0645dd No.14670795
Rhythm game edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14655053
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)
cf0ed0 No.14671171
I wanted to take part in the last two LDs, unfortunately the themes were shitty. But this time I'll definitely join and make a game if the theme is not shitty again, that is.
5ae09b No.14671290
Any good character profile sheets out there? or are these good enough?
9e6674 No.14671302
>>14671171
Are you allowed to use already written scripts for LD or does everything need to be brand new?
50c7d3 No.14671350
>>14671302
My understanding is that you can use publicly available libraries. Assets might be okay if they're public as well. Scripts are "specific game content" in my opinion so it'd fall into an asset, no?
15 days until demo day
9d976d No.14671715
>>14670418
>>14670620
if you wanted to be a total hackwitch why the fuck wouldn't you, don't make shit hard for yourself you could use the rigify armature as a reference and build a body around that and then generate weights to that and then extrude armor from that.
e07d8b No.14672007
>>14671290
What happens if I put it all into Spirit and Resolve?
Do I become a God? Are 5th dimensional time loops generated? Temporal-spacial avante-garde-ness?
9e6674 No.14672028
>>14671989
I really like it inbetween but full leaves and none looks really weird.
2a3f54 No.14672043
>>14672028
My brother said the same, i have no idea how to fix it
9e6674 No.14672065
>>14672043
Some anon posted a great tutorial on how to do trees in the previous thread. Just do that.
I'd give up on trying to get the no leaves look cause that shit is always going to look weird. Even professionals can't make those look right.
a5a17e No.14672076
>>14672007
You become slow, weak, dumb and you never give up. That means you'll probably die 30 seconds into your first fight because you will fight way past your capabilities and destroy your own body.
879887 No.14672080
>>14671290
try to read robert mckee the story and find on duck duck go Emotionering the art of emotions in games.
Good writing is as technical as good music and art, so learn the rules.
2a3f54 No.14672085
>>14672065
The polycount tutorials won't help me do what i need, my trees are not static, they need to lose leaves
946086 No.14672093
>>14672043
>>14672085
I don't know what you're currently using but consider texture lobes, then interpolate between two or more separate textures from full with leaves to barren. You might even be able to use mipmap levels to do it at a very low cost.
946086 No.14672104
>>14672093
Or if you want to go full AAA-level, just use speedtree like everyone else:
https://store.speedtree.com/
9e6674 No.14672109
>>14672085
Talking about this
https://simonschreibt.de/gat/airborn-trees/
Just have the color switch in between the ones you want. While your solution is more realistic, it might not be the best solution for an independent dev with no budget.
If you're trying to make it look like the tree is dying, then you'd probably even be better off changing the color from green to a sickly dark green/dark grey.
2a3f54 No.14672110
>>14672093
We use a single image and use the alpha channel to indicate the order in which the leaves fall
>>14672104
No, its supposed to be anime styled, celshading and stuff
9e6674 No.14672114
>>14672104
>buy triple A assets
>can't make any new assets because you're not good enough at modeling to make anything else fit in with the style of the game
What a fantastic idea
2a3f54 No.14672121
>>14672109
Its a seasonal leaf loss, unless there is a good way to shrink the cloudy leaf mesh following the branches that method won't help me
Also the trees need to be mid-poly as there will be many, but they need to be decent-looking from close
0645dd No.14672123
>>14672043
Put whatever you're using to modulate the leaves' size into a square root, so changes more rapidly when close to zero.
2a3f54 No.14672130
>>14672123
I think the problem is not the speed of leaf loss, but the texture itself, i just don't know how to do it better.
9e6674 No.14672134
>>14672121
Now ask yourself, do you NEED the leaf loss? Cause you're just making it more complicated on you for something that I seriously doubt is important to the game itself.
Animal Crossing switches between all the seasons with minimal new assets and it looks great because they don't try to make it more complex than it actually is.
The choice is yours, but I wouldn't spend too much time on small details that are really not that important.
2a3f54 No.14672146
>>14672134
Its a farm game, season change is a VERY important feature
We are also doing the season change very gradual, leafs won't lose all leaves overnight like in every game of the genre
2a3f54 No.14672148
trees won't lose all leaves*
946086 No.14672154
>>14672110
>it's supposed to be anime styled
Either way i would absolutely use texture lobes, the single leave billboards you have right now look very strange at sharp angles, which is unavoidable in your current setup.
>>14672114
It's not assets, it's a "middleware", you just configure a couple of parameters and get your trees. But ye, wasn't aware of the styling. Still its never a bad idea to at least look at the state of the art implementation even if you want to scale it down to your own needs.
>>14672130
>>14672121
Trees don't lose leaves the same way as they grow them, i think the spring ramp up looks alright, just shrinking them down in fall looks off, instead they should become less dense and patchy, like pic related.
2a3f54 No.14672167
>>14672154
They are not single leaf billboards, otherwise the tree would be way over 15k polygons
Its under 1k right now
946086 No.14672180
HookTube embed. Click on thumbnail to play.
>>14672167
I am aware, im just saying lobes would look better because there would be no sharp angles. Looking at your fully grown tree right now the billboards stick out a lot.
Speedtree apparently does leaves falling out by simply removing the leave lobes one by one, embed related, starts at 0:26. Looks strange in a timelapse but if you would have them lose the leaves that fast ingame you could alpha blend them out. I also like that the tree becomes brown from top to bottom, not in a global fade.
2a3f54 No.14672184
>>14672180
so just bend the branch billboards instead of having them be simply flat?
a5a17e No.14672185
>>14671989
I think if you fixed the outline that shows up that will help.
3641ee No.14672190
Would anybody be down to make a game about the dyatlov pass incident? I think it'd be good for horror.
2a3f54 No.14672195
>>14672185
I have no idea why these exist, It only shows on blender, on Unity and on the texture itself they are not there
>>14671989 (webm)
There are a few small erros on the texture (floating pixels, white outline on the brown leaf texture), these i will fix
2389a4 No.14672197
>>14671989
I hope you can handle multiple trees
2a3f54 No.14672202
>>14672197
That is the plan, we want forests as large as our grass fields
That tree has less than 1k polygons, i will probably take it to 1.5k by adding more branches and billboards
946086 No.14672203
>>14672184
Sort of, here's a good paper on texture lobes
https://www.cs.tau.ac.il/~dcor/articles/2011/Texture-Lobes.pdf
Im sure you can find less daunting tutorials as well
2a3f54 No.14672210
>>14672203
Ok, i will read it, thanks
879887 No.14672228
a5a17e No.14672240
>>14672190
-What is the moment to moment gameplay like? Describe to us what the player does.
-Do you have a design document?
-What engine are you working in?
-How many levels will be in the finished product?
-If there's dialog how many lines of dialog? If you're the person writing the dialog may we see some samples?
-What skills can you bring to the table?
-What kinds people do you need? Programmers? Artists? If so what kind of artists? 3d Modelers? Sound Designers? Environment Artists?
-Who do you already have in the team?
>>14672195
Good to hear.
f22a35 No.14672261
>>14672110
poast her in a swimsuit
5ae09b No.14672262
>>14672080
>robert mckee the story
ok
>duck duck go
stop using that shit, anon, and use startpage or ixquick
9d976d No.14672281
>>14672190
>the dyatlov pass incident
never heard of that b4 look up on wikipedia, shit that's scary
so you going to have a "beast" that you flee while you slowly freeze to death trying to make it down the mountain? fires warm you but draw in the beast, loop around back to camp for some warmer gear or take your luck running strait back to the "village"
0cbf08 No.14672290
>Game like Chip's Challenge
>Have an item called Sun Orb and Moon Orb
>Want to have it so they open their own gates and close the other ones when they are activated by pushing them into something
>Can't think of anything besides a generic hole in the floor
Any ideas?
2a3f54 No.14672307
>>14672261
i havent made it yet, we are trying to get the protag working and moving on the town for the 5/5 demo, so i stopped making the girls for now
946086 No.14672334
>>14672281
>have literal At the mountains of Madness-tier incident
>Wildest speculations, even today no conclusive proof of anything
>Radiation, native ancient peoples, Ayys, infrasound, cabin fever, atmospheric electricity, KGB / Red army secrets are all on the table
>Reduce it all to a fucking monster
You best be joking nigger
9e6674 No.14672353
YouTube embed. Click thumbnail to play.
>>14672334
The explanation is actually pretty clear. After looking at the stuff that was found it appears as if they were cooking something inside one of the tents, this caused the tent to catch on fire.
The people inside are forced to get out in the middle of the night, half naked, in the middle of a blizzard. They can't find their clothes so they decide to walk towards their friends or something else down the mountain.
This guy does a pretty good analysis. Sorry for ruining it for you.
0cbf08 No.14672356
>>14672353
What? Radiation poisoning is more consistent with their symptoms. Plus they were in a no-go part of the mountain
9e6674 No.14672363
>>14672356
There is an explanation for the poisoning too. I don't remember exactly but one of the people worked with radioactive materials and many of the clothes were embued with radiation.
None of them actually had radiation poisoning, they were just slightly radioactive.
946086 No.14672369
>>14672353
Huh, the german wikipedia article did not mention a canonical explanation, will watch the video. Still you'd be retarded to miss up on a chance to incorporate all of these themes and instead use a monster. Then again the lovecraftian-type undescribed or nameless horror can't really be conveyed in a video game, you'd have to find one definite explanation for it.
9e6674 No.14672583
>all of a sudden I can't get a collider with a script to display a simple debug message on trigger stay
What the fuck
3641ee No.14672587
>>14672334
You forget one of the investigators being told by the military to call off the search and deem it a "force of nature"
9e6674 No.14672692
>>14672583
>restarted unity and now it's working
good engine
a5a17e No.14672936
The Theme for Ludum Dare 41
Combine 2 Incompatible Genres
e07d8b No.14672955
>>14672076
So God-potential if given a coach/teacher? Muscle wizard apprentice with all stats in Resolve and Spirit.
6226ea No.14672982
>>14672167
Hey tree hugger. Have you looked at L-systems at all?
08aa85 No.14673022
>>14672290
>steal the theme from chip's challenge
>make them portable holes
hey glad I could help
879887 No.14673032
this sucks but is the best I can do.
de662a No.14673088
>>14673032
If you finished the other half of the walking cycle it wouldn't be half bad.
0cbf08 No.14673089
>>14672936
Racing TCG
>Literally exists, it's a classic french game called millesborne
149d8c No.14673096
>>14673089
>Racing TCG
That was a super shitty yugioh series.
a5a17e No.14673099
>>14672955
If a teacher can put up with him for long enough he'll be an unstoppable retard.
415b71 No.14673199
>>14673032
Does he walk with an invisible walking stick?
879887 No.14673209
>>14673199
lol I dunno.
Maybe I should try to stop making such high res sprites.
2a3f54 No.14673280
>>14672982
Just googled it, looks awesome if you know how to use it, but its probably not the optimal choice for our project
d3f599 No.14673319
>tfw I've been trying to get godot ui to show up on screen properly all day
>Finally realize that some elements don't show up because the default min size is always 0,0
Fucking why.
0cbf08 No.14673343
>>14673319
Probably because whatever primitive type or tuple it uses is uninitialized to 0,0 by the language specs
d3f599 No.14673395
>>14673343
Yeah, that's probably how it's set up, I wish it defaulted to 1,1 or something. That way I can at least see something on the screen when I run the scene. I had completely missed the min_size property it seems.
879887 No.14673455
ok, so I had an idea of drawing a character and drawing the topology on the reference, and I'm pretty happy with the result, is much better than what I could do before.
0cbf08 No.14673466
>>14673022
My theme is "vaguely medieval fantasy with some machinery"
ba9b86 No.14673669
>>14673528
I tried this awhile back, and i failed at it.
tried it this time, and easily made hair cards; thanks.
despite that… i do dislike haircards, and am going for a really specific semi-realism style. good to know, but autism demands i conform to my current art-style…
af7d14 No.14674090
YouTube embed. Click thumbnail to play.
look at this shit and tell me it's not the most beautiful thang you ever seen
9e6674 No.14674692
>>14674090
>that accent
>that loud ass keyboard
>dude's just fucking punching those keys
>video is fucking 50 minutes long
Like, it's cool, I just wish people that make this stuff wouldn't be so bad at it
571ed3 No.14674780
>>14672202
Anon, if your grass is going to be that thick, I hope you're not fucking rendering anything else in that game except for large, empty fields. What the fuck.
