7e3ccb No.14692875
"'TEN DAYS UNTIL DEMO DAY WHERE IS YOUR GAME?" edition'
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14670795
>Sister thread: >>>/vg/27335
DEMO DAY SCHEDULED FOR MAY 5TH
Please contribute to the wiki if you can!
7e3ccb No.14692885
Important, complete this poll so we know roughly how many people to expect for demo day/game day. Hopefully we can have more than 1-3 games show up this time.
http://poal.me/a63qxw
http://poal.me/a63qxw
http://poal.me/a63qxw
542c2e No.14692889
>TEN DAYS UNTIL DEMO DAY WHERE IS YOUR GAME?
I gave up.
I rather won't work on it or any other game ever again.
Game developement is too large pain in ass tbh.
37f459 No.14692902
>10 days until demo day
>not going to finish demo by then
cf9429 No.14692910
We got this new species in and some animations. Squabbled in some camera anchoring stuff last night, and will probably slowly be adding in support for showing different animations and angles during a battle. I'm hoping we can get a demo up that demonstrates the idea of the game well enough, but it's gonna be a pretty close call. At the least, I'll probably show full video. Depends on what assets and "example battle" stuff is set up in time.
1658c7 No.14692913
>Tables are all hashmaps
>Even basic arrays indexed by numbers
>In some cases strings can be faster than numbers
>Entries are a linked list.
>Every object is really just a table
Where did the "Lua is Fast" meme come from?
7e3ccb No.14692920
>>14692913
Apparently if you run your Lua code through LuaJIT, it optimizes the VM it runs on, or some shit. I don't know.
397edd No.14692921
>>14692913
Regular lua is slow as shit, it's luajit that's fast.
401a7b No.14692950
Demo day coincides exactly with my finals. So I seriously doubt I will have anything to show.
e5cfa5 No.14692955
>>14692875
No demo, still pissed that Godot 3 sucks for 3D math. WHAT FUCKING 3D COORDINATE SYSTEM ASSIGNS (0,0,0) FOR A NODE THAT IS INSTANCED AT (0,2,0)?!?
7e3ccb No.14692959
>>14692955
>WHAT FUCKING 3D COORDINATE SYSTEM ASSIGNS (0,0,0) FOR A NODE THAT IS INSTANCED AT (0,2,0)
Sounds like it's doing a local vs world coordinate system. Eg, in SFML, which is strictly 2D, a lot of sprites/transforms can get a position based on it's local transform, or tree of transforms (world space)
f56c40 No.14692961
>>14692913
I don't think lua being fast has ever been a real thought in anyone's head, but with LuaJIT and FFI you can offload all the important parts to C if you're really hitting bottlenecks.
e5cfa5 No.14692985
>>14692959
What is the advantage of this? It makes no sense to me to have up to 3 fucking coord systems at a time (local, global, 2D).
7e3ccb No.14692998
>>14692985
It lets you think about things in a smaller scope.
For example, 2D graphics are usually on an orthogonal plane projection and you just think about things in terms of that plane. Then, you just transform it for the final rendering to fit the screen/projection. Simple.
Or in another sense, think if you have a monster like pic related. You want his floating bits to be relative to his core, for animation purposes. Then, when you draw it, the local coordinates get transformed into world space. It makes sense if you take advantage of it, but if not, then yes, it can be a bit redundant
9d51b4 No.14693003
How in the fuck is position reconstruction from depth ever worth it performance wise? Is this only an esoteric technique used because consoles can't afford 3 Gbuffer textures? I lose about 20% performance when i do it and it has strange artifacts.
1658c7 No.14693010
>>14692920
>>14692921
>>14692961
Is there a way to group things together in luajit for cache's sake?
2807a8 No.14693015
Does Godot 3 have an equivalent to get_travel() from 2.1? I'm trying to steal repurpose some code from a 2.1 project to make an NPC stop moving when he collides with the player, and I guess need to check the length of the travel vector to do it.
f56c40 No.14693044
>>14693010
I don't understand the question but as long as you're not fucking with metatables constantly LuaJIT is optimized around regular lua usage. LuaJIT likes numeric tables more than keyed tables but that's a minor thing. The only other way to "group" something would be with FFI structs.
70cfe2 No.14693084
>>14692910
Are you doing some Jade Cocoon rpg ?
