictionalgames.blogspot.ca/2017/04/mental-models.html -> http://frictionalgames.blogspot.ca/2017/05/story-what-is-it-good-for.html -> http://frictionalgames.blogspot.ca/2017/05/the-ssm-framework-of-game-design.html -> http://frictionalgames.blogspot.ca/2017/05/planning-core-reason-why-gameplay-feels.html -> http://frictionalgames.blogspot.ca/2017/06/gaps-of-imagination.html -> http://frictionalgames.blogspot.ca/2017/07/the-illusion-of-analog-world.html if you want something more thorough. If I came across as harsh, eh. I'm sure someone here is interested, like >>14657813


461a68 No.14657836

>>14657742

I would be interested.

>>14657820

I will look into these as well.


684e0e No.14657843

>>14657742

You interested in writing some interactive porn


9bbd03 No.14657875

>tfw everyone probably thinks I'm on hiatus or ded game

I've been busy with the "business" aspect of my game. Contracting some people to work on stuff, getting licenses and all that stuff. I've become engulfed in the world of business, it's actually really interesting. There's a lot of nuances and things you gotta pay attention to, but once you get it down its not too bad. At least as far as single member companies go.


8a9fc0 No.14657888

>>14657843

>implying that hitting "start"/"play" is not all the interaction that's needed


684e0e No.14657894

>>14657888

Plebs can't understand the amazing world that could be out there if only good game design met with interactive porn

I pity you for you have not seen the light


c07022 No.14658000

>>14657894

>if

I think you mean "when", Kamidori Alchemy Meister and the Rance series exist.


40c8cf No.14658017

>>14657888 (checked)

>>14657843

>>14657894

How would a good lewd game work mechanically? I haven't played Rance or the other game >>14658000 (also checked) mentioned so I have no idea how they approach it.


684e0e No.14658023

>>14658000

There's a big difference between an RPG with some ero dialogue and a game built around player choice.

We both know that if there's something the chinks can't do is meaningful player choices.


7ad336 No.14658101

File: 3f0141af3de5c7c⋯.jpg (95.17 KB, 800x600, 4:3, Deep moral choice.jpg)

>>14658023

>We both know that if there's something the chinks can't do is meaningful player choices.

Oh yeah?


d7a142 No.14658256

>>14657843

>>14657813

>>14657836

What are they about?

sirmagus@yahoo.com

>>14657820

I agree though. I get excited when I see and discover mechanics in games and how they match the world when they let me fill in the gaps.


e7911f No.14658377

File: a8d90a3928b5f14⋯.jpg (51.16 KB, 640x640, 1:1, a8d90a3928b5f14e126cce0ad8….jpg)

>Can't work from home anymore

>I have to work an extra hour each day

>My commute is 30 minutes longer

I might start doing the 3 hours of sleep shit just to be able to make reasonable progress again. I doubt the initial zombie like phase will matter much considering I work with Java coders who copy and paste shit between repositories.


4bd851 No.14658383

>>14657117

>Anon is making the game I want to make before I have the skill to make it.

So this what it feels like to be Yoko Taro'd.


93579d No.14658387

File: de44f165eb7020e⋯.jpg (64.28 KB, 639x544, 639:544, AAAAAAAAAA.jpg)

>>14658377

>3 hours of sleep


461a68 No.14658412

>>14658256

It's a sci-fi story that I posted about in a previous thread. The player character crashes onto a long abandoned space station and has to deal with the surviving humans and an alien menace. The game is a text adventure.

A big inspiration was the Amundsen–Scott South Pole Station and the people who stay the winter, only on the space station they're experiencing a winter that never ended and there are alien drones roaming the halls trying to kill them. In addition to the core of exploration and discovery a big part of it is seeing how the isolation and constant threat affects the people on the station.

As for mechanics the player has to map out the space station, solve puzzles, get on good terms with the survivors, and there's some combat for fighting the drones.


78a71e No.14658642

File: 6804d570517b063⋯.png (10.22 KB, 519x76, 519:76, Screenshot from 2018-04-17….png)

How niggardly of a language is Java?

Genuine question, not bait


8a9fc0 No.14658643

File: 3fb4ea6b5812697⋯.png (20.13 KB, 598x229, 598:229, ClipboardImage.png)

>>14658642

I would say that it is not niggardly at all, because it is not stingy with resources, and it allows you to do all sorts of incorrect programming.


78a71e No.14658668

>>14658643

Kek, I forgot about the word's dictionary meaning.

But is it really that bad of a language?

I've currently got my feet a little wet with C++ and translating my engine (including any improvements I can do with the new freedoms) is just too much to do at the moment.


8a9fc0 No.14658696

>>14658668

Let me put it this way

If you are required by contract to use Java in a workplace, because they hired Pajeets, then do so.

In literally EVERY OTHER CASE, use C#


461a68 No.14658710

>>14658668

Java forces OOP down your throat and it's not necessarily the most preformant of languages. You also really have to use an IDE if you want to be productive with it.

If you're OK with the above then you'll be OK with Java, but you'll be better of with C# if you don't mind Microsoft.


8a9fc0 No.14658734

Okay so I made a TimeStep class that basically holds a Queue<TimeSpan> values, and keeps a rolling average of timestamps (300, or 5 seconds' worth at 60 fps). I have a minimum/maximum allowed average that determines whether it is running quickly or slowly. The advantage to this is that I can make each system run at different tickrates (eg, draw at 60fps, but only perform logic 30 times a second, and pathfind 5 times a second)

In the case that a system is running too slowly and it needs to catch up, what makes more sense? Calling the Update() twice, and continuing to do so until it catches up, or rapidly calling Update in a loop until it reaches the expected number of calls? Is a rolling average able to determine how many update ticks it needs?

The main issue I'm seeing is that the Update function only gets passed a delta time, so I don't necessarily know how much time it takes for a call to complete.


78a71e No.14658735

>>14658696

>>14658710

>Java forces OOP down your throat

I have experienced this so often, this was a large part of why I wanted to switch languages

Thanks for the advice guys, I'll give mono a try


8a9fc0 No.14658871

HookTube embed. Click on thumbnail to play.

Oh no


de9de0 No.14659168

>>14655981

gay as fuck image. Advice good.


5e2220 No.14659190

File: aca06c1a936b1c1⋯.png (261.02 KB, 649x1079, 649:1079, Miami Zebra.png)

Seriously how THE FUCK can I make a compelling without knowing how to draw and how to compose music?

>inb4 learn to draw it's not hard

I suppose that would be the ideal, and I even bought the draw book, or don't know what the fuck you art kids call this shit, but if I limit myself only to drawing straight lines with my shoulders for the next 10 years I'll feel that I abandoned game design completely and probably will write a manga or something by the time I get good at lines and values.

>inb4 learn music theory

No, fuck this shit, that comes later. I can survive stealing shit from other people and publishing free games.


5e2220 No.14659191

>>14659190

>compelling game

Fix'd.


8a9fc0 No.14659206

File: e7cc7f2ae27c7f9⋯.png (986.6 KB, 671x960, 671:960, ClipboardImage.png)

>>14659190

Sounds like you have it all figured out, anon


068b6c No.14659253

>>14659190

If you're not doing everything by yourself, then you can't say that you delivered your true vision for a game.

I'll see you in five years.


6ea9cb No.14659256

File: 64388b068ec94b7⋯.jpg (27.39 KB, 680x383, 680:383, I_HATE_IT.jpg)

I really wish I wasn't so inexperienced with this shit. I'm making progress on my game and I can make things work like I need them to, but every time I write three lines of code I just start thinking that there's probably twenty better ways to do it and I've picked the most Pajeet way possible.


068b6c No.14659263

>>14659256

There are anons here that have mostly empty games that take 40 seconds to load and consider that acceptable. Just take that as the bar to beat.


8a9fc0 No.14659265

>>14659256

Only correct it if it noticeably impacts your game, or you literally cannot design around.

Otherwise, you're going to optimize bottlenecks before they become a problem, and the next thing you know, you'll be an enginedev


3707b7 No.14659351

>>14659256

Better to fail and learn than hesitate and stagnate.


98826f No.14659362

>>14659256

Doesn't matter. Just make game and who cares if they have a shitty PC.


c2530a No.14659418

File: e2d0092b2731562⋯.jpg (35.35 KB, 720x547, 720:547, 1469802918350.jpg)

>>14657343

Points taken.

>>14659190

There's a lot of shitty drawing books out there. But Figure Drawing: Design and Invention by Michael Hampton is a great book for learning to draw people that I whole heartedly recommend.

As for music, there's tons of free music out there. Especially on the gamedev subreddit where just about every two weeks someone's dumping gigabytes of free-to-use music. Obviously this isn't gonna be much help for if you want a super specific sound or specific emotional tone, but a lot of it is good BGM.

>>14659256

Just write the code to make it work. It's easier to refactor it and make more efficient code when you can physically see what's wrong instead of trying to work it out in your head. Also, don't refactor code unless it's severally undercutting your performance or you need to change it to make it work with another system you're implementing.


de9de0 No.14659437

Game idea: RPG Adventure but has fighting game mechanics + some crazy interesting movement mechanics via environment interaction and skill based movement combos. Fighting mechanics the more essential factor.

>>14659256

There are dead people crying out in agony, "Don't make the same mistake I did!!! ~ O0O" Tortured souls… begging you to listen to the past and improve instead of joining them.


8a9fc0 No.14659460

>>14659437

A 5v5 tactical city game called ParKILL

You bounce, bound and roll over terrain and obstacles to build momentum, and the sicker the movement, the more damage you do


78a71e No.14659487

File: c8612b1f6787842⋯.gif (1.52 MB, 500x222, 250:111, 1523916557706.gif)

>tfw when head is full of ideas and want to share them like everyone else in the thread is but paranoid (((someone))) will steal them and use them

If somebody wants a hand in design (any kind), I gotchu famalam.


78a71e No.14659494

>>14659487

Also trying C# MonoDevelop for the first time, does anybody know the difference between the various multiplatform library options when you create a Solution?

sage for dblpost


8a9fc0 No.14659514

>>14659494

Library options shouldn't really matter. Most of the time you write agnostic code that is platform independent with C#.