9e6674 No.14674788
I switched from Monodevelop to Visual Studio and I'm having a super shit time.
Am I doing something wrong?
VS doesn't suggest me any of the autocompletes Monodevelop did and it also seems to run much worse.
af7d14 No.14674792
>>14674788
just use notepad lmao
it can't really suggest stuff, but at least it's fast
7ab83e No.14674838
some progress for the LDjam project
5d2ca0 No.14674876
>>14674780
He can always repurpose it into a "Lawnmower Simulator" meme game if the real game doesn't work out.
2d9cea No.14674893
>>14674788
Fuck IDEs to be honest. Way less headaches (that are not caused by you) if you just use something like Notepad++ or Emacs and compile from the command line.
cf0ed0 No.14674898
>>14674838
>negative hp
Spooky is this intentional or just temporary work in progress thing?
9e6674 No.14674965
>>14674893
>Way less headaches
How so?
I usually use notepad++ for a bunch of other stuff but for Unity an IDE just seems faster and more convenient.
There's a lot of shit that you'd have to remember or google without suggestions, that wasted time adds up in the end.
7ab83e No.14675002
>>14674898
>temporary work in progress thing
now it's fine
9e6674 No.14675055
278956 No.14675336
>>14675043
It's simple but it works. I have nothing bad to say about it.
What is it for anyway?
6a1cf1 No.14675345
>>14675336
I want to remake the old popeye nes game in godot.
7059ef No.14675347
>>14675043
His right arm bulges noticeably on some of the frames.
dcf94a No.14675351
>>14674893
i've hardly had an issue with anything from jetbrains
everyone that i know that has a hate boner for IDEs really mean that they hate all the bastard forks of fuckin eclipse there are
946086 No.14675384
>>14674788
VS requires a bit of setup, google "improve VS performance". There's a lot of features that are mostly useless and slow shit down, like CodeLens, Diagnostics and so on.
https://mspi.es/blog/5-Performance-Tweaks-for-Visual-Studio-2015-and-large-solutions
>>14675351
Everyone that i know that has a hate boner for IDEs never had to work on code he didn't write himself.
ba439d No.14675572
>>14674788
>Am i doing something wrong?
Yes, you installed Visual Studio. You see, VS is the biggest abomination in history. Had to work with it for a year and i hated every minute of it, it's the entire reason why i refused to use C++ when i was fucking around in Unreal Engine. I'd rather use visual spaggheti script than VS. My hate has somewhat lessened over the years but at the time i was using that garbage i could have probably written thirty pages of why the person who made VS should kill himself. If you want to be a happy person don't use it.
c799ec No.14675587
>>14675572
Try using VS 2008. You might get on with that better. That was the last version before they "upgraded" the UI using their new frameworks (many of which are now deprecated by ms anyway).
6a1cf1 No.14675594
I think I've finally understood how to animate.
dcf94a No.14675599
cb2010 No.14675726
>>14675594
Looks really busy in terms of detail for something that small. How large is that thing going to be in comparison to the game window?
I can't tell if the head bounce is appealing or not. Kind of has that bird-like headbob thing going on, but not too extreme.
Kind of hard to judge how well it flows when it doesn't loop right, though. The time the feet spend on the ground and how fast they move there seems unbalanced. You'd kind of expect the keys to mirror a bit better as well, at least for a stable walk, unless you're going for an uneven gait or limp. His center of gravity seems to kind of moving into weird places as well.
On an unrelated note, I found this scribbly thing that I never got around to refining, with those wobbly-ass lines and morphing sizes.
6a1cf1 No.14675755
>>14675726
I think is much better than what I was able to make before, sure, it may not be perfect, but is what I can do now.
d3f599 No.14675794
YouTube embed. Click thumbnail to play.
>>14675594
>>14675726
I'm not an expert on animating, but I think this vid might be useful for you guys.
cb2010 No.14675821
>>14675755
Could be. Just thought it might be helpful to point out what struck out to me.
Maybe try to really get something solid down with four frames. One for each foot just as the heel touches the ground in the front, and one for when the legs are passing each other in the middle.
You want those to really read well, and you don't want to ease into them.
In-betweens can make everything better, but if you put them in the wrong place, it can make something like a punch look like a push, or maybe even make it look like the guy punching is actually slowing down the closer he gets to contact. At that point you're better to have just two frames, one anticipating the punch and the other in the final position: not contacting his target, but in the place where the target was and the target being already pushed out of the way.
cb2010 No.14675864
>>14675755
>>14675821
Oh, yeah. I wanted to post this as well, because it's something that stood out to me in the way that nothing stands out.
Nothing snaps and there's this unnerving fluidity and evenness to the whole thing. Everything's too damned smooth with not a single sharp motion in the mix. It looks like he's flailing around in water or something. Moving or even removing some of the in-betweens could make it a lot more lively.
Not that the X games after X3 were all that pleasant to play or look at anyway.
Now Treasure Master, there the protagonist guy's got some style.
6a1cf1 No.14675870
>>14675794
>>14675821
>>14675864
I guess animation isn't about the more smooth and fluid it looks.
I though choppy animation looks bad.
22580b No.14675883
>>14675870
More frames != better, the Japanese realized this shit ages ago.
d3f599 No.14675923
>>14675864
>that treasure master
>not 'swerve on a nigga.gif'
>>14675870
>I though choppy animation looks bad.
It's not that the choppy animation looks bad, it can definitely look bad if you don't choose your keyframes carefully, it's more about conveying gesture quickly in as few frames as possible. This helps players understand what's happening on screen better, and was a necessary technique in older games because devs also had to keep sprite sizes low. The two gifs >>14675864 here are a good comparison: X's run animation is almost too fluid; and there's so many in-between frames it really dampens the gesture. Treasure master on the other hand looks baller as fuck. Just look at the gesture in how he swings his arms, sure it's a bit exaggerated, but it really gives personality to the animation. Exaggerating gesture is actually a pretty common technique in drawing, and it will go a long way in making animations that look great and have personality.
ebaa2d No.14676010
>start making a game
>stall because I decided to design as I went and this naturally resulted in disaster
>get new programming job that actually demanded intellectual rigor
>follow the tao of C# templating and inheritance and grow a lot as a programmer
>realize I was doing architecture badly on the fly, so of course my game development stalled as everything was ad-hoc and nothing was done right, leading to a clusterfuck not that far into the project
>start again, this time defining all concepts in layers of interfaces up front before writing any code
>tfw for every year of your career, you'd have branded yourself from one year ago as a complete hack
cb2010 No.14676029
>>14675870
If the animation conveys what it's supposed to convey, then it doesn't really matter too much. The more frames you have, the more nuance and character you can inject, but you'll also have that many more opportunities to introduce jitter, distracting details and fuckups in general.
Two frames can show you where something was and where something is, and the pause in between will tell you how long it took. Add in a third frame, and you can tell if it's linear motion if it's smack-dab in the middle, accelerating if it's closer to the start and slowing down if it's closer to the end, assuming the framerate is constant. How far it is shows the extent. You can emphasize that energy by distorting, stretching and squashing as well.
But as you throw more and more frames into the mix, you'll have to be mindful of the speeds at which things are moving and how they change shape, otherwise something that's supposed to be accelerating will appear to be jerking around at weird speeds before finally making its way to the end, all while some other completely extraneous details seem to grow and shrink in size for no apparent reason.
If you just have a few frames and they're passable, it'll give you all the illusion of movement you need. Or if you really need that flair and nuance, buckle up and do what you have to to get it.
Or, uh, more frames make for a double-edged sword.
Bad extra frames will take away a lot more than good extra frames ever could add, and there are infinitely many more ways to make bad frames than there are to make good ones. Hedge your bets accordingly.
d3f599 No.14676077
>>14676010
I think that's just the nature of programming as a skill. There's just so much to learn that you will never be at a point where you can be satisfied with what you write.
ebaa2d No.14676144
>>14676077
That may be true, but there is a fuzzy line where over 50% of programmers would agree code is maintainable and therefore decent.
The biggest problem is the naysayers who advise caution because they themselves are uncomfortable with language features. Or they advise that you go in and refactor afterwards and write bad code up front, because running through all your integration tests to determine whether your drastic refactor to your now-brownfield code broke anything is a totally sustainable practice.
6a1cf1 No.14676160
>>14675923
>>14675883
>>14676029
pls rate how it looks with four frames.
dcf94a No.14676171
>>14676144
refactoring bad code exercises your ability to utilize your better knowledge
the advice to make a mess up front and fix it later is to the people that are scared of the water and won't start or the people that over-architect everything and then never actually build it
6a1cf1 No.14676172
>>14676160
now every frame is 180 miliseconds.
7ab83e No.14676178
we have reached an important milestone
5e2636 No.14676202
>>14675043
That's a lotta wibblewobble for a sprite with mostly static body-parts.
6a1cf1 No.14676221
6 frames, 150 miliseconds
d3f599 No.14676248
>>14676172
This is starting to look pretty good, although I would try to put a bit more motion or focus on Popeye's arms. Maybe have them swing forward a bit more? They're his defining feature after all.
16a113 No.14676372
>>14675351
I’ll second jetbrains, and VS is a nightmare even with performance tips.
>>14676172
Starting to look good.
Look at the 12 principles of animation. The Alan Becker vids are really good, and Popeye has Disney style animation. The principles are from the horse’s mouth, as it were, and are useful for even 3D too.
2a3f54 No.14676419
Changing my bushy cloud branches into more detailed modular ones
Instead of having each branch be composed of just 2 flat billboards, we will be using several branch designs in different angles, this should make the trees look better, but will take quite a while to finish
7d4164 No.14676434
>>14676178
>disagreement noise in video
What the fuck is wrong with you
0776f4 No.14676582
>>14676521
Looking good, but his right arm shouldn't snap forward so quickly.
cb2010 No.14676588
>>14676172
Look at the feet at the extremes. You'd expect them to pretty much fall in the same spot. Right now, the left leg's stride falls short on the back, frame 3.
Frames 2 and 4 don't mirror enough, either. One's a little bit further along in the cycle and one's a bit farther behind. You kind of want them to be the different-footed versions of the same pose, more or less, and whatever pose has the most action for it. I might go for something that's between those two, in terms of one step.
What makes this worse is that frames 3 and 4 have the opposite feet be very close to the same spot. Almost looks like the same foot is moving just a little bit, and that muddies up which foot is supposed to be which.
The arms swinging aren't balanced, either. They look okay on 1 and 3, not so much on 2 and 4.
>>14676521
Mostly the same thing about balance. Look at the right arm, for example. It's spending most of its time up and only briefly bounces back.
Here's something I used to mock up the gondola walk. The non-boxy one came first, with its horribly flexy leg and everything. No distinction between left or right just to get a feel for the timing and the gait. The first one's just got two frames, but one's got the actual middle frame, and the other (a) has the "up" position, where the head is at its highest, the supporting leg is the straightest and comes a touch before the step, but with adjusted timing to make it even. If you're going for minimalism, it makes sense to pick the frames that read the best, rather than what's actually in the cycle.
a5a17e No.14676591
>>14676521
His torso should be moving up and down.
cb2010 No.14676604
>>14676588
Forgot to mention that these happen to showcase what happens when you have separate limbs or entities occupying mostly the same spot in the same pose. If you look at the right spot, it's as if one of the legs doesn't move at all or they kind of swap places or bounce around at random. Which is generally something to avoid in the final product.
6a1cf1 No.14676633
>>14676591
>>14676588
>>14676582
Thanks for the advice.
It looks better than what I was able to do before.
874ec0 No.14676955
>>14676434
dishes like you belong in the trash
22257e No.14677170
So i made stuff for a tank cleaning minigame!! hope you're ready for fucking tank-cleaning minigames, washy washy brushy brushy. Also subscribe to m filthy degenerate mailinglist so i can send you an email at some point when this shit is finished. go here you fucking weebs: www.shimapanzer.com
0b3337 No.14677205
added a spell to the game that can be used to unlock locked doors instead of keys, but if you fail the spell all the locked doors turn to concrete
0b3337 No.14677241
>>14677205
also treasure chests
bd0917 No.14677302
>>14677205
Anon what's this?
t. newfag to agdg
0b3337 No.14677356
>>14677302
game im working on, i'm not sure what genre it really falls into
946086 No.14677376
>>14677170
>Team
>Paul Dalessi
>Senior Vehicle Artist, CD Projekt RED
Are you trying to tell me actual AAA devs post on /agdg/?