1658c7 No.14693091
>>14693044
I mean. If I put variables or objects of the same type in a linear array. Then run through them 1,2,3,4, etc. Will it work as expected, or will it do something weird like make the values pointers to objects.
ebbc7e No.14693104
>>14693015
move_and_slide() returns a Vector2 that represents "the movement that remained when the body stopped."
Not sure if that's the same thing.
2d479c No.14693186
>>14693104
>>14693015
you can use move_and_collide which will stop when it hits a collision and return a collision object
https://godot.readthedocs.io/en/3.0/classes/class_kinematicbody2d.html
cf9429 No.14693210
>>14693084
Hadn't heard of that one, but checked it out. The premise of what I'm working on, Sentience, is a world entirely creature-based. You do build a party with elementally focused critters, but you play as them directly, rather than a human. The main thing that distinguishes Sentience from just about any RPG that I know of is its unusual health/magic system. We wanted to have this pretty experimental, so your health and magic are actually the same. You have different elements of magic in one meter, represented by pie graphs. As of a nice rest at an inn, a character would have half elemental magic and half typeless magic.
Skills in combat can charge a certain element or combination of elements, and if you have no magic left at any point, the character falls unconscious. On the other end, if their magic hits 100% capacity, they also fall unconscious. Battles are mostly about trying to deplete or overload the enemy's magic. There's a lot of shenanigans that come with this, but it makes design a lot more interesting than just getting the enemy's health to 0. I'm hoping to be able to present this kind of setup in a live demo on Demo Day. Sort of "tutorial" based on the mindset to this thing. That's our goal right now, at least.
7a8a5e No.14693393
>>14692875
how do I properly submit my demo?
b7b637 No.14693412
>>14692885
What the fuck are these options
Why isn't there a
>It's possible but could not happen
What the FUCK does maybe but it's unplayable even mean? How the fuck you gonna submit a demo if it's unplayable
FUCK
846e92 No.14693417
>>14693210
>run out of magic, fall unconscious
Make sense, but would it make more intuitive sense if you, perhaps, called it "energy" instead?
>overload magic, fall unconscious
Missed opportunity to not have them explode and then fall unconscious, if this is meant to be kid-friendly.
So with your gameplay mechanics, would buffs/debuffs behave in a straightforward manner, or would they lead to some interesting high-risk-high-reward gameplay?
cf9429 No.14693503
>>14693417
>Make sense, but would it make more intuitive sense if you, perhaps, called it "energy" instead?
Probably. Other option is to figure a term out for it tied more specifically to this verse. In code, it's just called magic though.
>Missed opportunity to not have them explode and then fall unconscious, if this is meant to be kid-friendly.
Overloading was gonna have different effects from just depletion. Definitely a little more "boom"ey so it's clearly different. But yeah, either way, they fall over and zonk out.
>So with your gameplay mechanics, would buffs/debuffs behave in a straightforward manner, or would they lead to some interesting high-risk-high-reward gameplay?
Depends what you mean by straightforward. Risk management is definitely an aspect. Buffs and debuffs, or rather "conditions" if you're thinking things like statuses, can be good or bad depending on the context. If you're trying to raise your ally's magic up fast with a certain element, a condition that increases fire magic gain from "infusions", or attacks that give the target magic, then it's beneficial. If you're already too high on it though, then an enemy with a high fire infusion skill and stats can try to throw you over capacity and knock you out. That's a fairly low level example of how that management comes into play. More complex systems are in the works, more counters and setups for those sorts of strategies too. We're hoping to have that presentable with a third species by demo day. I'm not sure if that answers your question? I'm still working on presenting this stuff well.
I should also mention, this does the Pokemon sort of thing where a creature may have a lot of skills to choose from. Skills a creature can learn can come from their species as well as their currently attuned discipline, which is job system stuff that I've got in the backlog to implement. The intention is to not necessarily restrict learning skills from levelup, but also from exploring the world and quests and the like. Guild Wars 1, if you've seen it. Either way, there's a lot of possible skills to take, but only a limited number, haven't decided how much, can be chosen before going out of safe areas like towns. This makes the player really have to think of their party composition, strategy, and all that jazz. Things are still being worked out, but that's the gyst.
cf9429 No.14693713
>>14693393
Properly submit isn't really a thing, as far as I recall. You can just post it during the official Demo Day topic. I'd suggest setting up a post ready so you can just throw it up and leave.
http://8agdg.wikidot.com/demo-days
The Winter one was kind of disorganized and last minute, despite everyone was rushing for it. It'd be nice if some talk was going on for what to do with the unfinished parts of this wiki page.