Really, the library options are just premade build options. Pick one, doesn't matter, you can reconfigure shit later. I assume you're using VS, or else some other decent IDE.


de9de0 No.14659516

>>14659460

Well I was thinking sidescroller where you do some classic rpg weapon shit but with classic fighter mechanics, except the movement and environment interaction is more complex. Bounce off a wall, get extra power in your kick and cause the enemy to knock back. High octane, DBZ level speed. Environment just adds a meaningful layer to it all. Probably use props in the environment, terrain features, etc. in a non-clunky and pretty polished way.


de9de0 No.14659522

>>14659460

Where the hell do I find this game though.


8a9fc0 No.14659527

>>14659522

I was Molyneuxing an idea, sorry if that wasn't obvious


60c33c No.14659540

I was looking up reference images for naval ships to help me for later when I start adding large airship vessels into my game, and a thought occurred to me. Historically, naval warfare changed dramatically after the advent of the torpedo, and later the aircraft carrier; and thus naval doctrine had shifted away from big ships with big guns, to a greater focus on smaller more maneuverable vessels and long-range aircraft. But if you have a setting that has floating sky islands and shit, then aircraft and carriers will have been around for much longer in that setting's history.

My question is, could the reverse occur? I mean, I already have a plot and gameplay mechanic in place to explain how submarine warfare could occur in this setting, and it would be a relatively new concept for that world (same with aerial torpedoes). But would it make sense for airship warfare to begin trending toward the production of heavy cruisers, battle cruisers and dreadnoughts? Or would it make more sense to just stick with aircraft, carriers, and escort vessels? I can already think up some bullshit reasons for why the larger vessels would begin to exist around the start of the game, but I feel it's good to ask anyway.


40c8cf No.14659547

File: d3fa18d84fcbe7e⋯.jpg (84.81 KB, 528x512, 33:32, not stopping.jpg)

>>14659540

>navel ships


de9de0 No.14659570

>>14659527

Ah. A strange fictional setting that somehow allows for this would be required.

Anyone here build their own environments to test mechanics in? Anyone have a brother that writes stories for them that they procedurally generate in their game?


78a71e No.14659621

>>14659540

The question you should ask yourself is why would you need the larger ships?

Are they gonna have hangars full of smaller aircraft?

Would heavily armed aircraft make sense in your scenario? Were they designed to be resistant to these aerial torpedoes?


321584 No.14659633

>>14659487

> muh ideas

What are you, tetradev? Ideas are worthless, execution is all that matters.


bcf876 No.14659652

>>14659437

kingdom hearts 2?


30f4c0 No.14659668

>>14658735

C# doesn't have first-class functions, so it shoves OOP down your throat as well.

>>14659633

>implying tetradev had bad execution


321584 No.14659757

>>14659668

I'm pointing out that he's the epitome of "muh stolen ideas", as if white haired androids fighting robots is what made Automata good. His execution was clearly well done but the fact that his game starred a white haired gynoid was not what made it impressive. At all.


78a71e No.14659831

>>14659757

Some ideas are just one of a kind anon.

I'm just overtly paranoid someone will copy them if I post them on this anonymous underwater basket weaving forum.


78a71e No.14659833

>>14659831

Also adding especially ideas and concepts that can intertwine game mechanics in them.

Sage for doublepost


60c33c No.14659870

>>14659621

Well, torpedoes (and by extension, missiles/rockets) would be considered relatively new, essentially being the idea of a gliding bomb sort of speak. Technology kind of developed along a different route, for obvious reasons. Generally, aircraft would carry conventional bombs dropped in near vertical bombing runs on enemy vessels; which would necessitate prioritizing armor and AAA on the topmost levels of those airships. Torpedoes, then, could be employed to hit the more sensitive sides and at safer ranges/angles to avoid the defensive fire. This would lead to new ship designs that pour more resources into armor, losing out on speed/maneuverability/carrier capacity/etc. To take on these more armored ships, and their AA escorts, perhaps bigger guns would be needed?

I should probably specify, since I'm sure this is starting to sound like an RTS, but you the player take on the role and perspective of a mercenary aircraft squadron. You won't be flying anything larger than a personal aircraft, but these airship vessels would be a part of fleets and convoys, and you'd have to pick your fights wisely, or at least think harder on how you're gunna take them on if you do.

This whole thing is worldbuilding, but it would also largely impact gameplay.


8a9fc0 No.14659885

>>14659668

>Doesn't have first class functions

Isn't that literally what a delegate does?


a0b8b1 No.14659890

File: 112e6a448bb3a67⋯.jpg (67.08 KB, 455x425, 91:85, nogirls.jpg)

>>14657133

there isn't any "right" way to organize the file structure of a project

you should just organize it in whatever manner you find easiest to navigate

how much do you actually use your programming skills? that guy probably does it as a job and sharpens his skills every day which would explain why he is so much better than you


30f4c0 No.14659909

>>14659885

Sorry, I meant that you can't declare a function in C#, it has to be a method associated with a class. So, it's impossible to write a C# program without using classes and by extension OOP without fighting the language.

I heard someone saying that because C# doesn't have stand-alone functions, it doesn't have first-class functions, and so I just never looked up "first-class functions" and thought that was the meaning of it. So, that's why I misused the term.


88bb36 No.14659939

YouTube embed. Click thumbnail to play.

>>14659870

>To take on these more armored ships, and their AA escorts, perhaps bigger guns would be needed?

Or just send twice as many planes. You can get away with a lot by changing what is or isn't cost-effective in your setting, like Ace Combat does.


8a9fc0 No.14660013

>>14659909

To be fair, delegates are instanced references to a function so it's still OOP cancer in that regard.


0ca5cd No.14660182

File: 16164bd892d5613⋯.png (38.44 KB, 540x792, 15:22, Capture.PNG)

I'm having a problem with the unity particle editor, it seems that no matter what I do the particles are either transparent or not rendering properly. They just don't show up. Seems like one of those problems where one box isn't checked right. Anyone know what might be causing this?


863895 No.14660229

>>14660182

check renderer tab, might be the material

if that fails just make a new particle system on a different object and copy the options you have set one at a time to see whats broke


418b44 No.14660246

How do you guys handle GUI? Do you save polishing it until you're almost done with the game? I feel like people just get stuck on the GUI impression when showing the game if it's not polished but at the same time it feels somewhat wasted to spend time on those parts instead of the actual game.


88bb36 No.14660339

>>14660246

I personally love a juicy GUI enough that I sometimes waste effort on them during the process, before I know for sure that it's what I need. Don't do that.

>I feel like people just get stuck on the GUI impression when showing the game if it's not polished

Who are you showing it to? If you want to impress normalfags, or anyone who doesn't have the same creative passion for whatever you're working on as you, presentation is huge. For people who do share your passion, they'll look past it to a degree, but it's still very important. This is true of any art or skill.

>it feels somewhat wasted to spend time on those parts instead of the actual game.

You're going to have to do it eventually anyway, so it won't be wasted in the long run. If you know what it's going to be, and there's little to no chance that you're going to revise it, you might as well do it now, so any viewings of your game will include it as part of the first impression. Otherwise, wait until you know what you're doing and what you need, so you don't do double work.


461a68 No.14660344

>>14660246

Don't polish too early. Worry about making the GUI functional first, then make it user friendly as you're working on other parts of the game.

You'll find that polishing too early results in either you falling victim to the sunk cost fallacy or a lot of hard work gets thrown out. Things change, and it's less painful to thrown away something you just threw together than it is to throw away something you spent a lot of time on.


30f4c0 No.14660367

>>14660246

I wrote a CLI. When I write the GUI, it will just be buttons and stuff that inevitably gets converted into commands sent into the CLI. Write a CLI since it's more useful and is actually extendable since you can just add in more options for stuff without worrying about setting up a UI for them. This way you can get all of the functionality of a GUI without the work. In the end you have to add a GUI but at that point its exclusively "interface" and there is no functionality that needs to be programmd.


c3f67b No.14660453

File: 4e1e18e4dd236f7⋯.mp4 (1.68 MB, 640x360, 16:9, 2018-04-18 05-09-40.mp4)

I honestly had no idea how fun cheesy voice acting could be, and I'm glad I didn't just save minutes of my life just using placeholders from other sources


88bb36 No.14660483

>>14660453

Voice acting is great fun. There's something charming about games that were obviously voiced by random people around the office.


418b44 No.14660497

>>14660339

>>14660344

>>14660367

Thanks for your opinions. I think I'll stick to polishing it further, at least so it's servicable for my demo on the 5th. I'm doing my main menu in 3D with lots of camera transitions and NPCs walking around to make it pop, but will probably save on the NPCs for now.


7e95b5 No.14660774

File: b15d4e4b9768009⋯.mp4 (4.1 MB, 1920x1080, 16:9, 2017-07-22 14-01-23.mp4)

>>14660246

>instead of the actual game

That's where you're wrong. It IS a part of the actual game and a crucial one at that (although how much so varies depending on the game). Polishing a GUI is not the same as making it pretty. Depending on the genre, the player is going to spend a lot of time interacting with the game through the GUI. I mean, it's called graphical user interface for a reason. Having an unpolished GUI in a strategy game is comparable to having bad controls in a shooter.

It's fine to use placeholder graphics early on, but once you release something for others to play (e.g. a demo), your GUI should be sufficiently polished to not get in their way.

Personally, I work on a system-by-system basis. If I work on a system that needs its own GUI (like the inventory), I first write the backend and then the frontend immediately afterward. It sure helps that Unreal's GUI system is really nice to work with. Embed related is an old video, but the overall layout and animations haven't changed.


8793b6 No.14661005

File: e4495115355dabe⋯.jpg (29.98 KB, 640x480, 4:3, loli just do it.jpg)

>>14658383

I dont have the skill to make it either, i just recently started learning how to trees

Don't give up, there is plenty space in the comfy farm game niche right now for more than one game


f5a06f No.14661150

File: d8a4868e4366b32⋯.png (128.31 KB, 295x425, 59:85, sz6fb2be.png)

>decided to ditch SFML and write my own OS-specific layer for handling windows and input and such

>mfw I'm falling further and further into the enginedev hole

It's only a matter of time before I switch from Opengl to Vulkan, isn't it


3d8f5b No.14661183

>>14661150

pick up a engine mate, it's much simple and you will actually make a game.