73f0d9 No.14677387
>>14677356
>"i'm not sure what genre it really falls into"
>Visible, unspoilered skeleton.
You know perfectly fucking well what genre it is.
5e2636 No.14677429
>>14676633
The arms lack the same snap that the legs do. Maybe exaggerate their motion a bit?
16a113 No.14677440
>>14676172
>>14677170
>still just shilling
>thinks agdg is meant for only shilling
You have to go back
9e6674 No.14677443
>>14677170
Nigger are you making valkyrie chronicles?
Are you not aware that this already exists and is an established franchise
94bcc6 No.14677482
Progress on one of the species models in Sentience. As always names are pretty much codewords at this point, but it's loosely a firefly. It's not quite done as the eyes are placeholder, but we had taken some extra time to work out shenanigans with the materials to make things glow right and for the eye lenses to look clean and altogether in-game. I think I have the battle system able to load in environments as separate scenes. Probably gonna run into some unforeseen lighting/skybox/camera issues, but will probably see. I'm hoping to have things able to die by tomorrow's end. Stay tuned and remember to take your daily dose.
22257e No.14677495
>>14677376
the shit i do in my spare time is the shit i do to get away from the goddamn bullshit that goes on in my dayjob, yes.
22257e No.14677502
>>14677440
bitches and whines instead of producing a commment worth posting
>>14677443
what if i told you all the waifus were boys?
>Nigger are you making valkyrie chronicles?
>Are you not aware that this already exists and is an established franchise
9e6674 No.14677510
>>14677502
>>14677495
Please go back to CDPR
a5a17e No.14677514
>>14677495
How's Cyberpunk 2077 coming along?
946086 No.14677516
>>14677495
>>14677502
Would've thought that an AAA dev would never out himself here because you could get in trouble for associating with the darkest reaches of the internet. Guess things work differently at a polish studio. Either way i hope you have a lot of different tanks in your game to reach the uncountable WW2 autists . Focus on the german and russian tanks especially, you have to have the Königstiger and IS-2.
16a113 No.14677546
>>14677502
>cross posting redditor
>acts like they’re exempt because muh AAA
>outs their identity
>acts like this matters, on an anonymous imageboard
>missing the point of an anonymous imageboard
wew
9e6674 No.14677553
>>14677546
It's /agdg/, eventually you'll have to reveal part of your identity, that's not the problem
81b647 No.14677557
>>14677510
no, u
>>14677514
can't rly comment apart from 'good', ya know, the usual.
>>14677516
fucking internet posts is not something i'm particularly worried about, there ARE places in the world that arent' sjw-infested tripe-holes. there is hope! And dont give soyboy shitheads your money
>>14677546
please indicate what part fo my posting indicated to you that i give a shit?
I practice opsec where needed, my professional life isn't something that needs it.
946086 No.14677576
>>14677557
As much as you're a shill who shouldn't be here it feels incredibly good to read these kinds of words from an AAA dev. Poland stronk.
412890 No.14677597
>>14677557
Just keep doing what you do. I would suggest toning down advertising the website if you've been doing that previously. I haven't been around on these threads lately. Other than that, keep up the good shit.
81b647 No.14677629
>>14677576
just because some of us make it, doesn't make said person any less one of us, there's literally dozens of us! fucking reddit-posting has creeped in on my posting, shit happens i guess.
I'm just as sick of all the soy-devs i see as any reasonable person would be so i just decided to be the change i want to see, in a way, so me and a friend decided to make a game for fun, with waifus and lolis and tanks.
have a cum-fountain for your post (pic related)
>>14677597
thanks anon, subscribe to my fucking mailinglist, HMMMMMMMM?!
874ec0 No.14677680
>>14677502
I'd really appreciate if you would be quiet
87758a No.14677689
>>14677629
How are you going to deal with cute animu girls getting shot and blown up in your game?
dcf94a No.14677696
I had to fix an actual issue with something for the steam release with an earlier game but I used it as an opportunity to do a rebuild of other things so now the steam version has round configuration for Ostriches including an increasingly large crown for the winner.
http://store.steampowered.com/app/739010/The_Blue_Box/
>>14677557
You should get ahold of shakesoda and karai17 of excessive! because they seem like they would be very interested in modeling for a game like this.
TheBlueBox was originally nicknamed CD_PROJEKT_BLU because blue + I put it on a CD so fancy seeing you here.
412890 No.14677697
>>14677629
Maybe when you give me your game. :^)
0cbf08 No.14677714
>Only 9 days off until demo day
81b647 No.14677735
dcf94a No.14677774
>>14677735
i'll see everybody in jail
52edea No.14677848
>>14677714
>Only 9 days until demoday
>Told myself I was going to put something out and now it looks like I won't have enough time
At least I'll have a game out for ludum dare.
0cbf08 No.14677852
>>14677848
>9 days
No anon, it's two weeks. I only have 9 days off during that time.
52edea No.14677872
>>14677852
Woops, probably should have read that post properly.
Now I can put out half a demo instead of no demo
e07d8b No.14677948
>>14677356
Helmet HUD… grainy graphics of 3D space… dungeon… I like it.
2a3f54 No.14678093
>>14677546
dude who the fuck cares? at least he is making a GAME, go work on yours
ba439d No.14678154
>>14677557
I hope you're not fucking around with us, i really want to believe that there are still AAA devs out there that aren't high on soy.
874ec0 No.14678275
>>14678154
>shill on 8ch after shilling on reddit
>wow they're so cool
0cbf08 No.14678291
What's a better method of input handling? Polling or events?
Personally, I like polling, but events seem handy in some situations as well (eg, handling text input). If you click outside the game window with events, it will act "sticky" even while the game is out of focus.
Usually I process the input, then map it to a game state (eg direction=move_left, or action_1=true) so I only have like 6-10 meaningful action flags that get set when input is done
9d976d No.14678310
>>14677205
what is next a spell of sealing that if it fails it opens the door?
16a113 No.14678383
>>14678093
Are you really this dumb?
Come on, anon, think about it for a few moments before getting on your knees for paul over there.
This is how we got a previous iteration of shitty threads awhile back. Letting the redditor crowd, and other people who are proudly from that type of discussion format in.
Sure, Paul Dalessi isn't as bad as rottenredditor, not even close, but they're still breaking unspoken rules without giving a flying fuck to even try to not do so (as stated here >>14677557 ); making that acceptable will lead to lower thread quality overall in the long run… it has before.
One of the reason discussions here are so great is because it attracts the people who willingly abide by unspoken rules, and who can learn rules that aren't directly stated (be it unconsciously, or not, i.e. the game, this goes back to early chan culture). This is enforced by the self-aware members (or bcs "it's what the cool kids do") of the culture with memes like "lurk moar", pointing out patterns like meme spacing, and banter/bullying.
This is how members of the culture curate the quality of threads, and people losing sight of this; or lacking self-awareness in this regard, will inevitably put themselves on a path the the downfall of thread quality into a level so contemptible that valuable discussions are impossible (see cuckchan's /v/, /vg/'s agdg threads, the majority of the old guard and self-aware anons left).
Paul was fine before when he was first posting here anonymously, like when he did the grass/snow demo and initial model posting; that was A'OK.
However, when paul started shilling at reddit, twitter, and then posting here w/meme spacing WHILE just shilling (as they did in previous threads, they straight up JUST shilled); it's unacceptable, and I will point it out because it needs to be said. It's also noticeable that his participation this thread is probably bcs of bullying in the last thread he just shilled in, see, it works (even if he lacks self-awareness of it).
Furthermore, paul lacks awareness of the multitude of reasons why people post here, or even lacks self-awareness for why he posted here in the past (what its draw is).
You know I'm right, and I'm sure the anons here who get over that initial dopamine rush of sucking off some AAA dev will realize I'm right too.
16a113 No.14678505
>>14677553
There's a right way to do it, and there's a wrong way to do it.
For example, it's fine to inadvertently reveal your identity such as linking to your steam page when it's contextually relevant (such as kircode linking to their game's page upon release), but, it's bad to constantly point to an identity w/shilling your shitty website.
Basically, they're attempting to consistently inject social status/standing via maintaining a consistent identity on a fucking anonymous imageboard; where it has absolutely no place.
Sure, it's fine to post recognizable progress, but it's not acceptable to constantly shill your shitty website every goddamn thread (thus establishing that identity, might aswell have a goddamn username), and to not participate without that; i.e. they have to establish their identity before posting, and that's reddit/other "pseudonym" based discussion formats for u, without an identity or social status the dumb and those lacking self-awareness are weak.
I.e. you should be judged solely based on the content of your posts.
An example of this is when people on /b/ state that they're a girl, who gives a flying fuck, and thus "tits or gtfo".
Who cares if they're a woman, some AAA dev, god himself; who cares unless it's contextually relevant, and adds value to the discussion without being counter to the purpose of an imageboard.
To not realize this is to lack self-awareness.
So, if that's the case, it's to play a game without being able to explain the rules (children do this); it is to lack a level of self-awareness to be able to articulate, and understand something as simple as an anonymous imageboard's culture.
4cefe9 No.14678584
>>14677553
>>14678093
I for one also agree that one shouldn't reveal their identity and talk like a redditard. We have plenty of devs that abide by these rules. Don't make exceptions.
77636b No.14678672
>>14677557
>>14678093
One of the problems with having a leddit mentality or similar, at least from what I noticed, is it tends to over-inflate egos and lead toward unnecessary drama. This has no place in an anonymous image board, and defeats the purpose. You can talk shop, or you can talk shit, it doesn't really matter, so long as you respect the rules and try to stay on topic.
For the matter of staying on topic, this particular thread is for posting progress and asking questions regarding devving; and not strictly meant for shilling your product, service, or website. Feel free to post a link to your demo or celebrate the official release of your game, sure, but you'd probably be better off just making a thread on /agdg/ to serve that purpose instead. It's not like it's unprecedented, and it's certainly a more fitting option. At the very least, it would be a little more fitting to spam requests that people join your mailing list on the thread dedicated to your game than on the one meant for progress posting and help requests. Just saying.
7059ef No.14678959
>>14678383
>>14678505
>>14678672
Damn fucking good posts. The reason we follow the written/unwritten rules we do is to prevent anons acting like a faggot. Look at Yanderedev. Making his own dev threads, avatarfagging all over the place, being a namefagging attentionwhore, crossposting on cuckchan and reddit. "Oh but we'll make an exception because his shit looks cool." Remember how that turned out? Fuck that noise. We welcome devs to post their shit and share progress, but try to maintain the character we do. It's a culture of disregarding your ego, which makes you humble and allows you to be fully honest. Embrace that or fuck off.
pic unrelated
9d976d No.14679026
>doing game jam
>kinda get a break (as i am exclusively art guying)
>decide to revisit the character
>bring up cowgirls
>no one stops me
>model for the next 4 hours
>something just clicks
>.webm related
>fist 3d humanoid that i'm not immediately disgusted by
>today was a good day
cf0ed0 No.14679080
>>14679026
>does game jams
>passionate about modeling
>gets to fist 3d not pd
Living the dream, I see.
Also in the 3rd webm, if you just moved the boob key frames, so they're down when the character is rising, they'd look more natural.
43b645 No.14679110
>>14677376
>>14677495
>professional
>posts in an /amateur gamedev general/
>writes like a redditor
Get the fuck out and go post on reddit or shut the fuck up
96ca04 No.14679133
>>14679026
I have three criticisms.
1. Her ass has a "plastic surgery" look to it.
2. Her head weird.
3. She's walking like a damn bimbo.
Besides that, great work anon.
96ca04 No.14679138
>>14679133
>Her head *is weird.
7059ef No.14679157
>>14679133
>>14679026
I know what you mean by the plastic surgery look– the top of the buttcheeks have a bump or ridge as the transition into the upper back. It should be a smooth transition, only the bottom of the buttocks should have a noticeable edge.
f09bd3 No.14679184
>>14677516
> Focus on the german and russian tanks especially, you have to have the Königstiger and IS-2.
what about Maus, Ratte and Monster?