2807a8 No.14693982
>>14693104
>>14693186
I'm already using move_and_collide(). Sorry, I forgot to mention that the NPC is following a path. Here's what my physics_process code looks like (in C#).
Vector2 motion = new Vector2();
float OldOffset = follow.GetOffset();
float StandardMovement = motionSpeed * delta;
follow.SetOffset(follow.GetOffset() + (motionSpeed * delta));
motion += follow.Position;
MoveAndCollide(motion - Position);
//This is supposed to stop the NPC, but it doesn't work since motion.Length() isn't returning the correct values, and the right side of the if statement should probably be reworked
//if (motion.Length() < IDLE_SPEED * StandardMovement)
//{
// follow.SetOffset(OldOffset);
// MoveAndCollide(follow.Position - Position);
//}
And here's what it's supposed to be doing.
if(get_tree().is_paused()):
return
var old_offset = follow.get_offset()
var standard_travel = walk_speed * delta
follow.set_offset(follow.get_offset() + (walk_speed * delta))
move_to(follow.get_pos())
var travel = get_travel()
if(travel.length() < movement_threshold * standard_travel):
print(travel.length())
follow.set_offset(old_offset)
set_pos(follow.get_pos())
travel = Vector2(0,0)
update_travel(travel)
Right now all that happens is that the NPC can be stopped for a few seconds, but once follow (the PathFollow2D node on the Path2D) circles around the path to a certain position, the NPC snaps back to it. I'm not sure if I'm explaining this well, I'm tired and have a bit of a buzz.
02e931 No.14694010
>Main machine died
>Currently using a laptop with no battery (Waiting for a battery to arrive in mail)
>Thankfully ddn't lose any progress because external HDD backup
Remember kids, back up your files
What a fucking kick in the balls. The laptop is good enough to dev on but until I get the battery I don't want to dev for fear of accidentally knocking the AC adapater out and losing a ton of progress.
cf9429 No.14694073
>>14694010
I go ham with backups. I have my main dev machine, then an old secondary computer to the side that I use as a home network server for git. I want to get it to communicate online when I open the server so my artist can contribute through it, but my I can't even get onto my router's config page anymore for some reason. I don't want to host on an external git repository, but I probably don't have a choice eventually. On top of that, I also have a TB sized external HDD and I also carry everything on a flash drive. tl;dr, I'm not losing my data anytime soon.
For the record, I highly recommend using git in general, and home server if you have an old computer to host it. There's some comfort in pushing my work to it at 1AM and heading to bed. You can roll back when things break, local or server, anyways, so it's nice to have as a safety net if everything just decides to break during a major rewrite or feature addition.
2f1be9 No.14694090
>>14694010
>Have google drive/dropbox backups
>tell my brother to sync his machine with the dropbox so we get a second physical backup
>"But why? Its not like both your PC and the internet would go out at the same timeeeee"
>took 20min to convince him to do it, and that only took 3min when he gave up on looking for excuses for not doing it
7e3ccb No.14694101
>>14694010
Right now, 8ch is being shitty and slow. Pages are laggy and often freeze/crash the browser and eat up 30% CPU before doing so. I think it is related to the trending boards at the top. I disabled JS for the site and pages load almost instantly, it's insane. Replying is a pain, though, I had to paste your post number, I couldn't just click and have it go
Anyways, in a bit of good news for me, I thought my PC was dying and stopped using it like 7 months ago. I was getting horrible horizontal tearing on my screen, and I tried two different graphics cards, swapped my dual monitors around, different cables, assumed it was a mobo issue since that was the only thing I didn't change. I found out today that it was actually the monitors; I hooked up my Wii U again and had the screen tearing within minutes.
740567 No.14694139
https://mega.nz/#!t4cVlRbD!tL1ZPN3KSo7hvWny-PXGSIuIaUXVnhgkTgir30I7P6M
reposting updated version of our LD game
the chinese characters are just the gorilla warfare copypasta machine translated
7e3ccb No.14694242
Don't mind me, just having nested classes 3 classes deep with generic types and a dozen virtual empty functions
https://hastebin.com/lodavotebe.cs
b7b637 No.14694267
740567 No.14694269
>>14693982
i don't think you are explaining it well either so you should try to sleep on it if you are not already and come back later
one thing that might be useful is test_move() which returns true or false if it is going to collide with something,
another is to declare a variable as
new Vector2(MoveAndCollide(motion - Position));
not sure how c# handles variables as functions
and subtract it from motion
also have you tried checking the offset.length() instead?