>It's only a matter of time before I switch from Opengl to Vulkan, isn't it

>vulkan

you're not ready to handle your own memory system are you ?


f5a06f No.14661216

>>14661183

>pick up a engine mate

I just stopped using the api that makes a window for you so I could do it myself, and you think I'd move into an api that makes most of the game for you?

>you're not ready to handle your own memory system are you ?

I don't know what that involves so I can't say. Things actually get easier for me when I can tear down layers that someone else made, because it allows me to make it myself and understand it properly. Even Opengl sometimes feels like a weird black box that I don't truly understand.


684e0e No.14661226

>for the first time my code doesn't look like spaghetti code

Fuck this is so easy to edit now

why didn't I do it 3 months ago


d02baa No.14661244

File: c647890a3e259c0⋯.jpg (49.45 KB, 460x391, 20:17, c647890a3e259c0234eb68ca13….jpg)

File: f567eb893207245⋯.png (362.92 KB, 681x337, 681:337, 1384471130979.png)

>>14661150

enginedev is the purest form of dev

an abandonment of any hope for completion and acceptance of dev for it's own sake


8a9fc0 No.14661329

>>14661150

SFML is a framework. It's a step below engine.

You're like, two steps removed from devving, famalam


a74720 No.14661389

>>14661216

Look man, it's clear you have no interesting in gamedev, just move on to accounting software.


0d6b02 No.14661400

y'all are crazy motherfuckers


5052bd No.14661456

>>14659256

Just get shit done and save the better way for next time. Unless what you've done starts to be come a serious liability, of course. Changing shit just to make it "better" without gaining some concrete and necessary benefit just risks introducing new problems that you haven't thought about yet, and might only show up later and make you want to change more stuff etc.

It's better to just get a project done so you have an idea of what the other 20 options would have affected.


2be8be No.14661482

>>14661150

>>14661216

That's cool as long as you know you won't be developing a game any time soon this way.


8a9fc0 No.14661514

>>14661244

>Sisyphian Programming

I've used this phrase before. Did I actually coin it, or is that an actual thing people say?


425d1a No.14661543

>>14661514

>Did I actually coin it

Chances are if you coined it here Yoko Taro is already being credited with it :^)


dcdab2 No.14661559

File: cfb8c80c00ee6f1⋯.gif (1.12 MB, 320x240, 4:3, 2ead8ab4eb85de49857d4aae9a….gif)

>>14655841

Interesting. Only now did i realize i already partly do this, albeit unconsciously. I rotate a lot between 3d design, programming, watching/reading tutorials, gathering good work for example good 3d art on pinterest etc. everytime i get sick of one thing i'll start doing another. I never felt burned out so far so i guess this works. The only other thing i should probably tone down though is reading and watching fiction like anime or novels because sometimes that can take a big chunk of time that could have been invested into work.

Ironically though i rarely play videogames ever since i started making my own, anyone experiencing the same?


4d567c No.14661574

>>14656004

Different people are different, woah.


553225 No.14661621

>>14661226

Possibly because you're the biggest fucking retard this thread has ever seen

>restarts his project three times

>once because he lost the data

>another because a controller stopped working

>buys a shitty mac laptop for game development


8c7b19 No.14661653

>>14660774

What about stuff like main menu, pause menu, level select etc? That's not really the game, it's just framing. How much time do you spend on that?

>>14661150

>writing your own windowhandler

Purest form of autism, what does yours do that SDL/SFML does not? Everyone seems to do this and I think it's fucking pointless because existing solutions are certainly good enough.


6eca63 No.14661664

File: ab34b00bfbaea7b⋯.jpg (40.12 KB, 639x755, 639:755, ab34b00bfbaea7bb4196c59d19….jpg)

>>14659263

the 40 second load time wasn't my fault

it totally got fixed once i deleted 90% of the level


684e0e No.14661670

>>14661621

The controller I was using was old and a few features weren't working. There was no way I could've known.

Losing the data, yeah that's on me. Although github also deleted all my backups for whatever reason.

>(2)

Gee anon you sure seem to know a lot about this huh


9eb18e No.14661687

File: d6d92346e9570fc⋯.jpg (65.03 KB, 500x407, 500:407, owl.jpg)

Does anyone know of any good UE4 Blueprint tutorials that actually explain everything to you like you're a goddamn retard?

For the most part, I get Blueprints and how they're supposed to go together. The basics of it. The shit that pisses me off is every tutorial I've found eventually turns into "draw the rest of the fucking owl". Even the official UE4 tutorials. They always hit a point in the tutorial where they pull this fucking random node out of nowhere with zero explanation of what it actually does, where to find it, how they knew to find it, and how they knew specifically that this particular node was the one they need to get the effect they were after.

And because all the Blueprints are still named like C++ shit, I have no idea what I'm looking for to do a particular thing and I end up blindly fumbling around with random nodes on my own with no real clue what two thirds of them do.


553225 No.14661688

>>14661670

Better (2) than a flood of shitty posts that should have never been written

>If you need to make lists and find ways to keep yourself interested then the hobby's clearly not for you

>I dunno man I'll be honest I've been working on two games for about 10 months now, one of them needing to be restarted about 3 times (because of various reasons outside of my control) and the other completely changing direction around 4 months ago and I'm still having an absolute blast with them.

>For the record, first time I restarted cause the controller wasn't working anymore, the second time because I lost the data.

>Great shitposting anon

>I've tried a friend's and while it is surprisingly good, the screen just killed my eyes.

>Nigga as long as it doesn't cost 2000$ and has a good battery life I'll fucking take it

>You sound like a massive faggot anon

>You interested in writing some interactive porn

>There's a big difference between an RPG with some ero dialogue and a game built around player choice.

>for the first time my code doesn't look like spaghetti code


684e0e No.14661697

>>14661688

Fuck man imagine being this upsed because someone posts in an /agdg/ thread about things related to /agdg/


553225 No.14661704

>>14661697

>tell people that game development isn't for them

>admit to restarting your same project because your fucking character controller stopped working

>whine about someone else shitposting

>post about your shitty memebook

>call someone a faggot

>ask about interactive porn

>talk about code ONCE

You aren't developing games, you're using facebook


a6d39e No.14661707

>>14661704

I think he was talking about a physical controller, not a character controller.


684e0e No.14661713

>>14661687

I've used very little of the UE4 blueprint system but as you guessed people know how to do things most likely because they already know the engine inside out.

I don't think there's going to be a tutorial that covers everything you need to know about blueprints. You might as well just read the docs and apply whatever knowledge you find there to the blueprints.

>>14661704

You don't come to these threads often do you?


553225 No.14661714

File: d3ca1c04ca886a3⋯.png (1.97 MB, 1132x850, 566:425, acton2.PNG)


30f4c0 No.14661729

File: c871201d664acfd⋯.png (1.04 MB, 591x1423, 591:1423, agdg_brain_meme.png)

>>14661150

That just means you're getting closer ascension. There is no turning back.

>>14661714

I'm still not used to seeing the thin Acton. It throws me off whenever I see it, I think its because his hair works better when he was fat.


a6d39e No.14661735

File: 7b9ae438a0e7501⋯.png (145.69 KB, 450x276, 75:46, confused ronnie with inter….png)

>>14661714

Why are you replying to me with Acton, anon?


5052bd No.14661738

>>14661729

Not pictured: Making a game and releasing it on an obscure site.


3156a1 No.14661742

>>14661621

>mi notebook

>a mac

…?


2be8be No.14661748

>>14661670

>unironically bringing up ID post count of all things

Just go restart your game for the 5th fucking time or something.


8c7b19 No.14661752

File: 255795f31557947⋯.jpg (56.54 KB, 598x944, 299:472, 4eb8a941d8dd6890959f625f32….jpg)

>>14661670

>Although github also deleted all my backups for whatever reason.

>things that never happened


553225 No.14661754

>>14661742

I've never seen a slim, overpriced laptop that wasn't a mac so I thought they were all macs


5052bd No.14661758

>>14661670

>Although github also deleted all my backups for whatever reason.

Use gitgud instead?


684e0e No.14661761

>>14661758

That's what I've been doing since.

I now backup on a physical HDD, on my personal VPS and gitgud for extra safety.


553225 No.14661771

>>14661761

Now let's just hope that you don't run into another small, easily solved issue


f5a06f No.14661775

File: 165ff38ef9bd339⋯.png (42.08 KB, 132x642, 22:107, 147281124.png)

>>14661653

>what does yours do that SDL/SFML does not

Nothing at this point. I'm not doing it because I think I can do it better than SFML, I'm doing it so I don't have to rely on third party systems and/or include bloat that I may not need. I won't have to rely on SFML and I won't lose the ability to dev if it's unavailable.

Understanding how the underlying mechanics work and being able to direct it according to my own preference also gives me a huge morale boost, I can make the raw input from the OS interact with my own interface instead of going through some abstraction layer. Plus by going there I may learn to do neat things and experimental games that I otherwise wouldn't know how to.

Honestly I used to hate the idea of anything that wasn't crossplatform, but now I'm kinda the opposite. What if I want to make a game and release it for all the operating systems and consoles and mobile phones and some new thing that's released in the future? I'll bet SFML won't do shit for me. But if I know how to interact with operating systems, I can just replace the OS specific functions for each platform.


dcdab2 No.14661790

>>14661687

Yeah, a lot of people who do spaghetti script either don't care why it works or already have scripting experience, so their tutorial community is full of garbage. In traditional coding/scripting you cannot really avoid theory so you're forced to know how it works, there is no convenient way around it so i recommend doing some C# or python or whatever easy scripting language first do get behind the basics of scripting, afterwards blueprints will be a whole lot easier.

If you don't want to to learn traditional scripting no matter what, try your luck with this chanel: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/playlists

This dude has hundreds of videos about blueprint nodes.


3156a1 No.14661792

>>14661775

>I won't have to rely on SFML and I won't lose the ability to dev if it's unavailable.

Why exactly would a FOSS library suddenly become unavailable? It's literally not possible.

I'd totally get you if you were just more interested in engine dev and that's just what you wanted to do, but you sound like a complete dumbass with these justifications.


f5a06f No.14661814

>>14661792

>Why exactly would a FOSS library suddenly become unavailable

I meant in a general sense unavailable, such as in the case of a new console/operating system or something coming out. I'd be unable to do anything until they port SFML for that. Or what if a new input device comes out like a new wacom tablet or a VR controller, I'd have to bypass SFML and interact with the OS anyway in order to use it, so now I'm doing both and/or I'll have to add a second abstraction layer between the OS and whatever SFML is doing.