7ab83e No.14679203
Artist sent me the winchester yesterday and I put it together before going to sleep yesterday. I know that ain't how guns work
0b3337 No.14679288
7815b6 No.14679405
43b645 No.14679512
>>14679203
The guns look somewhat realistic yet the gameplay looks quake-ish
c79133 No.14679570
How do you guys get out of ruts? I've been slaving away at my game doing everything as my friend who is "Helping" me is also a programmer but doesn't know how to do anything and isn't willing to learn Blender or anything like that.
I've gotten to a point where I feel like I am stuck, I did work for an entire sound manager, an inventory system, and have basic quests working but I just feel so overloaded and don't know what to do.
>TL;DR Feel like shit as I do everything, how to stop being in a rut and stop slacking?
0b3337 No.14679641
>>14679570
cut content from the game so its easier to manage
9e6674 No.14679759
>>14679570
Get a friend that compliments your own knowledge. I'd be in a rut too if I'd have to learn blender while not knowing how to draw, rig or animate.
3666ed No.14679786
>>14679570
How do you manage your project? Do you have a GDD or something similar that outlines what exactly has to be done? Do you use a project management software of any kind, so you can actually track progress?
Having a plan actually helps, but having it "in your head" doesn't count.
>>14677170
>Also subscribe to m filthy degenerate mailinglist so i can send you an email at some point when this shit is finished.
I subscribed because I want to know when games from here get finished, but you really don't need to try so hard. A simple "Hey guys, if you want to get notified when my game is finished, you can subscribe here" would be enough.
7ab83e No.14679850
original content do not steal
ebaa2d No.14679894
>>14677170
Neat. Always cool to see people from the wider world.
ac2058 No.14679915
>>14670795
I've been seeing these threads for years now, what's the furthest anyone ever went on 8chan in term of vidya making?
9e6674 No.14679918
>>14679915
Kirkcode released his 3D platformer which I think is the most "game" game that's been released by 8/agdg/ so far.
ebaa2d No.14679935
>>14679915
Guy who made Deadbolt was from AGDG.
9e6674 No.14680129
So, I haven't actually posted any progress for a little more than a month, I think. Kind of got caught up in a bunch of other shit related and unrelated to the game such as having to actually record all the progress up until now to present it.
I haven't really added much since last time I showed something off, it's mostly been optimization and fixes. However I did finally get the digging system to work as I wanted it to so I might as well show it off.
Me and my friend also decided on a logo/name for the time being, although it might end up getting changed. Still unsure.
Level design's been kind of a bitch but we're trying a thing where we're adding small things and sending the level back and forth to see if we can get something decent.
a lot of assets are still placeholders, I'm aware he looks like a giant turd when he's digging
8c0547 No.14680140
ebaa2d No.14680181
>>14680140
I think he founded or works as part of Hoopoo Games. Deadbolt was suggested to me because another anon was telling me an anon made it, and it's a pretty good time. It's like Gunpoint and Hotline Miami were mashed together and it feels pretty tight. Can recommend.
b71485 No.14680292
>>14680129
it looks great!
158f57 No.14680348
>>14679915
Hellbreaker and Speebot were released on steam.
7d4164 No.14680423
>>14677502
>what if i told you all the waifus were boys?
That would explain the hip-shoulder ratio
cf0ed0 No.14680433
>>14680129
Drillboy is back! Logo looks pretty neat. Though I think it should contain metalic/scrap elements as a reference to the Drillboy. The word "boy" is a good candidate for that because of that heart cut out. I assume this has something to do with the plot, so this could be a reference to the events in the game if he's meant to be like Pinokio or trying to rescue his gf or something like that.
>giant turd
To me it always looked like a lump of ore because of how shiny and metallic it is.
9e6674 No.14680454
Heart shape is actually the logo of the company that produces DB.
>trying to rescue his gf
Something like that yeah
3666ed No.14680561
>>14680129
Looks really fucking sweet. Although I have one point of criticism. The pile of dirt moving/rotating when you do looks cheap.
You can look at how Crash Bandicoot 2 handled in in the level "Bee-Having". They placed a bulge on the floor which looks a lot more like "there's something moving beneath it". In the remake the effect is more elaborate. It's a bit difficult to say what they're doing just from watching it, but it seems like they're using a simple trick. They place multiple meshes in the direction you're moving. Then they shrink the ones behind and grow the ones in front of you. This only works because the dirt that Crash digs up is more rough and rocky. Your pile would look wrong, if multiple copies overlapped. If you want to maintain your look, you'd have to use a shader for that. Using world position, you could make your texture scroll as the character moves. You'd have to use tessellation to get the rocks though, rather than a mesh.
Regardless, adding a dust particle effect to it will help with the look.
9e6674 No.14680582
>>14680561
It is super cheap I agree with you there.
We've so far looked into a bunch of solutions for it.
>Crash 2 version
This was the first one we thought of but it just didn't look quite right and we couldn't get it to pop out enough.
To fix this we thought we could put DB's hat on top of the dirt pile but I still don't think it's enough.
>crash remake
This is what we currently want to go for, unfortunately I cannot understand how the hell the particle system in unity works. I tried a few months ago to get a similar effect but I could not get it to look right.
I'll be honest I'm not even sure if I should use the particle system to make that effect.
That's the next thing to fix though so I'll try to get it to look right. Thanks for the video references anon
cdf5ab No.14680607
This is getting pretty fucking ridiculous pretty fucking quick. This is not even a quarter way through solving this equation.
cdf5ab No.14680608
>>14680607
I've been avoiding it for very long time but seeing how the other method doesn't work half the time and the time it does it's buggy as shit due to sheer amount of special cases, it's time I bite the bullet.
11fa8a No.14680613
>>14680607
the fuck am I looking at here
cdf5ab No.14680635
>>14680613
Intersection between a circle moving by linear interpolation of a vector and a line which endpoints are linearly interpolated between another pair of points. It's gonna produce a quatric equation at the end, and there will be up to 4 distinct real roots as the answer.
9e6674 No.14680647
>>14680635
fuck man thank god I'm too dumb to enginedev
dcf94a No.14680655
>>14680129
I love the way this looks, I think this can definitely go somewhere. I think a demo level full of just those little cool sequences of getting a good drill mobility combo will really feel amazing.
cdf5ab No.14680656
>>14680647
Yeah I mean fuck me, implementing an actual physics engine is way easier than this.
0cbf08 No.14680659
>>14680635
>>14680607
Why not call lerp functions and test the circle against that? It'll probably tidy the code up a ton
>Inb4 muh performance
cdf5ab No.14680681
>>14680659
It's all about accuracy and consistency. But also you'd need to run these tests possibly millions of times per second in my application to at least get acceptably shitty accuracy.
ca28cc No.14680774
Other than pirate, surfer and vampire what are the options for silly accents that can be rendered in text only?
11fa8a No.14680845
>>14680635
wouldn't it suffice to simplify the circle to a bounding square oriented with sides parallel and 90 degrees to the line? find the clash between the vector from circle's starting position and the line, then figure out which point of the circle trajectory line is radius away from the other line and redraw the circle there again.
9e6674 No.14680899
I feel like an absolute retard having to ask this but is there a way to not have Unity Particles moving?
I know I can set them to collide with the ground but I'd rather they'd just spawn and then not move from where they spawned at all.
Is there a way to have a bunch of particles spawn inside the green square and have them stay there or is that something I have to do with the script?
9e6674 No.14680912
>>14680899
nevermind I'm a fucking idiot
>>14680909
bit weird, looks like he's sliding
0cbf08 No.14680913
>>14680774
>Vampire
That's basically Romanian, isn't it?
There's also Irish, Scottish, British, bad Chinese, etc. Also look at the DQ series, they have lots of that sorta thing
01a0a3 No.14680919
>>14680912
is a backward walk.
5e2636 No.14681122
>>14680909
EXAGGERATE. HIS. MOVEMENTS.
The sprite is tiny, an his feet need to LIFT off the ground, but from what I can see, they're just sliding.
9e6674 No.14681163
Does anyone know how to destroy single particles but keep the emitter itself?
I can't find anything about it
0cbf08 No.14681174
>>14681163
Using what? GameMaker? Godot? Unity?
In general, you can set a particle's life to 0
686515 No.14681175
>>14681163
I'm not entirely sure I understand you. Couldn't you just keep track of the emitted particles and call their destructors?
9e6674 No.14681190
>>14681174
Unity.
>>14681175
Well I have all the particles, I'm cycling through them and setting
m_Particles[i].remainingLifetime = 0.5f;
Once the loop is done I launch
m_System.SetParticles(m_Particles, numParticlesAlive);
However nothing changes. I'd rather change the lifetime so I can fade them out rather than having them just disappear. Should be the same thing either way, problem is that I can't apply changes at all.
9e6674 No.14681206
>>14681190
Full script for reference I guess
int numParticlesAlive = m_System.GetParticles(m_Particles);
for (int i = 0; i < numParticlesAlive; i++)
{
//m_Particles[i].velocity += Vector3.up * m_Drift;
if(Vector3.Distance(m_Particles[i].position, this.transform.position) > 2f)
{
m_Particles[i].remainingLifetime = 0.5f;
}
}
m_System.SetParticles(m_Particles, numParticlesAlive);
I've literally copied the unity example from https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
but it still ain't workin
9e6674 No.14681214
>>14681206
>>14681190
Nevermind I discovered what I was doing wrong.
Even if I set remaininglifetime at 0 the particles won't destroy themselves immediately and will just keep getting reset to a remaining lifetime of 0 essentially making them infinite.
cdf5ab No.14681221
>>14680845
As you should see, the intersection points are defined as the points where distance from point interpolated on vector to line interpolated between a pair of points equals to some specific constant. Geometrically it's the point where perp cross product between circle point to line's starting point vector and line direction vector, divided by line direction vector length. It's basically doing exactly what you said except without an extra layer of complexity of using a square.
946086 No.14681249
>>14679184
>Landkreuzer P. 1500 Monster
>1,500 tons
>124 meters long
>800mm canon
>15 km/h
Jesus fucking christ
2a3f54 No.14681269
>>14679026
make the boobs bigger, you know you want it
4cefe9 No.14681305
>Paul Dalessi won the Star Citizen spaceship building contest and is now senior vehicle artist, CD Projekt RED
>this fag redditposts weeb smiley faces and in this thread right now
Don't reveal your identity star cuck.
9d976d No.14681388
>>14681269
i have a bone for that
268c0e No.14681412
>>14681388
Yeah, me too anon.
bda1d4 No.14681428
>>14677557
So it's not coming along well. Noted.
7ab83e No.14681510
Asked a friend to make music for the jam game
0cbf08 No.14681557
>>14681510
>Gun literally can't shoot, the barrels are completely solid
I know it's a placeholder, but this is somehow endearing in a way
268c0e No.14681563
>>14678959
>Look at Yanderedev.
But he was a huge faggot even before he started posting here. Where do you draw the line of "avatarfagging and crossposting"? For one, you're discarding your anonymity when you start posting your game which is why I stopped posting mine. And two, plenty of anons here have devblogs on tumblr and twitter. If you want your game to reach more people, using other platforms is simply unavoidable. There's a reason why a lot of devs who start out in agdg stop posting, both here and in the cuckchan threads. That's been a phenomenon as far back as 2013.
9e6674 No.14681577
>>14681510
This really hurts my ears, it's all over the place
7ab83e No.14681617
>>14681557
well you can't do much more for a jam game. we only have like 72 hrs to make this
>>14681577
but there is time for teaks. Is it about the volume or the track itself?
9e6674 No.14681620
>>14681617
it's the fucking violin and all the really high pitched sounds
7f6e8d No.14681667
I want to start making a game but I only know Java. Is LibGDX a good place to start for prototyping my first game or is there something horribly wrong with it that I don't know? Anyone have any experience with it? Thanks.
c0521c No.14681682
>>14680607
What exactly are you trying to do? Usually quartics aren't involved in gamedev and a serious sign that you misdesigned something.
0cbf08 No.14681683
>>14681667
Instead of Java, use literally anything else. C# looks basically the same and isn't infested by pajeets
9e6674 No.14681699
>>14681667
If you don't want to engine dev then you might as well get one of the engines that uses c# or just write it in c# yourself.