740567 No.14694282
>>14694269
and because 8chan add spaces around the code tags now i look like i reddit spaced the whole post
7e3ccb No.14694300
>>14694267
If I make a derived class, then I would have to typecast to access the new variables. Eg MyGame derives from Game and has a Content object that holds all my resources. If I made a state or controller object, it would see only a "Game" object and I'd have to cast down. But using generics in this way lets me avoid that
I realized that the state controller probably shouldn't have resource access, and I can't guarantee what would appear on the state object itself, so I was actually able to refactor it so that the state controller didn't directly rely on anything
740567 No.14694393
Guys, I found a way to generate true random()
e11bd4 No.14694535
>>14694139
some screens I took yesterday
Looking at the QTs makes me think they should shout "what in tarnation" in a cutesy voice
673420 No.14694559
Should handmade hero still be taken seriously? Or is it just a guy acting pro while very slowly recreating bubsy 3d? He's fucking with nvidia optimisation tools now while his game has like nothing in it?
88e387 No.14694580
Who here
STRESSED
about the fucking demo day?
>>14694010
>>14694090
>external HDD
>dropbox
>google drive
Use proper VCS you double niggers.
401a7b No.14694628
>>14694559
I don't understand the low level of progress that has been made either. It's been three years and it really could look a lot better than it does now. Although maybe it makes sense if he only works an hour and a half each day while explaining everything he is doing to the camera. It looks like he's doing his stuff in a really slow and through way since he does a lot of things that aren't necessary in the short term, but make it better in the long term.
I think that he knows what he's talking about, but I would rather read it in online programming tutorials and books, which have the same information, just presented in another way. I guess the real value is how he's putting it all together if you aren't sure how, or any insights he has that might be unique to his experience.
673420 No.14694638
>>14694628
In the latest video he was like "I'm not trying to make a well designed game, I'm making an educational resource" which leads me to believe he's not following any plan at all and the finishing line doesn't actually exist. And if he does "finish" its obviously not going to be good in any way.
740567 No.14694639
>>14694580
who here wants to
GAME JAM 4 DEMO DAY
add825 No.14694658
I've entered Unity documentation hell now. But I got my skinned mesh combiner working today. Thankfully I took the time to understand the script instead of copy pasting it like a dufus. Now I can tweak it later and solve problems myself.
88e387 No.14694669
>>14694639
>GAME JAM 4 DEMO DAY
oh god no
c10e36 No.14694686
Unrelated to game dev. Anyone have a clean AGDG logo handy, or a clean variation? I'd like to make you fags a webm when finals are done.
c10e36 No.14694712
>>14694701
Thanks mate.
>>14694696
Magnificent.
b95dde No.14694735
e11bd4 No.14694756
>>14692885
I hope this is just the small sample. Previous DDs brought us unexpected surprises.
>>14694701
>not using the swastika version
>>14694658
is the mesh combiner a built-in Unity tool or one of those Unify Community things?
Shinobu looks cuter than ever
>>14692910
>Dummy
>Dumfly
quite endearing.
or is it a sign of frustration at the characters?
Looking forward to playing the demo.
>>14692902
don't give up, bro. Give your best.
I don't want to be one of 2 people posting stuff
>>14694580
>STRESSED
>about the fucking demo day?
always
24d078 No.14694773
READY TO BULLY SOME NERDS ON DEMO DAY
3f8cc4 No.14694808
>>14694756
Its a single C# script.
081aed No.14694858
>>14694628
>It's been three years
Three years of 1 hour per day and 2-5 days per week.
3D game engine from scratch without libraries while trying to be educational about it to the viewers isn't bad for 2 months of work.
>>14694686
PDF related
c1c704 No.14694875
>>14694773
Bring it on, chump.
7a8a5e No.14694946
>>14693713
cool thanks, will do
cd087c No.14695135
Do people implement dialogues as state machines?
88e387 No.14695161
>>14695135
Use a tree structure.
a46d26 No.14695194
YouTube embed. Click thumbnail to play.
Just discovered this, which one of you lads is behind this game and when can I play it?
>Play as a curious kid who starts out cautiously lurking in the enigmatic and dangerous worlds of Infinity Land. Mysterious creatures await in a treacherous landscape you must explore to find Diana. She has been taken captive in another dimension by the Pig Merchant.