>interested in engine dev and that's just what you wanted to do

Of course I am, is it so bad to be interested in making the engine AND the game that runs on it? Being in full control and understanding what's happening is pretty important to me.


5f31eb No.14661830

>>14661738

that would be me


5e2220 No.14661944

>>14659418

>Figure Drawing: Design and Invention by Michael Hampton

Grabbed some PDFs from /loomis/, but that's a new one for me. Thank you, anon.


8793b6 No.14661961

File: 4b400195b21100d⋯.png (29.8 KB, 754x740, 377:370, tree wireframe.png)

File: 1987d39999ed530⋯.png (384.33 KB, 1900x796, 475:199, tree.png)

File: 4ed3d9ceb520238⋯.png (16.47 KB, 1024x1024, 1:1, Branch A Winter 1.png)

Learning how to tree

I will eventually remake the huge tree so its all hand-made instead of half-generated

This one has 2k triangles and it was quite quick to make, the branch texture will change with the seasons, i will draw the leaves on the branch textures instead of using a texture for each leaf


dcdab2 No.14661983

>>14661961

>http://wiki.polycount.com/wiki/Foliage

This is the most useful info site i know when it comes to trees and foliage in general, in case you don't already know about it.


8793b6 No.14662021

>>14661983

Already went there, most stuff in there is ancient (2010 tutorials)


565af5 No.14662038

File: 1791aebacc30565⋯.png (173.25 KB, 675x793, 675:793, ClipboardImage.png)

tits


684e0e No.14662055

>>14662038

Is that a human


5fd918 No.14662075

File: b9b6258d48baf59⋯.jpg (Spoiler Image, 988.31 KB, 512x2626, 256:1313, 1337037059920.jpg)

>>14662038

tits should be bigger, tbh


de9de0 No.14662081

>>14659652

You couldn't have said Smash Bros or something? No I mean, Street Fighter + wall jump, stomp ground kick up rocks then kick one at someone (time the hit), throw a barrel then follow up, get the height advantage, etc. No gay soft mechanics, repeatable hard shit only. Unrealistic athleticism of course. If you're on a ledge, you can jump over the side, kick someone then jump right back up like nothing happened. Street Fighter + 8 more moves I guess. Something kinda cool but different would be to slide kick under a bunch of barrels to get them into the air then do some tai chi to magic throw them all forward.

Ah I just figured it out:

>Hard Melee; THE DRAGON. Just fucking DBZ level shit. Pure skill, pure concrete martial arts and athleticism. Hard and linear. Meant to make people cry and rage quit.

>Soft Melee; THE FEATHER. Tai Chi evasion and woowoo shit. Spherical, flowing, weaving stuff. Sort of like a whip when attacking, one of those feathers or specks of dust you can't catch when they're dodging. Meant to be the asshole of the group.

>Soft (?) Range; THE STORM. Hop around and throw, shoot, improvise ammo, drop environmental shit, aim for their vitals, throw and reuse javelins ++ all the ammo such as arrows (unless they break). Take out the cross bow to take down bigger prey. I guess shoot with the wind nearly infite ammo later in the game (pick up leaves, rocks, pieces of shit later on and sort of hold it up with your wind and grab n' aim n' shoot from the cloud of stuff. Shoot 2, 3 at once.

>BOOM; THE MADMAN HE DID IT. Juggle bombs, rip out enemy guzzards to fuel your creations, snort bone marrow to boost your speed, use their bones for pipe bombs, plant them in dead bodies then lead them to it or wait, cause cave ins, land mine that shit, rocket jump with a corpse platform and enough drugs to not die —- just kidding this is fucking retarded.

>WIZARD; I stopped caring so put a wizard here that I somehow made to be skill based and compliments the others.

>Put someone else here or fuck that wizard shit and make it all stay somewhat thematically not-generic with the hard style/soft style melee/range no woo/cool woo.


a3ffec No.14662098

File: a3647c7f6e86cb7⋯.jpg (Spoiler Image, 65.72 KB, 600x375, 8:5, image51.jpg)

>>14662038

struggling with getting used to the tools got a basic "humanoid" body shape better slap on some lopsided tits pulled directly from duke nukem forever.


de9de0 No.14662126

>>14659870

Big airship sshould have massive support utility. AA, jamming, radar, long-distant anything, high-powered anything, carrier anything, high atmosphere anything (drop in from orbit), information gathering anything, defensive anything, etc.


30f4c0 No.14662161

File: 2096bc337edd13d⋯.webm (1.65 MB, 1032x562, 516:281, window_dragging.webm)

>>14661792

>what does yours do that SDL/SFML does not?

Try and implement this behavior on one thread in SFML: it's not possible. You can do it on two threads, but that's not as impressive as this. You need to have access to the underlying win32 API to do it on one thread.


de9de0 No.14662167

>>14662081

**Jump over the ledge holding onto it, do a hard swing kick, then jump back up immediately

The visual had hit me as pretty great and Captain Falcon-ish.

>THE STORM ; **meant to be fun to play with, gg wp.

I don't even know if this is a multiplayer idea (it is) but this helps to fit the characters together.

>WIZARD; **somehow not overpowered, with good crowd control and wonky escape mechanisms that either work or get shut down hard. A rascal but you can only blame yourself if he wins.


78a71e No.14662182

File: 7125585cc75bdd1⋯.jpg (1.76 MB, 2448x2448, 1:1, TextureTestWool.JPG)

File: dfaff8e2aa000d9⋯.jpg (1.32 MB, 2448x2448, 1:1, TextureTestStucco.jpg)

>going through files

>find some old textures I made

Can somebody give me a review of them?


30f4c0 No.14662185

>>14662182

I can see a bunch of seams in them, but I bet after scaling down the resolution and putting them through trilinear filtering, mipmaps, etc they would look fine


461a68 No.14662191

>>14662182

#1 is obviously sections of an image stitched together. You can see the blurry seams

#2 has less obvious seams but it's easy to see parts that were repeated.


0c204f No.14662202

>>14662182

blurry photo/10


78a71e No.14662205

>>14662191

>>14662185

These were the first textures I've ever made (haven't mady any since then), any tips for fixing those seams?

And I just realized they're in jpg format fuck.


957efc No.14662216

>>14661790

>>14661790

Believe it or not, that pretty much what I ended up doing. I jumped to Unity to try my hand at learning C# since the Blueprints were just pissing me off. I just started that, so I can't really say how it's going.

I'm open to learning a script, but I'll check out that channel anyway. Might help me make sense of the Blueprints a bit better.

I've also debated on just going full C++ in UE4. But I still want to get into Blueprints, because my understanding is that you'll still use them from time to time in combination with C++.

Thanks anon.


a59c84 No.14662218

File: 8b7cb50a102b544⋯.jpg (76.06 KB, 887x686, 887:686, picardia.jpg)

>fell like shit because I didn't do much for my game this week

>even forgot to write entries in a dev log

>start filing out my dev log with new stuff since last entry

>realize I actually got a lot done this week

I absolutely recommend keeping some sort of journal, lads. Seeing those entries pile up is extremely satisfying and lets you judge your progress objectively, instead of relying on your, often wrong, fee fees and memory. Sage for blogpost.


72dbba No.14662221

>>14662161

Now do it on window resize.


8793b6 No.14662223

File: a82e67043e7f1d1⋯.png (475.27 KB, 885x792, 295:264, foliage.png)

This fucking foliage texture took me 1 hour to make

And I have no idea how to improve it…


8a9fc0 No.14662224

>>14662218

Your GitHub repo is a living document :^)


bf84a6 No.14662239

>>14662205

Use an image-editing tool that supports infinite canvasing or whatever it may be called. That will tile and loop your image so you can more easily edit and smooth out both sides of seams at once, and give you a good look at it doing what it does.

Then just keep going until you lose track of where it starts and where it ends. You could also zoom out once in a while to see if anything strikes you as a particularly eye-catching repeating element. At some point you'll have a properly looping texture.


de9de0 No.14662242

>>14662218

I am convinced that fee fees shouldn't even exist. A surgical removal process is in order.

>>14662223

Maybe make the leaves sprites that always face the player. I like them. Kinda wonky on the branches though.


461a68 No.14662255

>>14662205

Basically this >>14662239

Also I would start with a better base image. It looks like the base image you had was pretty blurry. If you are taking the picture yourself use a tripod or other stable camera holding device and set the camera to take a photo on a timer.


a59c84 No.14662264

>>14662224

GitHub is too hi-tech for someone like me. I'll stick to Notepad.

>>14662223

Texture looks pretty ok. Work on the direction of those planes. It looks like shit now because the highlighted leaves are all over the place. There's no clear sense where the light is supposed to be coming from coming from. I'd recommend to align them all to point up, and just rotate their Z axis.


78a71e No.14662275

>>14662239

>>14662255

I used Paint.net with some tiling plugins on those.

Guess some more practice and better picture quality will improve them.

Thanks guys


8c7b19 No.14662277

>>14662264

>GitHub is too hi-tech for someone like me. I'll stick to Notepad.

Learning a proper VCS is probably the most useful skill to have when making vidya, since it applies to every single project you make, ever. It also takes 5 minutes to learn the minimum required commands when working alone.


8793b6 No.14662283

File: 8e114794e241d5e⋯.png (292.96 KB, 1024x1024, 1:1, Branch A Summer 1.png)

>>14662242

Too bad im too dumb to actually get how to do these

https://simonschreibt.de/gat/airborn-trees/

Specially in a way where we can change the amount of leaves, as seasons change in the game and this will affect trees

>>14662264

I cant do that because the bottom of the branch needs to connect to the tree


a59c84 No.14662311

>>14662283

>branch needs to connect to the tree

What does that have to do with the leaves?


4c073e No.14662320

File: b0ea4be88ee3a06⋯.jpg (26.37 KB, 523x372, 523:372, CE-GMqIUsAAihcT.jpg)

How's it going, faggots?