0776f4 No.14681702
>>14681563
If you're a commercial gamedev then you really cannot avoid posting your game on every large cancerous community like reddit, Tumblr, etc. to get your game visible. Actively being a part of that community however is another thing, eg: yanderedev, rottenredditor, that cuckchan dev with his local multiplayer topdown shooter that shilled his shit here. Also, avatarfagging has been against the rules since the dawn of time yet cuckdev did it all the fucking time, every god damn post of his was avatarfagging with his asset store animu girl yet he was never Even reprimanded. Even him going nuclear he did it for Christ's sake.
9e6674 No.14681713
Fucked around with the particle system.
If I replaced those cubes with small polygonal rocks instead of the dirt mound shown in >>14680129 how do you reckon it would look?
7f6e8d No.14681722
>>14681683
>>14681699
Gotcha, I'll look into C#, it would probably be handy to know anyway. Engine-wise, what are the ones that I should be aware of? I know about Unity, UE4, and Godot. What would be the best to make a simple 2D game that I could scale up in complexity as I go on?
ebf2dc No.14681724
>>14681702
It's why I'm planning on making a long-form video explaining the process of what went into making my game, and post that there, alongside maybe the actual trailers and stuff like that, but never otherwise be involved. Seems like Twitter is probably the only other place where I could make progress updates, though it's impossible to get a following there without already having a game under your belt.
9e6674 No.14681732
>>14681722
I've heard good things about Gamemaker, but I've also heard a lot of shit about it.
There's also Love2D but it might not be in c#.
0cbf08 No.14681743
>>14681722
>>14681732
There's also SFML which is good and what I'm using, but it's not an engine, but a low level framework.
3666ed No.14681800
>>14681702
>Where do you draw the line of "avatarfagging and crossposting"?
Crossposting isn't the problem, being an obnoxious piece of shit is. And you don't need a reddit or whatever account to be one. We had our fair share of such people who were/are local to this site. Think of the furfags trying to "introduce more people into their community" for example. Rather than engage in threads normally, they would go out of their way to post their shit fetish left and right. That got really old really fast.
So yeah, I don't care whether you post on reddit/facebook/etc. as long as you're not annoying while posting here. In fact, if you plan on selling your game, you better start using those, because there are people out there who would really love to play your game, and you want them to know that it exists. Just be a normal Anon when you come back.
Avatarfagging is another issue. If you post progress regularly, Anons will recognize you, and there is nothing wrong with that. As long as the other posters recognize you by your content, everything is fine. It's when you try to ensure people know it's you for no reason that you're met with hostility. That's not an arbitrary /agdg/ thing either. You can call it standard imageboard etiquette, if you want to.
That's my stance on that anyway.
9e6674 No.14681852
>>14681800
>>14681702
>mfw all the quality posters left on /v/ all post in /agdg/
7f6e8d No.14681856
>>14681732
Yeah, Love2D is in lua, but it actually seems pretty interesting, I think I'll use this to start. Thanks.
16a113 No.14681881
>>14678959
>>14681702
>>14681800
I have a similar stance as these anon's sentiments, well said.
874ec0 No.14681928
>>14677170
>So i made stuff for a tank cleaning minigame!! hope you're ready for fucking tank-cleaning minigames, washy washy brushy brushy. Also subscribe to m filthy degenerate mailinglist so i can send you an email at some point when this shit is finished. go here you fucking weebs: www.shimapanzer.com
So is that what people over at reddit actually like to read? You're still shilling, if you actually lurked longer you'd have realized that you're the only person posting mailing lists, links to their websites, and promotional material exclusively and regularly.
52d661 No.14681942
>>14681682
What it says on the tin. I need to check for these 4 points where the circle touches a moving line, and that's a quartic equation.
52d661 No.14681949
>>14681942
To be more specific. The circle is an enemy's hitbox and the beam is the weapon's hitbeam.
b371f1 No.14681997
>>14671290
>>14672080
I'm not a fan of cinematic experiences, but this shit is useful to me as a 'writer'. I already have The Story.
0cbf08 No.14682002
>>14681949
>>14681942
If it's a circle, then that means if any part of it could intersect with the rectangle (whether AABB or not), it will be guaranteed to be a distance less than or equal to its radius
0cbf08 No.14682023
>>14682002
A simple approach would be to define your rectangle as rABCD, then check AB, BC, CD, DA to see if the enemy distance is within radius units from that line segment.
No derivatives or roots or whatever it is you're doing.
f32df8 No.14682030
God, it feels so good when shit just works. Wrote a per-chunk saving system for my world objects using UE4's property system. Say what you want about Unreal being owned by Tencent - it's got some seriously handy functionality in there. Now I basically don't have to worry about saving/loading ever again, so long as all world objects inherit the base class and their variables are marked for saving. Feels fucking good, man.
52d661 No.14682054
>>14682002
No look the object is to find exact lerp coefficient T that corresponds to the time where circle touches the beam. These are points in time where the enemy starts and stops taking damage from the beam. I'm not doing frame by frame calculations, instead it's an event-based logic and frames are only there to render shit. Put otherwise, it's variable tickrate logic when ticks only occur when something changes. That might not sound like a good approach but it's perfect for handling mid-frame occurences, which would be plentiful.
Also, clearly just computing cross product is simpler than doing all that shit you're suggesting.
c79133 No.14682058
>>14679786
I had GDD, kinda lost it, I also have a mindmeister map that I have a bunch of stuff written down on. Most of what "Needs to be done" is written down on that, but things like the feel of the game, the gameplay, and some psudocode is in my head. I guess I should put that on paper.
f32df8 No.14682064
>>14682058
I personally recommend a program called WikidPad. It's free, and it allows you to keep wiki-like notes about various shit. It's really great, I have my whole GDD written out in that format, and it's super-organized.
0cbf08 No.14682092
I haven't really implemented disposable objects before. I mean, does this look engine quality?
>clears out the fields
>checks if the T generic type is disposable, and if so, calls the appropriate methods/finalizers
0cbf08 No.14682099
>>14682064
I'll second WikidPad. The ability for it to have a bunch of self-contained references lets you rapidly link ideas and pages with minor amounts of formatting and style. I keep all my various half-baked ideas in there
dcf94a No.14682156
>>14681713
I think you still need a large central mass for the smaller rock trail to emit from, since it's the large body that is leaving the wake. The heading on the cubes is a little bit hard to gauge because the cubes spawn from the player's center and not his frontmost position so that will be a weird thing.
Other than that it looks pretty good.
c79133 No.14682191
>>14682064
>>14682099
Thanks, I'm trying it out now, I'll have to watch a tutorial or something, can't even figure out how to add a new page to a wiki
0cbf08 No.14682322
>>14682191
>Watch a tutorial
>For a productivity application
Jesus anon, just open the help file. It tells you that it automatically creates and links pages
c799ec No.14682334
>>14682092
Doesn't make any sense and looks like troll code to be honest. How can any member of Asset do anything with T if it has no constraints on T's interface? I know this without seeing your code because you don't use the where keyword. You badly need to learn how OOP and generics work. Go right back to the beginning.
01504c No.14682350
A combination of Le Mans 24h, COTA and Ludum Dare really put a dent in my progress over the weekend, but at least I managed to get some polish done on the options menu.
>>14681896
Not a fan of how the right leg seems to deform when he's idling, other than it looks pretty solid. What's the game going to be?
08554a No.14682357
>>14681800
Dubs of truth, anon.
Well said
0cbf08 No.14682366
>>14682334
https://hastebin.com/noculuvoqi.cs
Here's the code in full. And no it's not troll code. I couldn't put a type constraint on T, because I can't (or don't want to) guarantee that T should implement IDisposable.
For example, most of SFML's objects derive from ObjectBase (which is IDisposable), so it would be called in this case. But what if I (or someone else) makes a custom type that doesn't? It suddenly shouldn't fit in a simple POD object because it's not IDisposable?
Asset itself doesn't do anything, but it's a container that goes into an AssetManager<T>, which holds 3 dictionaries https://hastebin.com/ejokecesit.cs which is mostly just a helper to hold shit I load in (textures, sounds, etc), but without putting any conditions on what it can actually hold
52d661 No.14682382
I think that about does it. Everything that contains "p" has to be computed per each enemy hitbox, everything else is constant and can be pre-computed.
5ab6b7 No.14682399
>>14682350
Just popeye giving a punch to bluto and receiving the hearts until you win.
less like the original game and more like a fighting game.
e63b91 No.14682407
>>14681800
>Just be a normal Anon when you come back.
6226ea No.14682409
>Message Carmack if he'll write something on build systems
>Even he says he hates fucking around with them
f32df8 No.14682442
>>14682382
what the fuck is this
0cbf08 No.14682456
>>14682442
See >>14680635
I believe it's circle/square collision code.
f32df8 No.14682461
>>14682456
Ah, makes sense. Interesting stuff.
11fa8a No.14682571
>>14682382
do you got some sort of article on the math of this? I need some refresher to keep up here, my lineal algebra is a bit rusty
52d661 No.14682618
>>14682571
No, it's all derived from the linear interpolation equation. Circle's motion is p = p0 + v * t, where p0 is origin, v is direction and t is time. Line's two points are a+(b-a)*t, same exact thing except it derives direction vector from the two endpoints. Then it those are used to compute points where the value of perp cross product between direction from circle to line start, and the line direction, is a specific value adjusted by line length, to convert it from barycentric to unit coordinates. And from there you get more and more complicated shit until you're left with something that looks like a standard solvable equation, quartic equation in this case.
3641ee No.14682627
You know what steam needs more of? Translation games,i'd love to play something that would help me learn german or whatever.
Any of you guys talented in other languages?
or have non english native languages.
946086 No.14682646
>>14681800
>Avatarfagging is another issue.
>As long as the other posters recognize you by your content, everything is fine.
>It's when you try to ensure people know it's you for no reason that you're met with hostility.
I agree. And the same thing goes for flagfagging, it's basically the same. We've got some posters here that do it since forever, get rid of that shit >>14679850
All it does is turn this thing into IRC/disagreement cancer sooner or later, there's literally not one good reason to do it.
9e6674 No.14682680
>>14682627
I speak french, spanish, italian and english.
But man, as someone that knows languages, I gotta tell ya, translation games really don't work
11fa8a No.14682687
>>14682618
You seem to know your stuff and be helpful enough so I guess I'll share my confusion here, maybe this makes others see it as clear as you do too. My math education is all in Spanish so there's that.
You define the circle's position all right, with p being a position vector, p0 being another position vector (center of the circle at the beginning of the simulated interval, I guess) and velocity being another vector, t there is scalar. Now, for the line. You don't define an equation so the tree ways I studied to define a line (point and director vector, implicit and parametric) don't apply since they require an equation with an equals somewhere (several in the case of the implicit and parametric forms). Now, interpolation means roughly "get given two positions and recreate the position in between", so far that I know. That mean that the line is defined by vectors position a and… (b-a)? that'd be… a being taken as the point in the line and variation from a to b as the director vector? it being multiplied by time hints that the direction of the line varies with time and that you are interpolating the positions at which the circle would hit the wonky line that moves around anchor point a then. Fair enough. Now comes the hard stuff.
"perp cross product" is something weird to me. I was taught vectorial product (the one that gives out a vector perpendicular to both used as factor, with length equal to the product of the length of the vector factors by the sine of the angle their form), scalar product (first coordinate of first vector multiplies the first coordinate of the second, and gets added to similar products for all coordinates to equal product of vector lengths by cosine of angle, the result being a scalar number only), and the mixed vector doesn't apply here so what gives. To make matters worse, the perP I've researched lightly apparently means per point, but then has "cross" in the name, and our mathematical notation used point notation for scalar product and cross notation for vectorial product. Hence my confusion. But I think you mean vectorial product since you later on talk about converting it from barycentric to unit coordinates. So now, no idea why is it useful to get the vectorial product here for anything other than defining a plane in 3d space that contains both vectors (since the result is perpendicular to both vectors, useful for defining planes). In the case you mean the scalar product, I seem to remember a useful way to compute projections of vectors over other vectors with it alright, but that's all I remember being useful for calculating distances to stuff (we just used a^2 + b^2 = c^2 for all our distance needs). I hope I didn't bore you to death with all that.