>Merchant
>Infinity Land
>Infinity Next billboard
>I Am Growing Stronger
>Red cap
>Fucking Spurdo in the fast food joint
673420 No.14695202
c3a5bc No.14695230
>>14692885
>have a demo but haven't made any progress since last demo day
I have failed you, /agdg/
cd087c No.14695314
>>14695202
Good stuff. Hopefully get this thing running this evening.
4ed709 No.14695391
>>14694658
I don't know about using mesh combiner.
What we do is making the clothes use the target bones to skin, rather than combine meshes or bothering with sync animation.
so long your clothes deforms like your body, it works flawlessly
https://pastebin.com/b2qM2JGx (rather long to just paste here in [code/]) The method you want to look at is Stitch
ObiSolver is from here: https://assetstore.unity.com/packages/tools/physics/obi-cloth-81333
Delete all references to it if you are not using this package, it is not required
adbdc8 No.14695429
>>14695230
No, anon You have failed yourself.
I don't have a demo either, but I might post a small program asking people to tell me their performance and CPU, since I'm optimizing a critical feature and wanna know how it scales hardware-wise.
b7b637 No.14695591
>university wants me to post a bunch of blogposts explaining the work I have done for the current year so they can make sure I've actually done work
>have to write about 55 weeks worth of progress updates in two days
I wanna kms
72999f No.14695739
This is super fast
fixed4 c1 = tex2D(_LeavesS, IN.uv_MainTex);
fixed4 c2 = tex2D(_LeavesA, IN.uv_MainTex);
fixed4 d = tex2D(_MainTex, IN.uv_MainTex);
fixed4 e = tex2D(_Green, IN.uv_MainTex);
//fixed4 f = lerp(d, e, saturate(e.a - _FLeaves - _Season));// e.a > _FLeaves ? e : d;
//fixed4 c = lerp(c1, c2, _Season);
//fixed4 color = c.a > _FLeaves ? c : f;
o.Albedo = c1.rgb + c2.rgb + d.rgb + e.rgb;// color.rgb;
o.Alpha = c1.a;// _DEBUG_VISIBLE > 0.0 ? color.a : 0;
This is slow fast
fixed4 c1 = tex2D(_LeavesS, IN.uv_MainTex);
fixed4 c2 = tex2D(_LeavesA, IN.uv_MainTex);
fixed4 d = tex2D(_MainTex, IN.uv_MainTex);
fixed4 e = tex2D(_Green, IN.uv_MainTex);
fixed4 f = lerp(d, e, saturate(e.a - _FLeaves - _Season));// e.a > _FLeaves ? e : d;
fixed4 c = lerp(c1, c2, _Season);
fixed4 color = c.a > _FLeaves ? c : f;
o.Albedo = color.rgb;
o.Alpha = color.a;
Why? I've assumed that the tex2D was the slowest thing in the shader
04f792 No.14695757
Any science bois in the house?
How do I calculate the pound-force needed to break through any material, given its density and mass?
1385b5 No.14695765
>>14695757
>science bois
what the fuck is wrong with you?
130fbe No.14695774
>>14695765
He's retarded and has been raised on a diet of black twatter and Facebook "memes."
>>14695757
Just decades of material science research. Have fun idiot.
c1c704 No.14695778
>>14695739
What is slow is based on a whole bunch of factors. Simplifying it to "x is slow" means you're an idiot.
Doing multiple texture accesses when your hardware can't do that many at once is slow.
Doing it when your hardware can is fast.
Add the fun nonsense that is caches, tile based rendering, etc. and suddenly it's a lot more complex.
58ebbd No.14695783
>>14695757
>density and mass
The shape of the object matters, dude. And how concentrated your force is. 1 newton will break through anything if it's applied on an atomic scale.
b7b637 No.14695785
>>14695774
real talk though ironic facebook memes are actually quite good
72999f No.14695786
>>14695739
>>14695778
I've isolated the issue
o.Alpha = color.a;
is the whole reason for the slowdown
changing it to either (c1,c2, d or e).a will not slow down the whole thing
6d759a No.14695788
>>14695739
The only thing that stands out to me is the ternary in the slow one. Aren't conditionals supposed to be slow in shaders?
ebbc7e No.14695791
>trying to make snowboarding game
>physics are a problem
>search "programming snowboarding game", expecting nothing but unity forums pajeets
>someone wrote a university paper on it
wew
>>14695757
Here's a semi-realistic solution made by some GURPS nerd.
http://panoptesv.com/RPGs/Equipment/Weapons/Projectile_physics.php
c1c704 No.14695814
>>14695788
Conditionals aren't the problem. Branches in code are.