8a9fc0 No.14662329

File: d8e60f257d4f233⋯.png (786.8 KB, 5000x5000, 1:1, ClipboardImage.png)

Speaking of trees, let's say you have a graph with a number of nodes, which all contain a normal. Being a graph, every node is either a leaf, parent, or branch

Can you just take all that raw data and transform it, then push it to your draw stack and have it "just so happen" to be interpreted as a tree tree? Eg, depending on whether it a node has children determines whether its a leaf or a branch that gets drawn


de9de0 No.14662330

>>14662283

This tutorial is very straight forward. What's the problem? I'm no programmer, but I can see that you just force the orientation of the leaves to that of the base bubble. If you can't seem to program that, you can add another layer of complexity and force a perpendicular orientation between the normal of the leaves and the base bubble.

If you mean what I specifically said, I don't know. If you don't, then just use a skeleton that connects to the leaf sprits, and have the bubble shrink and a random sprit lose its leaves as time goes on.


461a68 No.14662345

>>14662329

I don't see why not. Any good tree reading function will be able to tell a leaf node from an internal node in one way or another.


dcdab2 No.14662361

>>14662021

Most of it still applies today though, except you want to go super realism then you might want to check out talks or info from foliage dudes of megascans or speedtree.

>>14662223

>>14662283

I swear i've seen that green color palette somewhere. Anyways, as >>14662264 said if you directly paint light into the leave textures, they need to have a light direction preferably from top to down. Stylized lowpoly trees tend to have 3 different leaf/branch textures, being ligther/darker based on their height position, or directly blend color hue and brightness through heightinformation in the shader.


8c7b19 No.14662369

File: ec2652391457c27⋯.png (270.23 KB, 956x603, 956:603, ClipboardImage.png)

File: c5a099095712536⋯.png (163.58 KB, 955x601, 955:601, ClipboardImage.png)

>>14662320

GUI a shit


8793b6 No.14662375

File: 62755e68c59b012⋯.png (23.67 KB, 457x300, 457:300, TUTO_chap8_treewip.png)

>>14662361

from here, i used this as a quick ref, i will change the colors to be less blue later


4c073e No.14662635

HookTube embed. Click on thumbnail to play.

>>14662369

Watch video and use the simple method to help yourself to colors that compliment each other well. That will help some, I think. Good luck, anon!


bcf876 No.14662638

>>14661559

I made them part of my cycles


7e95b5 No.14662668

File: e84a91f9de70557⋯.jpg (17.86 KB, 198x326, 99:163, e84a91f9de70557aaf63e437ac….jpg)

You guys better work on those fucking games, or faggots like the one in >>14662320 will define what games look like in future.


4c073e No.14662671

>>14662635

>>14662369

Actually the colors do work together well. It's just 'Quizzard's Quest' that is off when next to the rest of the elements. Maybe just tweak it (the title).

Overall it seems bright to me, but that itself isn't a problem. It's exact offense eludes me. Maybe also darken the button border and try another background color. Is the background a placeholder? Will it overlay the game screen? I think changing it will make quite a different impression.


de9de0 No.14662688

>>14662369

Font is gay, and flat bright colors should be used sparingly. The color gradient in the title is gay too. Apply a texture or something. The buttons might be okay if you change the font. Overall the texture is terrible. Like eating shit novelty candy that I'll throw up later and kill myself for every making contact with. Or elementary school cafeteria food.


78a71e No.14662696

Holy shit I feel retarded

>spend 20 minutes on MonoDevelop trying to make a HelloWorld console

>turns out I made a library and not an application


de9de0 No.14662715

So how long was the time between "Learning how to print, 'Hello World' " and "Made a decent game." ? No bi-polar depressives need apply. Manics please apply.


bcf876 No.14662747

>>14661814

for fucks sake, just make the game, if your game requires you to learn something learn it until then just keep using what already works

>I meant in a general sense unavailable, such as in the case of a new console/operating system or something coming out

that will never happen, we still have 60's tech holding OSes back because we can't drop old technology

>Or what if a new input device comes out like a new wacom tablet or a VR controller

>if

<if

if

if

if

if

IF

>Being in full control and understanding what's happening is pretty important to me.

I know not being in control is scary, everything is moving, everything is making noise, everything is happening at the same time, everything is so overwhelming, but more important it feels alive, it feels real, you need to understand that this is normal, normal people understand one can't control everything and they don't want to, broken people like you understand too but try anyways, you try and try and try and keep trying. in the end you end controlling everything you can, not realizing that you shouldn't want to. not being in control is normal, you should want to know, you should want to make, you should want to fix, you should want to prepare but you should never want to control.

as much as pol likes to shitpost about (((psychologist))) you need to see one, is pretty obvious you can't function as you are.


bcf876 No.14662771

>>14662081

read your original post again and tell me how was i supposed to conclude that autistic wall of text from it


8a9fc0 No.14662783

>>14662715

7 years and going strong


de9de0 No.14662786

>>14661814

teachyourselfcs.com Get to "Computer Networking" by the end of the year, 2019, or give up on engineering all together and just like, make game, man.

8 hours a day if you don't have obligations, 4 hours a day with 6-8 hours on weekends if you do.

Give up on metaphysical fourth dimensional objects at the end of time, and adjust your goals according to the strategies you can employ. If you can put in 32 hours a week on it, then do your CS thing. If you can put in 10, then give it up and just make the damn game like burning oil fields on the ocean.

>>14662771

Don't worry about it famalam. It's a good idea though, no?


bcf876 No.14662788

>>14662668

that guy isn't making videogames, he works in the NSA


f5a06f No.14662803

File: 437f054adf64047⋯.jpg (19.72 KB, 255x256, 255:256, 1520236.jpg)

>>14662747

I really fail to see why you and several others are getting so butthurt over someone making their own engine for their game.


bcf876 No.14662855

>>14662786

they are pretty good, and cover the bases but more can be done in the movement department, stuff like teleporting or straight up flying for the wizard

>>14662803

I'm not buthurt, I'm concerned. and since others have pointed the same to you which one of us you think has the problem? can't you seriously see an improvement in your life if you approached the world in a different way? or can't you seriously see another way to approach the world?

this will help you like it helped me stop before you cross the point of no return

https://archive.org/details/RobertGloverNoMoreMrNiceGuy


de9de0 No.14662866


b44a3d No.14662880


f5a06f No.14662881

>>14662855

Concerned over what exactly? Me having more fun with dev?


de9de0 No.14662898

>>14662855

Yeah if the wizard were in, I'm thinking he summons a globe and sort of lays on it feet dangling and struggling (he'll be the joke character), floating awkwardly and dangerously close to enemies because he can't control its path directly. Maybe he can fall off of it. Can set up two portal way points with some time to summon each, so he can back track to a safer place like a ledge or whatever you can think of. Remove or add movement stuff (I'm leaning on remove) based on his strengths. Crowd control, lockdown, damage over time, but most of all, GIMMICKS. Enemies attack each other, inanimate objects come alive or golems, switch places with an enemy, acid that melts their armor and weapons, ice ground for slip n' slide (into spikes?? traps?? a rock he is channeling to levitate and then drops?? to slide an object through enemies like bowling??). Just as gimmicky as possible without uselessness. "Setup" would define the play style.


684e0e No.14662973

>>14662880

e(((jewin)))

uuuuuuuuuuuuuuuuuuuh


553225 No.14662999

>>14662880

This doesn't seem bad, but why put it on steam?


8a9fc0 No.14663001

File: a7503238954d6a3⋯.mp4 (2.98 MB, 600x600, 1:1, 2018-04-18 20-19-59.mp4)

>>14662866

Every time I look back, I feel like the last 2 years were significant. At the very least, I learned a lot more.

In other news, this chokes dicks and gets 5-12% cpu use with ~2048 simple quads drawn. Any idea how to improve it?


553225 No.14663016

>>14663001

You're not giving us much to go off of how fast does it go when you turn off drawing?


8a9fc0 No.14663042

>>14663016

Actually, I can do 4092 quads (values pushes to a Vertex[] each frame, which is pushed to the gpu for drawing), so it's batched and plenty fast. It was slowed down because I had OBS open

But that's about the limit. I can achieve 60 fps with that many objects, which should be more than enough for what I need. 16384 quads (65536 verts) slows it down, though.


b44a3d No.14663058

File: 35d90247a008556⋯.png (340.08 KB, 302x512, 151:256, crash_transparentcoot.png)

>>14662973

whoa

>>14662999

because itch and gamejolt are cool but they get absolutely no traction or discovery unless you're constantly pimping your shit


30f4c0 No.14663118

>>14662803

He's just crab bucketing. Don't pay attention to him. bcf876 is a retard who is projecting because he's triggered by seeing other people learning new things, instead of having everyone else in this thread sitting in the same pit of mediocrity as him. This is why he's insulting you for learning new things and becoming more skilled. You should keep doing what you're doing, you are being productive and you are learning valuable things. Anyone who insults people for trying to learn more things isn't worth listening too.

If you look at the games people here have finished, at http://8agdg.wikidot.com/general:finishedprojects , half of them are written with completely custom engines, and 3/4 of the 3D games were actually developed by people who made their own custom map editors for their games from scratch. So it's not at all like the people who rely on tools made by other people and then shit on you for making your own tools have any merit- if making your own tools sucks all of your time away, then the finished games list should predominantly be filled with games made in unreal and unity.


553225 No.14663148

>>14663118

Some people (generally non-whites) just cannot understand learning for the sake of learning. It's best to ignore them and continue working to be the best you can.


3156a1 No.14663268

>want to practice programming

>go look at godot's issues page

>filter to see the "junior jobs"

>even these all seem out of my league

Fuck. I just want to contribute to an open source project but I'm too dumb.


684e0e No.14663349

File: f0d5541158930b1⋯.png (40.91 KB, 708x689, 708:689, L2AaCcg1z8n8_chrome_2018-0….png)

Any tips on how to get the angle of the slope my character is standing on?

I'm currently getting it by doing Vector3.Angle(Character Forward Vector, Normal of Slope)

However this doesn't work if the character is moving diagonally up the slope.

I think I'd need a vector that always points in the same direction the slope is going when going up and opposite to it when going down but I can't quite think on how to do it.

Using Unity. Any tips?