52d661 No.14682730
>>14682687
Line is defined as a+(b-a)*t = 0. The b-a is simply a vector of direction in which the line extends from point a. So you can define it as a+v*t = 0 and that makes no difference whatsoever. The feature that separates line from ray from segment is the range t allowed to have, for practical purposes it's left open here, so technically that's an infinite line.
>perp cross product
I meant perp dot product. Cross product is only defined in 3 and 7 dimensions. Perp dot product is simply a dot product where one of the vectors is treated if it was perpendicular to itself, i.e. rotated 90 degrees. And coincidentally it shares the same looking formula as cross product, it computes vectors' matrix determinant, except in 2 dimensions rather than 3.
11fa8a No.14682848
>>14682730
Oh, and perp comes from perpendicular then, OK. I didn't know.
So, you choose the circle center direction vector, flip it 90 degrees by choosing any same-length vector that dot product'd by the first one gives 0 (I think the trick was to exchange the coordinates and change the sign of one of them, for 2 dimensions) and then you dot product it by the vector of the target line. I understand the procedure but fuck me the logic is not so easy. So the value would be (assuming unit-length vectors) sine of angle shifted 90 degrees. Which would give you cosine of either the right angle or the angle shifted up/down 180. So far it does seem you are going for the "projection of vector A over vector B" (A being maybe circle center direction and B being direction of target line). So now that you know how oblique one projects on the other, you can use a^2 + b^2 = c^2 to add the condition of the radius distance, and solve that way… maybe? sqrt( ( p0x + lambdapx - ax - lambda(b-a)x(perp_dot_product(p, b-a)) )^2 + ( p0y + lambdapy - ay - lambda(b-a)y(perp_dot_product(p, b-a)) )^2 ) = radius, maybe? Been brushing on my maths a couple of months now, I need this
11fa8a No.14682879
>>14682848
aw fuck no, you gotta choose an anchor point for the position and find the perpendicular point in the opposite line to have my equation work. Replace ax and ay with… fuck, err… you gotta do another equation here, equal the expression of a + b-a*t to p0 + 90_degrees_shifted_p and solve for the new p0_projection_x and p0_projection_y, then put these in replacing ax and ay and I think you are golden.
46b8ff No.14683112
>>14682879
The only problem is that the line is not unit length so you need to divide the whole thing by square root of sum of squares. To get rid of the square root you square both sides. Then you get quartic equation.
3c05b1 No.14683155
Hey AGDG can you make me a sandwich?
ebf2dc No.14683169
>>14683155
Fuck off, Carlton.
0cbf08 No.14683222
I've been thinking of redoing a bunch of my sprites to simplify them and give 'em a little more punch. I had the grey walls before, but I thought if I stuck to 3 colors+background… how does it look in comparison?
885d52 No.14683315
>>14683222
Bottom left is clearest. Bottom right's corners are a little too rough in comparison, I think.
0cbf08 No.14683360
>>14683315
I mean I'll still have a few to choose from, but I was hoping that'd be the case. Thanks.
5e2636 No.14683611
>>14683165
You got all the parts of a punch right, and without using an excessive amount of frames, so good job on that. You just need to make a hold on the frame where the fist is fully out, and a hold during the windup. The volume of the head and body is kinda all over the place, and that's a bit distraction, but it's good enough and conveys the information you want.
How fast do you want the punch anyways? How much POWER or OOMPH behind the hit do you want?
Ah, all this animation talk's making me want to get back into practicing animation
2a3f54 No.14683626
File: 863ffe27a196c3b⋯.png (Spoiler Image, 822.47 KB, 5077x8000, 5077:8000, akari had enough bullying.png)

>>14683155
Im going to call the Bully Hunters
4fff55 No.14683772
>trying to write save/load scripts for Jewnity game
>simply serializing all necessary data to JSON via JSON.NET
>try to load game by deserializing data
>doesn't fucking deserialize child objects
DO I HAVE TO WRITE MY OWN GOD DAMN JSON PARSER?!?!?!
I FUCKING HATE PARSING
4fff55 No.14683971
Turns out that that wasn't the issue. After weeks, though, I finally managed to get this fucker saving and loading!
FUCK YEAH TIME FOR ICE CREAM
f32df8 No.14684764
>>14684080
I mean you don't have to be fat to enjoy ice cream. Most normal people buy carb nightmares like that when they want to treat themselves, which is fine.
8ca814 No.14684771
>>14684080
>being a soulless husk that can't even enjoy ice cream
fag
9811b6 No.14684801
>>14681800
>Crossposting isn't the problem
I'll disagree there, anon. I came here to ESCAPE the bullshit mods on 4chan, why on Earth would any self-respecting anon want to post there and have to deal with them?
1a80aa No.14684818
>>14684080
>not enjoying the icecream
2ce334 No.14684849
>>14684080
>posts Putin
>doesn't like ice cream
f32df8 No.14684878
>>14684849
As a Russian, if you guys ever come down to the grand shithole you must try the little vanilla ice cream cups. Those barely changed from the USSR I believe, and are second in quality only to the syrup soda machines we used to have, and possibly the AK-47.
2ce334 No.14684887
>>14684878
How much flouride did you put in?
It looks delicious
f32df8 No.14684897
>>14684887
Put into what? The ice cream? Is it a meme?
It is fucking delicious
Pic of the aforementioned soda water machines that have buttons to add syrup to the water. I remember it tasted slightly metallic because of the metal piping but it was delicious and tasted deliciously comfy in a very Slavic, stagnant way. Just like the rest of Russia
2ce334 No.14684910
HookTube embed. Click on thumbnail to play.
>>14684897
I need to learn more about life in Eastern Europe. That stuff is fascinating.
ebf2dc No.14684915
>>14684897
>Gazirovka
Man, I only got to try those twice, they were just a bit beyond my time. They were getting rid of pretty much anything soviet when I was growing up.
>>14684878
That style is still pretty widespread here. I've always been told that pic related is the Russian style that was popular here. We still have a few brands that make these, not bad.
f32df8 No.14684932
>>14684910
I'd love to answer more shit, but I think we should keep to just one extra post, because it's offtopic. Let's call it, uh, discussion about how vidya can be authentically set in Eastern European settings. Pile on whatever you got into a single post. I love remembering the special things that made my life in Russia great. I'm just past the point now where nostalgia is starting to set in and it's super comfy to think about.
>>14684915
Who can blame them? There were really just two camps of people when the USSR fell apart - those who loved it, and the simplicity it brought, and those who realized that it was a commie cesspool of corruption. The latter really pushed hard for modernizing, swapping out the old and stagnant shit for the magical wonders of the West. When I was a kid, America to me was like a wonderland - I think I fell in love with the idea of United States when I watched Home Alone as a child. Shortly after, I went to a friends party - she was an American immigrant (I think she was an ambassador's kid) and they invited our entire class to the Embassy for Halloween, imported candy and all. The sweetest day of my childhood. Anyway, I digress - but imagine that sort of impact on every single citizen of the USSR when they were first exposed to what the West had to offer. No wonder there's barely any old stuff left.
dcf94a No.14684935
>>14683772
>>14683971
what did you see anon, what did you do
25e61b No.14684994
>>14684940
Your entire project is a single file?
fd26f2 No.14685043
>>14684994
I just want to create a function without having to link and update it everywhere. I feel like it would be easier to put everything into a single file.
f32df8 No.14685061
>>14685043
Easier almost always means broken and fucked.
7c52d6 No.14685095
>>14685061
Your shit is almost certainly still only one file no matter how much text you write to obfuscate the idea.
25e61b No.14685182
>>14685095
No it isn't. Each file compiles to its own binary object, linker then stitches them together as necessary.
7c52d6 No.14685213
f32df8 No.14685407
>>14685345
It's not about how you act incidentally as much as it is about how you act on average. I'm sure a lot of us had autistic fits, I know I personally did - but Yandev didn't only have spergouts and fiascos, he refused to recognize his own mistakes and blamed it all entirely on his audience, the anons, and etc. If he just came back online after the first, second, third time and was like
>"Okay guys, I was being a complete faggot and this is why I was a complete faggot. Apologies to specific x, y, z etc.
Then anons would still tease him but he would at least get points for self-awareness and ability to reflect on his actions. He'd recover and he'd grow from the experience. But no, he went the Phil Fish route.
f32df8 No.14685409
aa1f2f No.14685581
RPGdev,
Getting better with art. Not redoing all of the sprites, just drawing concept art. Might draw hair on the final version of this guy just to piss off people who despise seeing hair on a character that has fur. Also going for a Solid Snake inspired appearance. I still have more to work on. I decided to work on concept art because I can't get anyone to explain DOT and CROSS functions to me in Godot 3.2 (3D) in a way that can make sense to me. I need to get my fucking Doom-like rotation system set up but I can't figure out how to do the math that would determine the facing angle of a node relative to my camera. This is what I used to use in Unreal:
final function int AdjustDirIndex(SpriteActor SActor, RPG_Camera Camera, out int AnimDir)
{
local Rotator R1,R2;
// A "Rotator" holds a Pitch, Yaw, Roll value.
// R1 and R2 are Rotators
// MAX_WORD is 0b1111111111111111 (65535, 16 bits)
// MAX_DIR is 0b0000000000000111 (7, 3 bits)
R1 = SActor.Rotation;
// Rotation of "Actor" that displays the sprite animation
// in 3D space. Closest thing to this in Godot 3
// would be a node.
R2 = Rotator(Camera.Location - SActor.Location);
// Determine the angle from the Camera to the Sprite "Actor"
AnimDir = ( ( (R1.Yaw - R2.Yaw) & 65535) + 4096) >> 13;
// Take the result of subtraction between the rotation of
// the Sprite "Actor" and the found angle between said
// actor and the Camera, clamp the yaw value of the resulting
// Rotator values, add a 45 degree value to it, then grab the
// first 3 relevant bits of the value and determine a value
// between 0 and 7, which assigns an angle for a sprite to
// be "viewed" from, like in Doom.
return AnimDir;
}
I've sat on this issue for a fucking month, can anyone help me out here? I'm using Godot 3.2, I need to find out how to translate this code into GDScript. After that, I can move on to actually working on my shit. I can't get an answer from anyone on this issue in the disagreement because people don't know what I'm talking about.
aa1f2f No.14685612
>>14685581
I should add that any of the Rotator values can be between 65535 and -65536.
9e6674 No.14685658
>>14685581
How much game do you actually have?
Cause I swear to god I've seen you post in /agdg/ for the past year+ and I'm fairly sure I've only seen sprites and animations despite you talking a lot about code
334f0c No.14685714
How do you handle physics collisions? Lets say I throw a rock at an enemy and I want it to do 20 damage, but it will register 2-4 collisions (and do 40-80) damage because depenetration takes time and all that. How do I deal with it? I've been thinking of just adding the rock to the actor's ignore list for the next n frames so that any collision after the first one is ignored, but it really feels suboptimal, balancing that n so that it doesn't do multiple hits but also doesn't ignore collisions that it shouldn't will be annoying at best.
aa1f2f No.14685737
>>14685658
I have what I had written in Unreal along with the newer Godot stuff. I rarely post. I've translated a player, a controller, control binding, the console UI provided by demo, a "map", learning lighting, created a debug HUD, and learned the basics of Godot 3 the past 3 months. Progress is slow because I don't dev every day because I run into issues I don't know how to solve and have to wait for answers. Or I'm busy or just don't dev. This is a hobby at this point because I just don't have the education for how to do advanced stuff in game engines. Also have you not seen my latest video, utilizing physics, collision, and lighting? Even better, if you want me to advance and have any knowledge on my coding question then feel free to share.
3666ed No.14685762
>>14685714
>actor
You're using Unreal? If so, it should only generate one hit event. If not, and you're using your own engine, the depenetration should happen in one step and only one collision should be registered. If that's not an option for whatever reason, you could try scaling the damage by the impact force (or the speed of the rock at the time of impact). Of course you need to define a threshold below which no damage is applied. You could also give your rock object a "CanDealDamage" property and set it to true after the damage was dealt. That way each rock object can only deal damage once until it's reset (which would happen when you throw). The last one is probably the easiest solution.
9e6674 No.14685789
>>14685737
I have not seen your video, feel free to post it.