GPU's can't really into branching. The reason for this is because many cores are actually combined into a single compute unit, with the compute unit handling giving all the individual cores orders. However, the compute unit doesn't actually know what branches the individual cores take, so it just has to do all of them.
As a result, branches with a lot of code in it are really slow. But branches with minimal code in them are a non-issue.
A simple ternary operator is probably not the issue, as many processors actually have instructions that allow them to pick one of two variables based on another variable/register/state without any sort of branch instructions.
77a867 No.14696003
>>14694773
yeah maybe you can bully us into actually doing work
fc0af7 No.14696029
>>14694773
Gonna be more like emo day when half of them are sobbing over being functionally nodevs.
e2de5a No.14696042
>>14694101
Yeah, 8ch without js runs great, but not having the qr box, backlinks, or autoupdater really sucks. I've been thinking about combing through 8ch's js and try to make an 8ch js-lite or something. Or I could work on my game.
3f8cc4 No.14696081
>>14695391
That's what I did. I didn't deal with syncing animations. The output is 1 combined bone rig and 1 combined skinned mesh renderer.
3c5a4f No.14696143
YouTube embed. Click thumbnail to play.
Tell me why I shouldn't spend 500 bucks on getting this gear.
ebbc7e No.14696158
>>14696143
Because your tools are only worth as much as your talent.
>>14696042
You can disable some of the scripts, like the fucking emoji one. The main.js is apparently a fuckton of scripts concatenated together, so it's probably possible to rip out the ones you don't want, block 8ch's real script, and add your own as a userscript.
3f8cc4 No.14696163
>>14695739
Problem is that you are doing 2 conditionals to calculate your alpha. But I'm wandering how you profiled this.This is for your growing leaf shader right? Why are you using 4 texture samples for that? You can do it with 1 texture sample that have 2 channels and with no branching conditionals. Use the texture's red channel for just the raw base color. Green for heightmap. Don't use alpha channel for heightmap because typically alpha channel has less precision than RGB unless otherwise specified in settings. Multiply base color with a precalculated uniform float3 that was already lerped in C# instead of in GPU. Then use step() to clamp output alpha to your heightmap. Pseudocode:
fixed2 data = tex2d( texture, uv ).rg;
fixed3 color = fixed3(data.r,data.r,data.r)*_myColorUniform;
return fixed4( color, step( data.g, _myLeafGrowSize ) );
b354bf No.14696173
>>14696143
You can probably find it for cheaper,thus you shouldnt spend 500$ on it.
3c5a4f No.14696182
>>14696173
the motion leap controller is 75 bucks.
the breath controller 150.
a midi keyboard is like 170 bucks.
So, all the gear is like 450 bucks.
65db25 No.14696210
>>14695786
>>14695788
>>14695814
Funny enough, it's fixed
fixed4 c1 = tex2D(_LeavesS, IN.uv_MainTex);
fixed4 c2 = tex2D(_LeavesA, IN.uv_MainTex);
fixed4 d = tex2D(_MainTex, IN.uv_MainTex);
fixed4 e = tex2D(_Green, IN.uv_MainTex);
fixed4 f = lerp(d, e, saturate(e.a - _FLeaves - _Season));// e.a > _FLeaves ? e : d;
fixed4 c = lerp(c1, c2, _Season);
fixed4 color = c.a > _FLeaves ? c : f;
o.Albedo = color.rgb;
o.Alpha = max(c1.a, d.a);
o.Alpha = max(c1.a, d.a); and o.Alpha = color.a; have the very same result.
It must be something like you have said, the tertiary 'shortcut' probably works as is now, but does not work when I call color.a later on.