7af21a No.14663469

>>14663349

You should be rotating your desired movement vector, not your character's forward-facing vector.


e147c0 No.14663522

File: 3982e071cf79eac⋯.webm (1.66 MB, 1280x720, 16:9, OHPLZ.webm)

>only 2 weeks until I have enough time to help my team of friends dev


ef8735 No.14663524

>>14663268

Don't be too bothered by it, there's plenty of reasons why people have trouble contributing to open source projects:

>issues can be tagged incorrectly

>you aren't familiar with the project

>generally bad issue reporting or the issue isn't very well understood

Godot's a pretty big project with a lot of contributors, so I'd imagine all of these could be the case.


8793b6 No.14663731

>>14662311

The "leaves" are actually branches, i won't make meshes for each individual leaf

>>14662330

The foliage needs to shrink over time as the seasons change, with the textures i can gradually change the textures, but with that system the only think i could do would be scale it down over time, but it would look very weird


8793b6 No.14663734

>>14662880

>RELEASE DATE:1 Apr, 2018

You need to manually fix that, Steam won't match the release date on the page with your game actual release date automatically


60c33c No.14663745

>>14663349

Dot product.

>>14662126

Thanks, I'll consider that. I hadn't thought of jamming, actually.


de9de0 No.14663840

>>14663745

Or what about an airborne substance that gums up motors… doesn't effect extra large motors of the megaships, just the small fine parts of a smaller plane. Big ships can shoot canisters of it, leave a big trail of it, etc. The benefit of launching giant objects filled with shit, AoE, possibly giant ships can create a magnetic field that draws all metal rounds toward their "collection" point; most heavily armored areas could collect a shit ton of scrap this way. Could be powered by wind across the surface of the ship, creating a current that then runs through circuits that form a magnetic field in conjunction with big ole permanent magnets. Pulse the field to draw a larger or piercing round. Have the collection points a distance from the ship perhaps, like lightning rods, and then a backup system when that temporary high-grade defense falls. Would make ships best for hit and runs, strangely enough. Engine gunking shit trail when they leave. Keep smaller ships that use the big one as carrier along the outer edge of the cloud to catch ships trying to flank around.


de9de0 No.14663871

>>14663745

It's a supercooled liquid that expands and turns into a mechanical nightmare when it's shot out or shot out with fire. Or chemical reaction works.

Supercooled liquid the COOLER choice !

<COOLER


4aae70 No.14663944

File: 7ef3ff34beb9eb4⋯.png (272.28 KB, 1040x638, 520:319, ClipboardImage.png)

Did some lighting and art tests in godot today.


8a9fc0 No.14663980

>>14663944

Seems like a dumb meme game, but if it was on Vinesauce, that's a lot of normalfags that saw it. I bet you'll get a yuge number of sales. Great work anon!


de9de0 No.14663991

>>14663980

They're called nerds, anon, not normalfags. Dweeb appropriate occasionally but not regularly.


4aae70 No.14664009

File: 1bcaac056e714ce⋯.png (644.66 KB, 747x722, 747:722, 1bcaac056e714cec2d8d062377….png)

>>14663980

The hell are you on about?


8a9fc0 No.14664019

>>14664009

Sorry, >>14663980 was meant for >>14662880

Just got back from game night, I'm very tired


e9e659 No.14664024

>>14662880

how much did you have to pay ecelebs for them to let you use their videos in your trailer


4aae70 No.14664042

File: 36cc21fd7d49de1⋯.webm (776.9 KB, 480x360, 4:3, disgust.webm)

>>14664009

Justified I guess, Jesus.

>>14662880

Looks like complete trash honestly; you should feel ashamed for riding the meme-wagon and feeding twitch streamer-bait cancer.


a3a406 No.14664083

>>14661005

Thanks. I was mostly exaggerating anyway, since the setting is the only thing it would really have in common. I'll be doing something more in the vein of Mega Man Legends than a farm game.


4a5d30 No.14664165

File: 59ed9072b3e7b17⋯.png (179.46 KB, 1120x628, 280:157, Screenshot_2018-04-18_21-4….png)

File: 2417184de52cbf5⋯.png (125.16 KB, 1173x668, 1173:668, Screenshot_2018-04-18_21-4….png)

File: 3124e95fb2f3410⋯.png (269.52 KB, 1032x920, 129:115, ConceptArtStuff.png)

Finally coming out of the woodworks on Sentience again. I had been busy and faced with some pretty nasty design and programming issues, so I adjusted the scope back to the game's original concept as a turn based RPG. The premise and hook is the same though, with everything generally revolving around the unusual health/magic system. I'd been working on getting systems in place and want to at least have a test battle or something by May 5 Demo Day to showcase the kinds of systems in play, if I can hit that goal. Artist is working on another species model which is coming along pretty nicely. Granted, nothing I show will be super in depth soon, but I'm at the point that more complex skills and abilities can be implemented, now that I have Lua and C# talking to eachother and making quick and easy access to data across the game/battle not hard-coded.

More to come as things fall into place.


163185 No.14664284

File: 5ba690a8e61ebb5⋯.png (107.18 KB, 1465x357, 1465:357, help!.png)

File: a80034305a05bcb⋯.mp4 (898.72 KB, 640x360, 16:9, dqMiI7uWYytagt_8.mp4)

Trying to make a blueprint to display a footsteps variable (housed in a game instance named Stats) inside my pause menu. I feel like I'm missing something basic here.

Bonus: Working surface based footstep sounds!


60c33c No.14664309

>>14663840

Fuck it, I could just make paint flak; obscures vision and fucks up the air intake of smaller engines. That would be kinda funny actually, from a player's perspective, since their vision would also likewise get obscured. It would be less damaging to fellow airships in close proximity, too. I think I know which major faction would employ that as a tactic for fleet defense, it certainly wouldn't be common among all, but perhaps each would employ their own variation of flak.


461a68 No.14664316

>>14664284

Have you tried a "break" node?

Also OBS.


5052bd No.14664317

>>14659621

>The question you should ask yourself is why would you need the larger ships?

Maybe fuel is hard to come by and it's more cost efficient to use big ass reactors than try to synthesize it.


163185 No.14664321

>>14664316

posted it from phone, am too lazy to properly optimize mp4. I've not tried a break node. Will have to look into their functionality.

I swear I ran across something solving the problem I had last night and neglected to save it. I do think break nodes may have been part of the solution however. Thanks.


aab41b No.14664336

YouTube embed. Click thumbnail to play.

>>14664284

I recognize those cries of existential pain


461a68 No.14664346

File: 207679d6d0f375a⋯.gif (2 MB, 350x485, 70:97, EO0oguw.gif)

>>14664321

>posted it from phone

>am too lazy to properly optimize mp4

If you get over your lazyness maybe you'll be able to solve simple problems without asking the /agdg/ thread.


163185 No.14664369

File: 8180a85a1451112⋯.png (385.96 KB, 1102x551, 2:1, ididit.png)

File: 00235a2705294ef⋯.png (128.37 KB, 1896x506, 948:253, offmyass.png)

File: d2164fde29568ff⋯.png (145.31 KB, 1535x645, 307:129, cunts.png)

>>14664346

worst fucking motivator u cunt.

figured it out, heres the solution.


f918e3 No.14664384

File: 57cd56bf3747c2d⋯.gif (1.67 MB, 350x340, 35:34, Liru Thumbs Up.gif)


461a68 No.14664390


418b44 No.14664554

File: db489b5ba1caa3c⋯.png (739.05 KB, 1044x662, 522:331, ClipboardImage.png)

>>14662635

>>14662671

Here's a better placeholder, maybe that will change the impression of the colors.

>>14662688

> Like eating shit novelty candy that I'll throw up later and kill myself for every making contact with

Kek'd heartily. I'll probably be forced to change the font soon anyway, since the one I use doesn't support cyrillic. I'm actually considering Comic Sans. It's for kids, after all.


0ac4e0 No.14664776

File: 805c961e002377e⋯.jpg (148.71 KB, 700x700, 1:1, totally not projecting.jpg)

Why don't you fags just give up? None of you are going to make it


461a68 No.14664779


418b44 No.14664828

>>14664776

Why don't you just start instead?


684e0e No.14665301

>>14663469

What do you mean?

My character rotates depending on the direction he's moving.

>>14663745

Fairly sure dot product returns a float unless I'm thinking of something else


418b44 No.14665351

File: a9ade3b8e381de0⋯.png (1.74 KB, 185x25, 37:5, ClipboardImage.png)

>4.5h later


b44a3d No.14665353

>>14665351

decrease your lightmap resolution or it will never finish


684e0e No.14665360

>>14665353

>>14665351

Actually if you're using the Unity beta there's a good chance it might be bugged.

That happens a lot especially if you've been using probuilder.


c07022 No.14665372

>>14665301

Anon probably meant the cross product instead of dot product. Pseudocode from memory:

normalize( Surface normal x Player's rightvector ) * magnitude of player's movement vector = player's movement vector aligned with the surface


b44a3d No.14665384

>>14665360

This happened to me when I was using probuilder. Lowering the lightmap _was_ the fix before it was added to the beta. I guess everything is ruined forever now.


684e0e No.14665393

>>14665372

This kind of works, however the resulting vector isn't parallel to the normal but to the character's rotation.

>>14665384

Yeah pretty much, fucked around with my settings and it just refused to work.

I'm fairly sure removing all Probuilder scripts from objects SHOULD fix it though


60c33c No.14665397

>>14665301

Dot product returns a float, yes, but if you know how it works you can solve for the angle. Dot product is basically:

A dot B = (A.length) * (B.length) * cos (theta)

Solve for theta, and you get the angle between the vectors; this is easier if vectors A and B are normalized, since it simplifies it further to:

theta = acos (A dot B).

Just know that you'll need a bit of finagling to get negative angles, if that's something you need.

>>14665372

Cross product returns a vector orthogonal to the two vectors you took the cross product of, and unlike dot product the order matters for cross product. You can still find an angle from it, though, so it's up to you how you wish to go about it.


4c073e No.14665445

>>14664554

That doesn't look that bad at all. I still think the button borders would look better (More stone-like and less plastic?) darkened. The right brown could achieve this while marrying the UI to the background scene. But is the background dynamic? Varying Scenes? Day/Night cycle? If so this would call for a different tactic.


0c204f No.14665762

>>14663349

If you are using unity, raycast downwards and get the hit normal.

You can also spherecast downards(so that the raycast don't miss if you are in the slope corner), get the hit POSITION, and use that position to make a raycast.