>I can't figure out how to do the math that would determine the facing angle of a node relative to my camera
I'm going to suppose from the code you posted that you need to find the actual angle in numbers?
I've got the solution on how I did it for my game, however that was almost a year and something ago, and I didn't comment it, so I only kind of remember how it works.
You want it?
9e6674 No.14685793
>>14685789
>>14685737
I mean it's not exact of course, I'm using Unity, but I can try working it out for you.
Gimme 30 mins
334f0c No.14685799
>>14685762
>You're using Unreal?
I am.
>it should only generate one hit event
It does, but not always, if the rock bounces around on the actor (hits chest then onto arms) it returns two, this isn't really an issue since the second hit is weak and is filtered by the threshold but when the hit actor moves as well, then it gets spotty as the movement causes the second arm hit to be pretty forceful. Mostly I'm worried about what happens when you start mixing thrown actors, movement, and level geometry (e.g. the rock being stuck between the actor and static geometry bouncing back and forth at the considerable depenetration velocity).
>treshold
Yeah have that implemented, bumped it up a bit and it seems to mostly fix the issue, I guess I'll just leave it as "good enough" for now and if, in the future, double hits are still a problem, I'll just implement a timed ignore or boolean for it.
3666ed No.14685804
>>14685799
Use my second solution. Add a property to the rock which defines whether it's used up or not. When you throw, you set it to false, when it impacts, the damage is applied only if it's false. After the damage is applied, the hit actor sets it to true.
f32df8 No.14685888
Anybody around here got a link to an article, or something, that explains dual contouring in a digestible manner? I'm completely lost as to where to even start. Most articles covering it talk in mathy language that a caveman like me just can't get into. I got voxel octrees set up, and now I've got to visualize them using a procedural mesh, but I'm having a lot of trouble figuring out the steps inbetween.
9e6674 No.14685970
>>14685581
Okay so here's what I got.
I tried doing it using Godot's methods but I cannot understand how the fuck you read godot's docs, so you're going to have to translate that yourself.
All the logic is there however so you should be alright.
public void HelpingAnon()
{
// AxisSign is what we use to differentiate which side the camera is facing, it's not THAT important if you don't want two sides of the sprite to be
// different but you might as well have it.
// The resulting Vector will either have it's Y value positive or negative depending on the direction.
// Ex. (0.0, -1.0, 0.0) if we're standing at the left of the sprite
// To find this we use the Vector that represents the forward direction the Sprite is facing and we Cross it with the forward direction of
// our camera. Of course, if your camera is pointing down a bit, you'll want to zero out the Y value to make sure that's not being considered.
Vector3 gameCamForward = gamecam.transform.forward;
gameCamForward.y = 0.0f;
Vector3 axisSign = Vector3.Cross(referenceBox.forward, gameCamForward);
// Now, since we only use Axis Sign to determine if we're facing the sprite's left or right side, we can just map whatever values we get to either
// 1 or -1. So if Y is bigger than 0 (say something like 0.5) we just say it's 1, in the other cases it's -1
axisSign.y = axisSign.y >= 0 ? 1f : -1f;
// Then, we transform the directions our character and camera are facing into angles by using the same forward vectors we used during Cross
// This gives us 0 if we're facing the same direction
// It gives us 180 if we're facing straight on
// It gives us -90 if we're at its right
// and 90 if we're at its left
float facingAngle = Vector3.Angle(referenceBox.forward, gameCamForward) * (axisSign.y);
// We then take the angle and dive it 180/7 (180 is the highest value, 7 is how many values you want to have in total)
// This will give you a range from -7 to 7 depending on where you're looking, which you can use for the sprites
// If you don't want a range this high you can just remove AxisSign and you'll have a range from 0 to 7
int spriteToDisplay = Mathf.RoundToInt(facingAngle / (180 / 7));
}
Hopefully Godot3D has something resembling forward vectors?
Let me know if you can't understand something
aa1f2f No.14685989
YouTube embed. Click thumbnail to play.
>>14685789
This is my work in Godot 3.2 so far, I'd been having a hard time grasping the concept of how to search for instanced nodes in Godot's tree system. I still don't know how to instance a new node that isn't already in the tree before the world is loaded or whatever calls func "_enter_tree()" on the very first node of the tree. Also I'm not sure where the root is, if it is before the first node or is the first node. I've heard it said as one or the other and I have no idea. On top of that, I had a hard time understanding how transform worked for nodes until I had the idea to just group certain nodes together in a packed scene, instance them at vector3(0,0,0) and just create a spatial node for them to move to and become relevant at. I'll need to find out how to instance nodes on the fly in the future, or at least learn how to create a spawner.
My current issue is this angle math, but I'm learning. I have yet to get to cross product, it is later in the script I'm working on. Here are some notes on modifying player movement without the rotation code, which controls whether the player applies forward velocity complimented with gravity and can have an anti-gravity force applied:
# ================
# Handle Player Physics
# ================
func _physics_process(delta):
var lv = linear_velocity
# velocity
var g = Vector3(0,-9.8,0)
# gravity
lv += g*delta
# lv = (0,-9.8,0)*delta
# linear velocity, gravity applied
var up = -g.normalized()
# against gravity
var vv = up.dot(lv)
# Vertical velocity, dot returns -1, 0, 1, or between
var hv = lv - up*vv
# Horizontal velocity
var hdir = hv.normalized()
# Horizontal direction
var hspeed = hv.length()
# Horizontal speed
var dir = Vector3()
# Modified by input
acc_forward *= 0.4
acc_strafe *= 0.4
acc_up *= 0.4
# Input values, assume acc_ whatever is 0 or 1.
dir = Vector3( acc_strafe*get_transform().basis.x +
acc_forward*get_transform().basis.z +
acc_up*get_transform().basis.y )
# Where does the player intend to walk to
var target_dir = (dir - up*dir.dot(up)).normalized()
# target_dir = ( input - anti-gravity * input.dot(anti-
# gravity).normalized()
Also gonna test something on this post:
[cpptext]test[/cpptext]
[c++]test[/c++]
[java]test[/java]
9d976d No.14686000
>>14685714
just reduce the damage by DesiredDamage/NumberofHitsOnAverage
aa1f2f No.14686028
>>14685970
I shall take a look at this, check >>14685989 .
Also the docs are written so annoyingly and full of this standardized, college-age young faggot appealing writing style that can be easily found in most tumblr-approved web comics. It is almost written like each page is a PSA for impressionable young people with how soft it's presentation is, or at least that is my impression up until a little past "babbys first game". They are useful, but god I hate that writing style.
8f651f No.14686074
What's a good way to do collision (2D)?
Currently thinking of simple bounding boxes.
9e6674 No.14686109
>>14685989
It could be because I'm used to unity but Godot seems so needlessly complex for no apparent reason.
Cool shit though.
>>14686028
It's not even that, it's just that they literally seem impossible to navigate. Like, why is all the Vector Math in one single page? Why not have different pages for each?
I dunno it doesn't make any sense to me
aa1f2f No.14686225
>>14686109
It could be worse. Try looking up documentation for Unreal Engine 1, use keywords "unreal" "wiki" "ut99" "Unrealscript" "ut99" "beyond". That information is scattered to the wind, dead links for eons.
946086 No.14686259
Anyone good a good resource explaining Deferred Lighting? Not Deferred Shading, Deferred Lighting as in the modification with the light pre-pass you do between the geometry pass and the final lighting pass, as used in for example Fox Engine.
2a3f54 No.14686337
Remade the branches, they are modular now, i can now mix and match many different branches in different angles. I also cleaned the tree's polygons, removed 25% of the faces decimate modifier is shit, don't trust it, then added more solid branches, the model is back to 1900 triangles, should be 2.5k in the end with all the branch billboards
The wind effect on the branches will be done through shader, so no armature needed for the tree
cb2010 No.14686448
>>14686074
Basic axis-aligned bounding box collision's easy enough to implement, if you're looking for something simple.
If you want more detail with character-on-terrain events, you could look into using hotspots. Basically a set of spots attached to the character that act as its collider. You get the benefit of knowing when, say, one leg is on a slope or off the edge of something, or when jumping up and barely touching an overhang on the corner, or in general know which hotspot or edge is doing the touching. Easier to get proper corner response and walking up slopes working with a setup like that.
If you want to get fancy, you could try sweeping out the motion for every frame and get the exact position where one entity were to stop just as it hits something. Might be useful for very fast movement or projectiles. May involve raycasting and reading a whitepaper or two.
Maybe start with AABB and be mindful of off-by-one errors if you just want something working now. You'll figure out your needs later, and how much optimization you might want to cull out unnecessary checks.
af7d14 No.14686471
>go to entry database exam on php/c#/java/js
>do half of them correctly, don't have enough time for the others + i didn't even bother studying on them
>family finds out and suddenly starts shoving free edx courses down my throat
i really hate it when people tell me to do shit they understand even less than me
cb2010 No.14686614
>>14686471
Entry database exam? Like details about implementing your own database, database design, interfacing with an RDBMS, or what?
af7d14 No.14686689
>>14686614
they give us a 90% working website where you can add/edit/delete cats from a database
you have to figure out what's broken and fix it
i did php and c#, tried javascript but couldn't figure out why the cat wasn't initializing, and i didn't have time for java
i do in theory understand them though
9e6674 No.14686751
>>14686737
Looks like homer with Bluto's face lmao
a5a17e No.14686765
>>14686737
I don't know why but the mouth looks amateurish. Maybe it's the uneven width of the teeth.
9d976d No.14686785
>>14685714
i would go with white with no clear outline, if you had a brown or grey just to have a transition between beard and mouth outline and take the uneven teeth down to an off white yellow color
16a113 No.14686803
>>14685888
>explains dual contouring in a digestible manner
Dual contouring builds up on previous contouring algorithms (marching cubes, and surface nets).
Without understanding those, it will never be digestible, as it has some "prerequisite knowledge" to understanding it.
>lost as to where to even start
Start with paul bourke's marching cubes implementation, and read it until you understand it (with the explanation I'll be giving, and to "understand it" is to gain the ability to identify where steps I mention occur in the algorithm).
Look at visualizations of the MC algorithm:
https://www.youtube.com/watch?v=B_xk71YopsA
So, full marching cubes: evaluate density per grid point in defined 3D grid, evaluate all corners into a "corner case" per "cube", get the "edge case" per "cube" (using corner case result to do a lookup in the edge case lookup table), and then lookup the polygon configuration for a "cube" from the lookup table of "polygon configurations" using the "edge case"; outputting vertices, indices, and normals PER cube.
Putting all of those into a singular vert/normal/indice buffer results in a MC polygonized mesh.
>what does DC utilize?
From marching cubes, dual contouring utilizes the steps of: building density per corner (corner density = octant corner [min/max/all 8 corners]), evaluating corner case per cube (1 cube = 1 octant in DC), from corner case evaluate intersecting edges (edges of octant), and the rest is altered in DC.
>difference between MC and DC?
Marching cubes is a primal contouring algorithm, while dual contouring is a dual contouring algorithm.
Look at the provided pic (dc-grid).
Now, marching cubes has vertices PER "edge" (sliding from one corner to another using interpolating, to find an "intersection point" for an "edge case" vertex); this is defined as a "primal" configuration for the parenthesized reason.
Dual contouring, however, has a vertex PER "cube" (octant), and does this via interpolating each edge's found intersection point into a single intersection point (single vertex); it is a dual configuration because it relies on adjacent "cubes" to contour a mesh.
I should also note that dual contouring is formed by combining a dual and a primal method.
The dual method being surface nets, and the primal method being marching cubes; understand both… then u have DC.
>resource for understanding surface nets and primal v. dual contouring
https://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/
>resources for DC
Note, that once u understand the above, DC will not be difficult for you to understand.
Here's some DC resources:
http://www.cs.wustl.edu/~taoju/research/dualContour.pdf
https://upvoid.com/devblog/2013/05/terrain-engine-part-1-dual-contouring/
https://ngildea.blogspot.co.uk/2014/11/implementing-dual-contouring.html
>high level overview for the benefits of DC
Dynamic LoD, dynamic simplification and refinement of the mesh, dynamic rebuilding of mesh, lower poly count compared to primal methods, and isn't impossible to be parallelized (though it's not easy, it took me some major effort).