I could investigate what the hell happened in the compiled shader, but I couldn't care less :^)
b7b637 No.14696214
>>14696210
That looks much better than I expected tbh
Congratulations anon
65db25 No.14696221
>>14696210
remade the webm, same qualityish, 6m instead of 14
2807a8 No.14696310
>>14694269
Okay, let me try again. Essentially what I'm trying to do is make this NPC walk around by following a path, and stop walking whenever he comes into contact with the player. The NPC is following around the PathFollow2D circling around the Path2D, the problem is that whenever the player steps in front of the NPC, webm related happens. Obviously this is because the PathFollow2D isn't the one colliding with the player, so it just keeps moving around. How I would probably check if the NPC is colliding is to check it's motion vector and stop the PathFollow2D from moving like this:
if (motion.Length() < IDLE_SPEED * 0.09)
{
//shit to stop movement
}
But that code checks if motion.Length() is less than 0.9 (assuming IDLE_SPEED is 10), and currently the NPC's motion.Length() is shitting out numbers in the hundreds because of how it's actually being moved around.
motion += follow.Position;
MoveAndCollide(motion - Position);
>one thing that might be useful is test_move() which returns true or false if it is going to collide with something,
I've tried this and it actually kind of works, just not in the position I want. I'm not sure what the Vector2 should be to check for directly in front of the NPC.
>not sure how c# handles variables as functions
Neither am I.
>also have you tried checking the offset.length() instead?
It doesn't work as the offset isn't a Vector2. Even if I check the transform, it won't give the right values because it can't stop moving.
c2a600 No.14696335
>>14692913
>Where did the "Lua is Fast" meme come from?
Use this instead: http://www.squirrel-lang.org
ebbc7e No.14696446
>>14696210
Why does your character have scratches?
Please do not abuse the vidya characters.
>>14696310
Why not just check if the player is colliding with the npc with Godot's collision tests?
2807a8 No.14696548
>>14696446
>Why not just check if the player is colliding with the npc with Godot's collision tests?
They changed all the collision tests for Godot 3 and it's pretty confusing now. KinematicBody2D used to have a simple is_colliding() function, but that's gone for whatever reason.
238dd3 No.14696562
How does much time does it take to model, rig and make one animation with a single character in 3D with the necessary experience?
557fc8 No.14696585
>>14696562
What level of detail? Give pics of the model similar to what you have in mind. It could either take from 30 minutes to hours or days.
f16654 No.14696659
>try to fancy up the Zyklon BFG effect
>end up accidentally having a cyclone like particle effect
>by just changing a bit the A_SpawnItemEx part
Wunderbar. I just need to make it look more fancier and making sure it doesn't produces too many "particles" and then I will push this change.
7e3ccb No.14696686
>>14696659
>Zyklon BFG
Not bad, good name
f16654 No.14696857
>>14696686
The BFG name change already happened on a much older version of Moonman mod.
7e3ccb No.14697543
>indie devs full of PURE excitement
Jesus
d6f3fd No.14697560
>>14694139
>>14694535
Alright, I have played your demo, and I think it has potential. Why? Because its simple. Plus the Quake-like gameplay sells it for me. Yet there are a few things I'm gonna sperg-out over.
First off, the weapons have no "weight" to them. Shooting the shotgun or the revolver(?) or the rifle feels dull. This weightlessness increases more so once you realize you have to reload. If you didn't have to reload, like in Quake, then the weight issue wouldn't be as bad. But I'm not sure that's what your going for. Are you the same guy that as making the Anime Stalker thing? Or is this something else? Either way, the guns need to feel like your shooting a gun.
Secondly, the art style is kinda jarring. Now, I know your probably going with a low-poly look, but said polygons have low resolution textures. But the environment doesn't. Coupled with the random Chinese everywhere and the lighting and all that it makes the demo look like some advertisement from the mid 90's. Like "Check out the incredible world of 3 DIMENSIONAL GRAPHICS!", throw in a bunch of screenshots in different locations along with some work-in-progress stuff and boom, a time capsule of horrific surrealism. Now I can understand the desire to make the players look distinct from the environment since a lot of shooters out there get to the point where you can't tell if your shooting somebody or if your shooting up a rock. But at this point, its weird. Like I'm trawling through some Quake version of Worlds.
I don't really know what your going for, exactly but it seems fun. Also I like the idea
of a "Waifus with Raifus" game. Although I don't know which direction your going for, so I can't really say which one you should go for.
fc0af7 No.14697575
>>14694139
Is that the gorilla warfare copypasta in moon runes?
a55bcc No.14697588
>>14695194
>The enemy is a fucking pig merchant
5a2e4a No.14697624
>>14697560
hot shit, it was made over a weekend and we cut the core game play, with you playing as 5 girls over 30 seconds clearing a room swapping between characters in a sorta sudo turn based/supper hot loop. i didn't really get it but the guy had a full page written up already for the game play. and the style was a byproduct of compromise
idk there was talk about keeping going on it but i'm not sure the programmers want to revisit their spaghetti code and i'm burnt out on that ass.