Spherecast normal is pretty useless in my opinion, since it's the normal of the collision with a sphere. I THINK it always points towards the center of the sphere, so there could be some hidden uses, but not for your current problem


0c204f No.14665771

>>14664284

OBS + WebMforRetards is the best combo for recording stuff.

WebMforRetards now got some neat editing stuff like crop and whatnot, can't autor a movie, but can do small webms just fine


0c204f No.14665795

>>14664779

why ins't games like Risk of Rain and Xenoraptor there? Are those considered halfchan agdg projects?

I have to stop this habit of 'posting as I read the thread' rather than 'accumulating replies and posting only once'

but not today


913379 No.14665827

>>14663349

What do you need exactly? The slope the character is standing on or the angle the character moves at? Basically, if you move along a slope, so you neither incline nor decline, do you want the value to be 0?

If not, and you just want the slope of the floor beneath the player, you get that with the dot product between the floor's normal and the up vector (see >>14665397).

If you want the movement angle, you need two points: the position of the ground beneath you and the position of the ground in the direction you're moving.

So you need 2 raycasts. The first straight down to find the intersection with the floor, and the second one from your position offset by your normalized(!) movement vector (also straight down).

You then get the height difference between the two and plug it into the inverse tangent function (atan2()).

If you want to know why this works, consider it as a two dimensional problem, with your point being at (A = 1, B = difference). What you're looking at is a right triangle and what you want is the angle between C (the line connecting the origin and B) and the x axis. The formula for that is atan(B/A), but since A is one, you can drop it. If you didn't normalize your movement vector when offsetting your second raycast, A wouldn't be 1 and you'd have to either find its length or use the dot product instead.


553225 No.14665832

>>14663349

I feel sorry for you, you asked a slightly ambiguous question in front of 20 retards and got a bunch of useless screeching


a6d39e No.14665863

>>14665832

>complains about unhelpful posts

>calls posts talking through a solution useless screeching

>doesn't even offer his own

You post like a fucking nigger.


913379 No.14665866

>>14665827

Oh and if you don't want to use the trick with using the normalized movement vector (because that's less accurate) and I'm not sure you can get away with that in Unity, B is the length of your movement vector without the height component.

The reason why it might not work in Unity is that I think Unity's base unit is meters. Since you probably don't run at 1m/frame, you will offset your second raycast by too a large a distance. In Unreal that approach works, because 1 unit in Unreal is 1 centimeter.


553225 No.14665892

>>14665863

I don't know how to solve it, but I'm not offering incorrect solutions.


8c7b19 No.14665899

>>14665445

Thanks anon! It's going to be dynamic in the sense that it will have NPCs moving about and if the user clicks "Options" for example, the camera will move to a new view of the city and the GUI switches out. I agree that the borders of the buttons might need to be darker. I think I will give it a second pass once I've got a more finalized geometry and lighting of the main menu scene.


6290eb No.14665906

Is there a game engine or 3Dlib/Physics engine that doesn't have thisFuckingSyntax() ?


684e0e No.14665908

>>14665827

>What do you need exactly?

I need the incline of the slope. That has to be independent to the direction the player is facing and it also needs to be positive or negative, depending on if the player is going up or down the slope.

>dot product between the floor's normal and the up vector

Now this I don't understand. I'm unsure what this dot product is supposed to represent.

>atan2

I can see how this would work if I walked straight up the slope, but I'm unsure if it would still work if I went up the slope diagonally. The values might be completely different.


78a71e No.14665928

>>14665906

<he doesn't know how to use methods


684e0e No.14665932

Actually I think I have a very simple solution.

Is there any way that this

Vector3.Dot(character transform forward, normal)

Always returns -1, 0, or 1?

Cause if I use

Vector3.Angle(character transform up, normal)

I can get the angle of the slope.

So if I multiply that by the dot product that I posted above I can make that angle positive or negative depending on the direction I'm facing


8a9fc0 No.14665935

>>14665908

There's some vector math which has something called the Law of Cosines. You don't need to know this law, but you know what cos() does, yes? It's a cyclic value that starts at +1, goes to 0, goes to -1, goes to 0, and then goes back to +1, depending on the angle/radians. Do you see how this could be useful?

Vectors have this neat thing called a Dot Product, which gets the angle between two vectors (perpendicular).

>>14665932

>this post

Nevermind


684e0e No.14665941

>>14665935

I actually got it

Vector3.Angle(transform up, normal) * Mathf.Sign(Vector3.Dot(transform forward, normal))

Sorry for making it more complex than it actually was.


45c6e7 No.14665955

>>14661729

>tiny brain

>has the same gyrification as a normal sized brain


913379 No.14666014

>>14665941

Don't use transform.up, but Vector3.up, unless you want the angle relative to the player's local coordinate system. Let's assume you can walk on walls in your game. If you walk on a wall, transform.up will give you 0° while Vector3.up will give you 90°.


684e0e No.14666021

>>14666014

I'm not actually rotating my character when walking up slopes because it slowed him down when the rotation was happening and was giving a bunch of bugs at the bottom and top of slopes.

It's essentially the same value, but I guess Vector3.up is still a better option.


913379 No.14666033

>>14666021

Yes, because it's a constant and therefore more efficient.


321584 No.14666432

File: b2aef6cd69c9542⋯.gif (1.85 KB, 270x220, 27:22, right-hand-rule.gif)

>>14665892

>>14665832

> I have no idea what I'm talking about but the anons providing hints in the right direction are obviously wrong, and I'm going to provide nothing of value

unironically kys.

slope_velocity = Vector3.cross(velocity.right(), ground_normal).normalized() * velocity.length()

Understand that the cross product returns a vector orthogonal to the input vectors via the "right hand rule"– eg: If I cross the vector of my thumb with the vector of my middle finger, I will receive the vector of my pointing finger (ie: forward movement vector). So if we cross the vector of the ground (thumb/up) with the right-rotated forward vector of the character's velocity Vector3.rotated(Vector3(0,1,0), pi/2) we will receive the character's movement vector aligned with the slope. Then of course we should normalize the resulting vector and multiply it by the original movement vector's magnitude/length to ensure the velocity remains the same while only the direction has changed.


0c204f No.14666571

Is Vector3.Cross linear or exponential?

If I want to limit how 'ceiling-like' the wall can be for wall running.

I know that if I get a Vector3.Cross(Vector3.down, hitNormal) I will get 1 if it's a ceiling, 0 if it's a wall and -1 if it's a floor. But what about a 45º wall/ceiling thingy, do I get .66, .5?


9d3390 No.14666609

>>14665908

Dot product is basically the projection of one vector onto another, and the result is the magnitude. Ergo, A dot B will be largest if they are parallel (0 degrees difference), and smallest if perpendicular (90 degrees difference). If they are parallel but facing opposite directions, the result is negative. Hence A dot B = ||A|| * ||B|| * cos(angle)

phone posting because at work


321584 No.14666640

>>14666571

You mean the dot product, right? I actually had no idea so I checked pin Wolfram Alpha and it looks like it is indeed linear:

(0,1,0)dot(0,0.5,0.5) = 0.5

Though to check if a plane is like a ceiling it would be a lot easier to just check the face normal's Y-Axis (vertical) value, eg: if the y value of the normal is less than say, -0.2f, then treat it as too steep a wall to wallrun on.


0c204f No.14666641

>>14666571

I meant Dot product, not Cross


0c204f No.14666671

>>14666640

The Y component of the normal I know for sure it's exponential, sine/cosine or sine/cosine² or something along these lines, so I would not be able to use as a precise measure to determine a angle cutoff. Sure I could use to get a 'more or less' what I want, but a couple of multiplications more on something that happens seldom every frame is a worthy tradeoff for precision and clarity on "what the fucking hell the variable actually does".

The smartest solution would probably let the user configure a angle cutoff, and transform that angle into 'whatever the y component of the normal is equivalent to', but I am already spending more time on this than it deserves


6c0bf2 No.14666692

>>14666671

>>14666432

Just calculate the exact angle in degrees from the dot product. Then you can use that for your cutoff. The actual values of the dot product also depend on the lengths of the vectors in question. The angles, don't.


553225 No.14666927

>>14666432

>You don't know how to make a vacuum

>how can you possibly know that gluing two rocks together couldn't possibly work?


8793b6 No.14667025

File: ac2f733504d1313⋯.png (318.16 KB, 885x792, 295:264, foliage new.png)

File: a82e67043e7f1d1⋯.png (475.27 KB, 885x792, 295:264, foliage old.png)

Old or new?


c3f67b No.14667033

>>14667025

old's more impressive at a distance, until you notice at how stretched the sprites are. New stretches way better.


321584 No.14667071

>>14666927

The other anons were pointing him in the right direction if not providing the full answer, presumably because they couldn't remember all of it from the top of their heads. Your analogy is completely fucking shit, just like the sum of your contribution to this thread. Now fuck off you useless retard.


44b784 No.14667120

>>14665906

Godot's gdscript uses snake_case

>>14667025

I'd recommend trying the spherical normal editing again. It will really improve the lighting of the leaves.


163185 No.14667142

>>14664776

do you want to help work on my project, do u need a friend?


8793b6 No.14667144

>>14667120

But how would i shrink the leaves over time during the season change?


6dc916 No.14667212

>>14667025

The edges of the textures are visible on the new one.

Are you also using different lighting on the new one?


8793b6 No.14667261

>>14667212

Im fixing the edges now and changing the alpha channel on each leaf layer so we can remove the leaves little by little by alpha in game to make the tree lose leaves

The lighting is different because i just made the wood shadeless


8793b6 No.14667271

File: a68c529c82c2088⋯.webm (879.69 KB, 400x416, 25:26, 2018-04-19 17-44-40.webm)

File: 4ed3d9ceb520238⋯.png (16.47 KB, 1024x1024, 1:1, Branch A Winter 1.png)

Like this, we just need to put the branch under it


8a9fc0 No.14667360

File: 71937864ee2c55f⋯.png (56.85 KB, 575x540, 115:108, ClipboardImage.png)

Please don't suck


8a9fc0 No.14667367

>>14666432

I hate the right hand rule.

Every time I try to orient my hand that way, my wrist hurts and I feel like I'll get carpal tunnel


8c7b19 No.14667391

>>14667360

Why are the people voting for this such fags? Most of these are absolute shit.