There's a bunch more, but those you'll have to figure out on your own.
16a113 No.14686838
>>14686803
oh, and if u have specific questions I'll be happy to assist
f32df8 No.14687121
>>14686838
>>14686803
This is excellent, thanks. I think I'll have a much easier time understanding the algorithm now that I have some basic info as to where it stands in relation to other ones, and the rest of the summary you provided. I'm gonna read up on all of the stuff you mentioned, and I'll get back to you if I'm still not getting it. Thanks, anon, this is really helpful - big time.
2a3f54 No.14687175
For some reason the blender render mode is blurry as fuck
Well 3000 triangles exactly, i think we will be able to have many of trees like this in a scene, now need to manipulate the textures pixel's alpha to make the leaf fall
a5a17e No.14687197
>>14687175
You'll be using instancing and LOD's for the trees, right?
2a3f54 No.14687200
16a113 No.14687343
>>14687121
Happy to assist anon
If you have questions, and it's already the next thread; just write in your post "dual contouring", and I'll see it.
Contouring is really fun stuff, and best of luck!
f32df8 No.14687357
>>14687343
Thanks! Will do.
46b8ff No.14687550
So I got it working. This clip exemplifies worst case scenario and it works flawlessly - not that I did not expect that. I fucked up the math the first time somewhere and couldn't find the error, so I derived the equation all over again, this time paying more attention. It took like 6 hours combined, and now I feel dumb because I was afraid to taclke it so instead I went with implementing an approximate solution that went way out of hand and was extremely buggy and the amount of special case handling code just kept piling up. I poured like 50 hours into developing that crap, all because finding a root raised to 4th power looked scary.
46b8ff No.14687558
>>14687550
>50 hours
And it stalled my project for like 5 months because I needed this functionality but the damn clusterfuck just wouldn't work properly and it felt like it wasn't worth the effort anymore, so I worked on it like once a week.
5e2636 No.14687590
>>14687491
What the hell is he doing? You should note that because of the small resolution of your sprites, 1 pixel movements are gonna seem BIG or weird.
I think I know a tutorial that can help ya out.
http://gas13.ru/v3/tutorials/sywtbapa_breathing_life_into_sprites.php
9d976d No.14687594
File: 4054cd027c1ebcd⋯.jpg (Spoiler Image, 41.35 KB, 509x793, 509:793, ButIllAdmitItLooksBetter.jpg)

it feels wird to have someone else texture on my wifu, but ill admit it looks better than what i did
5e2636 No.14687605
How exactly do I have one part of the model be rigid?
9d976d No.14687628
>>14687605
like just the gun? have you tried making it a separate object?
46b8ff No.14687649
>>14687594
Rev60 called, they want their IP back.
5e2636 No.14687651
>>14687628
Nah, the armor. The damn thing just stretches like it's made of rubber.
46b8ff No.14687657
>>14687605
Make vertices of a rigid object being attached to only one bone, all vertices with 100% weight.
9d976d No.14687679
>>14687651
oh make sure that any part you don't want to deform has even weights across the entire surface, that you want to move consistently.
some people insist on making a new bone had having it only parented to that bone too, whatever works for you.
52edea No.14688153
https://ldjam.com/events/ludum-dare/41/rocket-artist
Here's my ludum dare entry, anyone else participating?
0cbf08 No.14688159
>>14688153
I had a vague idea I could have used from one of my future projects, but given that I was working and only had ~12h to do anything, I skipped out
9e6674 No.14688288
>unity has no easy way of locally rotating an emitter while keeping its effect the same
Why the fuck would local rotation break the effect this makes no fucking sense
dcf94a No.14688514
>>14688288
usually rotating the thing the emitter is attached to is good enough, do you have a vid of the issue
9e6674 No.14688562
>>14688514
You would think that
Basically the emitter rotates, but the effects remain in world space.
Changing the space of the effects straight up breaks them
My only chance is to just rebuild it from the start
b6c2bd No.14688818
>>14687594
The second one is kinda cute. The first one is terrifying, because the eyes aren't focused on anything, and the pupils and irises are so oversized that there's no visible sclera. Anime eyes have oversized pupils and irises, (oversized everything, really) but there's always sclera. The shape of the upper eye also gives a slightly pained expression which is unsettling.
5e2636 No.14688898
>>14686737
>>14688528
Iunno about this one, Bluto needs some MEATY fingers, if you know what I mean. Those look more like fetal growths tbh
8ca814 No.14689049
>>14688898
Yeah those fingers look pretty fucked. Other than, I really like the posing and shit eating grin.
Fucking demo day is stressing me out, I have so much to do in so little time. Working on more GUI shit, dumped the world space GUI on my enemies in favor of sticking all of it in screen space instead.
cf0ed0 No.14689455
>make a game ABC for about half a year now
>progress is slow but steady
>do LD
>don't want to work on game ABC anymore
>would rather make a full fledged version of a game I made for LD
What do I do? The game I made for for Ludum Dare seems easier and more fun to make. Normally I just discard any ideas for a new game, because I assume they're probably not as fun as I imagine them to be and just keep working on muh ABC game, but this is different. I basically have a working prototype that proved all my assumptions to be true. Do I discard the game I'm currently working on, or should I finish it? The game ABC isn't even meant to be a final product, it's also sort of a prototype more like the first chapter of the full game I imagine but I still haven't finished it even after working on it for 6 months. But it would be nice having another finished game even if it's short. I'm confused.
6226ea No.14689614
>>14686471
They're probably just trying to cheer you on, man.
>>14689455
Depends a little on how much progress is left on ABC. If you still need to sling code at ABC for 8 years, that's a mistake. But it seems like a waste to trash your 6 months of effort on ABC.
If your LD concept is any good? It can wait and you can use the skills you gain from developing ABC in the development of LD, it will be the better for it. Do write an extensive design document for LD while you're still on ABC. At least, this is what seems wisest to me.
9d976d No.14689674
>>14688818
that's what i said other anon did a better job texturing
funny shit is that it was all cut last minuet so it didnt make it to the jam so now we have t posed Dickgunned npc's
01504c No.14689779
>>14689455
It's a trap anon, don't do it.
dd21ee No.14690506
I have a character forward (Vector3) and a character speed (how much it is moving in world position)
How do I get how fast he is moving relative to where it is facing?
6226ea No.14690614
>>14690506
>Divide the vector by the norm of itself so it becomes a unit vector.
>Multiply that by the velocity scalar.
You then end up with the velocity in the frame of reference of vector.
https://en.wikipedia.org/wiki/Unit_vector
dd21ee No.14690736
>>14690614
Didn't even try the obvious because I thought it couldn't be this easy.
But it's matrix multiplication, not part-by-part, right?
fb3779 No.14690950
Aye help a fam out, how do I split this image in loonix in a consistent canvas size? ZDoom doesn't support sprite sheets only single files. I tried some few windows tools via Wine but so far all of it was bugged as in it did not split the image correctly.
4291cb No.14690996
>>14687594
too bad the waifu didn't make it into the final product
6226ea No.14691048
>>14690736
>Vector3 and a scalar
>Matrix multiplication
How can it be matrix multiplication if there are no matrices involved at all?
Vector3 compute_velocity_vector( Vector3 facing, float velocity ) {
float norm = facing.norm(); // compute norm
// divide each element by that norm
facing[0] /= norm;
facing[1] /= norm;
facing[2] /= norm;
// 'facing' is now a "unit vector", if you compute the norm again? It's norm is 1.
// (see image)
// now multiply each element by the velocity
facing[0] *= velocity;
facing[1] *= velocity;
facing[2] *= velocity;
return facing; // return the result
}
Now in short, because I'm sure your Vector implementation supports division and multiplication by scalars.
Vector3 compute_velocity_vector( Vector3 facing, float velocity ) {
facing /= facing.norm(); // get unit vector
facing *= velocity; // multiply by velocity
return facing; // tadah!
}
184b4c No.14691417
New flavor. Going to have to go back and redo my shader eventually.
Also speedtree is a cool program
9e6674 No.14691491
>>14691417
Very glad to see you're still alive
9e6674 No.14691515
I'm having some trouble with shaders.
I just have absolutely no idea how to make anything complex and I don't know where to turn to look.
I want to apply a simple color over my scene, but there are parts of it that are unlit. My current color is only applies to the parts that have light.
How do I make it so that my color also changes the black unlit parts of my scene?
01504c No.14691610
>>14691417
This is sexy as hell.
7ec8c4 No.14691614
>>14684935
Long story short, it wasn't the JSON deserializer that was the problem, it was me forgetting to update some stuff in a completely different part of my code.
70bb2b No.14691626
>>14691515
What game engine or renderer are you using? In godot you apply a screen reading shaded directly to the active camera, but I'm not sure how it works elsewhere.
9e6674 No.14691640
>>14691626
I'm using ThreeJS, which uses GLSL shaders, as far as I understand it.
946086 No.14691645
>>14691417
>Speedtree
So you can use it for stylized trees as well, maybe treehugger is interested
>>14687175
>>14687184
594b9d No.14691959
>private doscord server to keep track of development and post screenshots with other team members
>talk of moving over to IRC or Matrix/Riot soon to avoid doscord's cancer
>can't join VC with the others because my soundcard is broken and hooking up a mic earrapes everyone else
>project leader randomly gets messaged out of the blue by some catfishing fag pretending to be a girl from NYC
>invites him to a trap cult/camwhore server
>we get the idea of a synchronized gore spam + voice chat earrape with my fucked soundcard
>set audiocard to amplify input by 150%
>turn on mic and start blowing as he begins the gore dump
>text and voice chat filled with the wails of screaming trannies
Several minutes that could have been spent developing shit wasted, but it was worth it. If you ever work on a team or something, spare yourself the pain and just use something more sensible like IRC or Riot if you really need voice chat and file previews.
9e6674 No.14692169
>>14691959
You could just use slack
9e6674 No.14692195
Marginally related to gamedev, but I took the day off to update the header of my portfolio
594b9d No.14692197
>>14692169
Slack is worse, fatter, and still proprietary.
9e6674 No.14692208
>>14692197
>worse
Than what? disagreement? IRC?
Can you even send files over IRC?
>fatter
?
>proprietary
If you want something non-proprietary you'll never find anything good
0cbf08 No.14692215
>>14692208
>Can you even send files over IRC?
Yes, actually. MIRC seems to have an "fserve" function, but I've never tried it.
6a1cf1 No.14692258
now I understand why anime is 3FPS
dd21ee No.14692306
>>14691048
no my man, my velocity is also a vector3, that's why it's frying my noggings, I can face north and walk east, but also face east and walk south and need to get the same 'relative to face position speed'
sorry for the very late reply
5e2636 No.14692342
>>14692258
Hey, that's a big improvement in quality. Good job!
0645dd No.14692347
>>14692306
The dot product between the normalized velocity vector and the facing vector will give you a number between 1 and -1 representing how aligned the vectors are. Multiplying that dot product by the velocity's magnitude should give you the speed in the facing direction.
float facingSpeed = velocity.magnitude * dot(velocity.normalized(), facing)
2a3f54 No.14692513
4 out tree 7 branches fully edited and ready for the leaf fall system… this shit is exhausting…
New tree webm tomorrow
2a3f54 No.14692524
>>14691645
Nah, i need my leaves to have a very special feature, i also want to make sure they are low/mid poly
dd21ee No.14692581
>>14692347
I need the facing speed in vector3, not in float
so that I can figure out which animation to play
0645dd No.14692602
>>14692581
So just multiple the velocity vector by the dot product.
0cbf08 No.14692639
BAKER WE HAVE A PROBLEM
BAKER WE HAVE A PROBLEM
BAKER WE HAVE A PROBLEM
BAKER WE HAVE A PROBLEM
BAKER WE HAVE A PROBLEM
8c0547 No.14692685
4fff55 No.14692709
>>14692691
What do the gook scribbles say?
9e6674 No.14692714
>>14692691
I'm not sure about the cowboy cyberpunk theme tbh
9d976d No.14692719
>>14692709
my primary job was shaping that ass, but i allso modeled and animated the guns and character. but
, i do not know what the moon runes say.
9d976d No.14692727
>>14692714
we had a GDD, for the game play and i shouted cowboys and someone else shouted cyberpunk, so we compromised
0cbf08 No.14692886