8a9fc0 No.14667588

>>14667391

The only decent one is maybe 3 Rules


b7d106 No.14667721

File: 150a332f943e1d6⋯.png (349.4 KB, 2560x1440, 16:9, Screenshot from 2018-04-19….png)

i'm not dead, just focusing on other things like music composition and school

enjoy some hacky soft shadows. 8 samples.


fa04ca No.14667730

DO NOT USE UNITY ASSEMBLY FILES

IT WILL BREAK ALL EDITOR FOLDERS

YOU WILL HAVE TO MANUALLY ADD A EXTRA ASSEMBLY FILE TO EACH AND EVERY EDITOR FOLDER AND SET IT TO EDITOR ONLY MANUALLY

IT'S ABSOLUTE HELL


c3f67b No.14667766

File: 217dd1738b74f65⋯.mp4 (3.2 MB, 640x360, 16:9, 2018-04-19 18-37-04.mp4)

>>14660453

Placeholder unit portraits and a "Siege Tank" style unit added. Contemplating how to handle "hotkeys" (or hotgroups in this case)


163185 No.14667901

I've come to realize that I can't dev when the sun is up and that's an issue I think.


8793b6 No.14667978

Instead of posting "what would make my character controller better", I will just post WebGL builds of it instead

developer.cloud.unity3d.com/share/Z1PQOl-ewX/webgl/

Since I had to buy ( assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131 ) and download the base for the character controller (since my first attempt was absolute shit, and this one does everything way better), it still can't wall walk, but it can crouch, since it was way easier to do. Actually, that's the only thing it does for today

WASD moves

Ctrl crouches

Space jumps

Ctrl+W closes the browser window because the retards at unity didn't really think it was a good idea to block default hotkeys when playing the fucking game, or maybe it's just my browser


ce3671 No.14667982

>>14667901

Why can't you?


b44a3d No.14668075

>>14664019

>>14663980

Thanks! I can admit that BBA SLAM and Ostriches look a bit like dumb meme games but I enjoyed working on it at least. The rest I think are less memey but that's hard to convey before someone would typically close the trailer.

>>14663734

Appreciate the heads up, I just put down the day I built everything and put it together. I'll go in and fix things with a more proper date.

>>14664024

I didn't pay ecelebs, the videos come from The Gong Show, the show that is thrown by the jam organizers. The only other source was Vinesauce, which the jam organizers also sent the games to.

If Vinesauce wants to C&D me then I'll comply I guess. The other people's logos were people I met up with in person and were able to get me their voices in before one of the jams were over, otherwise you'd have to hear me be a basketball announcer man.

>>14664042

Thanks for the feedback! I don't do the art, typically. I just make the parts that require code and anything else that nobody is working on.

After working really hard on the BurgerGame I discovered that nobody would bother playing past the tutorial levels so I resigned to making games that were easy enough that a toddler could finish them in a reasonable time so at least the people who were too lazy to download a free game could at least see the ending even if a child were at the helm.


8a9fc0 No.14668364

>>14668075

I mean that in an endearing way, too. It might be a meme game, but you:

>released a game

>released it onto Steam

>had a YTer shill it on stream

That's about as successful as you can get around here, without being Xenoraptor or RoR, etc


163185 No.14668531

File: 33aa38beadd882f⋯.webm (1.18 MB, 1280x720, 16:9, 2018-04-19 20-27-19.webm)

>>14667982

I wish I knew. Depression is too much of a cop out.

Heres a less shitty version of deathgrip footsteps the game.

Got footsteps persisting through levels, jumps count as footsteps and I've got different materials set up.

Trying to decide on a dialogue system to implement tonight.


a18fd3 No.14668862

>>14667978

>Ctrl+W closes the browser window

doesn't for me, probably a browse specific hotkey

>what would make my character controller better

Well, it's pretty basic atm, but the basic movement and rotation feels good.

Not sure what you're planning with the wall walk, but sticking to walls when you're even slightly off the ground feels odd (probably only do the wall walk if you're still holding the jump key, else, it feels like you're a giant piece of velcro).

Also, can't go up those stairs u have (in the unity character controller all u would have to adjust is the step height).

>protips

Build a "test level'. In this have a huge variance of testing geometry, like, different inclines (25, 45, 60 degrees), slightly raised platforms (in ground, just slightly raised cubes) that u can still walk over, and platform that is just high enough to not walk on (make sure it makes sense, a character couldn't step up it).

Stuff like that helps to polish the controller, as, u can just adjust it until it "feels right" if you provide a lot of variable test geometry.


c2530a No.14669250

>>14667360

>You are the weapon

<So, a martial artist?

>Keep growing

<t. expansion fetishist

>3 rules

<Only good one

>Combine 2 incompatible genres (e.g. turn based racing)

<But that'd be rad in the right hands

>Floating islands

<That's level design, not game design

>You are what you eat

<Isn't that just Kirby?

>>14667391 is completely right.


553225 No.14669285

>>14667071

>I don't like the implications so you're wrong


a59c84 No.14669488

File: ed5119c5f8c2fc1⋯.png (216.72 KB, 577x455, 577:455, stare.png)

Who the fuck came up with Unity's animation event system? Why isn't there some simple option to precisely set the time of the animation event trigger, just this fucking timeline? At least give me snap to frames option. I just want to put animation event trigger on frame 1, not on frame 1.042 or 0.995. This seems to be like the most basic function for an animation tool yet it's not fucking there. The weirdest part is, when I try to search for solutions nobody seems to have a problem with this.


fcc5ee No.14670039

File: 5f81abe2c796c83⋯.jpg (134.6 KB, 801x1200, 267:400, 1109664256.jpg)

>>14669488

>Who the fuck came up with Unity


f4a00a No.14670063

What's the best way to save the results of procedurally generating stuff (terrain, factions, characters)? Local database? Huge JSON string?


6c0bf2 No.14670128

Your system needs to use a seed. Then you save that and regenerate the content as necessary. You don't save the content itself. If the player can modify it (think terrain in Minecraft), then you save the seed and the difference. When loading, you first regenerate it normally, then apply the difference.

What I mean by seed is that you don't use a random number generator ANYWHERE in your procedural generation code. Instead you have a seed, which can be a string for example, and you write your generators so they derive their input from that seed. Here is a very simple example:

>Bad: Generate a random number between 0 and 10

>Good: Take your seed string and count how many of the first 10 characters are lowercase

To give your game randomness in between playthroughs, you use a random number generator once when starting a game, to generate a random seed.


6c0bf2 No.14670130

>>14670063

Post above is directed at you.


37dc3d No.14670132

File: af62525f793f119⋯.jpeg (63.09 KB, 535x516, 535:516, CC669912-2076-4407-986B-9….jpeg)

>>14670063

It depends.

In most cases it’s better to generate on the fly.

This is one of the main advantages of procGen, as u bypass a major bottleneck of normal content, and all u need to load/store is a seed; as the algorithm does the rest.

For a lot of procGen stuff you’re treading into specialized use cases, and need to bake your own approach (or retrofit a method of saving from a different type of proc gen).

I’d do your own research for that, look at rouge likes, and be more specific.

As, do u mean terrain as in… 2d or 3D, or layered 2d like DF, tiles, chunks, voxels, level set data for getting voxels, diamond square mesh output, height maps for generating maps, noise output for generating maps…. and so on, each has a specific case for “saving”, and each is more or less requiring to ever be saved in the first place as it may be better to just gen on the fly.


fcc5ee No.14670143

>>14670063

Terrain should most definitely be saved as binary data, otherwise you'll waste a huge amount of space to store it and processing time to parse it.

For most other types of data I prefer plain text storage (such as JSON) because it's very flexible and easy to debug.

Using a database sounds like a waste of effort and I can't really think of a situation where I'd ever want to use that for a videogame.


f4a00a No.14670162

>>14670130

Yeah, that does make much more sense then (what I now see is) the shit I suggested.

>>14670132

It's like Dwarf Fortress. Top-down and ASCII/tiles.

>>14670143

I intend on using plain text storage for some things (components for naming factions/characters).

But now that I think about it, a seed is probably the best choice because that way you can share it easily with other people.


fcc5ee No.14670189

File: ddf822f00783805⋯.jpg (290.11 KB, 1360x719, 1360:719, a.jpg)

>>14670162

If you just mean the initial generation, then yeah a seed may be the best choice. However if you change something about the generation or something related to it, the result might be different than it used to be.

You can see it in minecraft, where exploring an old map will generate completely different terrain and create jarring edges where the old generation changes to new.


c3f67b No.14670418

File: c2385d09e8b3af3⋯.png (78.36 KB, 383x373, 383:373, ClipboardImage.png)

File: f3b2d415ec3ad48⋯.png (60.68 KB, 301x307, 301:307, ClipboardImage.png)

File: f3b2d415ec3ad48⋯.png (60.68 KB, 301x307, 301:307, ClipboardImage.png)

So, I'm fuckin' inexperienced as hell with 3d modelling, but I can't help but feel that life would be easier if I had just gone the anatomically correct route of modelling the body, and then the armor on top of it, instead of just half assing it and avoiding the body altogether.


b1c56b No.14670468

>>14670418

What is that even?


684e0e No.14670473

>>14670468

>>14670418

looks to me like a jew/goblin holding some kind of ray gun

he's also wearing boots and has a tail


37dc3d No.14670574

>>14670418

Best to model a base body first, and build out from there (as u can re-use the rigged base body for different armor types, variants of the body, and it makes the process easier in general).

You can find plenty of humanoid base bodies online (search, “base mesh”). Look at those for some hands-on examples, or even as placeholders for playtesting while you’re still learning modeling.

There’s lots of modeling resources on the wiki’s game dev resources page, and polycount’s wiki is a good starting place too.


a59c84 No.14670620

File: 63418dfe85aa2b7⋯.png (138 KB, 763x858, 763:858, ClipboardImage.png)

>>14670418

Either use base mesh as >>14670574 said or make a simple sketch model Pic rel, first I made this blockman to work out proportions before making a proper model. Making a model from memory is hard as fuck.


863895 No.14670746

somebody best bake a new bread


d95a65 No.14670773

>>14670418

>life would be easier

No, not really. Just keep going.


565af5 No.14670798


de9de0 No.14671949

>>14667025

the old one is shit. The new one is better despite any seams.

Take this as a lesson: AGDG don't know shit 'cause they're too close to the technical side of things.




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