2f1be9 No.14697716
Expanded the lake isle, now i can actually fit a temple here
2f1be9 No.14697740
>>14696446
Why does your character have scratches?
The protag spent his whole life as an adventurer, the game begins when he decides to settle and have a comfy life
2f1be9 No.14697744
cf9429 No.14697818
>>14694756
The names are just because I needed names to distinguish from allies and was lazy. We're hoping for a playable demo, but we do have a backup plan if I can't make it in time. Art, we should be good on possibly. Programming, it can be hit but I might look at my priorities right now and see what needs to be thrown in fast and what can wait. I'd like to not do a trailer, but it's on the table if it has to be.
673420 No.14697893
kind of feel like just ripping off cortex command since it's the most dissapointed I've ever been by a game other than like spore
238bff No.14698219
Anyone ever use teachyourselfcs.com? How far can you guys go? Are you a SCIENTIST?? Is it missing anything?
de1a84 No.14698299
>>14695194
>Travis
>Jim
>Mark
>Infinity Next
WHO DID THIS?
e2de5a No.14698330
>>14698219
CS guy here. Haven't used that particular website, but the sections of studies and the resources it lists are good material, SICP and the dragon book especially (a bit surprised Sipser's Theory of Computation isn't listed). Anyway, if you're disciplined enough for self-study this site should help you a lot.
>>14698299
Is there loss in that second pic?
de1a84 No.14698345
a2c83c No.14698461
ey geiz
i am a .net engineer of 15 years. got laid off last week and wanna be NEET and learn vidya dev. how much of a learning curve is video game development if you're already an experience software engineer? i've heard good and bad about unity, but what else is there that compares that allows me to use the .net framework? no C or C++. i hate that language.
i figure i could start out like every other indie dev and make pixelshit metroidvania games and then work my way up to 3D games like Skyrim, my favorite of all
a2c83c No.14698472
>>14698461
i also don't art well, so i would need someone who can. i can music ok, but would like to know what everyone else uses to churn out catch beats and tunes you know what i mean fam
95684a No.14698482
>>14698461
>i figure i could start out like every other indie dev and make pixelshit
So you don't want to aim for quality from the get-go? I'd say you're on the wrong place then.
Maybe there's a reddit guide to weaseling your way into the industry so that's where I'd direct you to.
7e3ccb No.14698492
>>14698472
For music, I assume the standard is still a midi keyboard and FL Studio
It's not that big of a jump. Really, you'll have game specific patterns and tricks that completely blow away whatever .Net you know (eg making things like large mutable structs for performance), but for the most part, it's pretty similar. Obviously you've played games, so just apply your programming knowledge to make a game work
1385b5 No.14698520
I want to make a game. How smart do you have to be to get into scripting? I'm at about average intelligence.
b7eb4c No.14698544
>>14698461
Take your poo to the loo.
3f8cc4 No.14698548
>>14698520
>I'm at about average intelligence.
Lol. Your asking the wrong questions. Try watching behind the scenes of video games on Youtube first. You sound like you've never touched a piece of code on your life. Familiarize yourself with what you want to do first.
401a7b No.14698554
>>14698520
>I'm at about average intelligence.
What did he mean by this?
1385b5 No.14698565
>>14698554
european or eastern asian, obviously, even niggers know their barely smart enough to pose for stock photos of scripters
>>14698472
>using nouns as verbs to be quirky xd
jesus christ, don't tell me tumblr is down too
b95dde No.14698572
1b4dac No.14698584
Any good frameworks/tutorials for 3D games that aren't deader than shit?
7e3ccb No.14698593
This question isn't really related to my current project, but
Since SFML only handles 2D, I realized that if I made a simple dungeoncrawler game attempt again, I could probably do so with fake 3D. Basically taking a quad and scaling it down. So I tried that just to see how it might look, and I get weird texture shearing. I'm sure my coordinates are fine, but maybe my vertex order is weird? I dunno
ca04c7 No.14698594
>>14698584
just use UE4 or Unity. It's the way to go right now if you want to actually make a game instead of fucking with making your own engine for a few years.
1b4dac No.14698596
>>14698594
>UE4
I don't want my game to be owned by the Chinese.
>Unity
Ditto.
7e3ccb No.14698597
>>14698584
XNA is dead and buried, but FNA is an open source replacement, and MonoGame is an open source extension of it.
7e3ccb No.14698598
>>14698584
XNA is dead and buried, but FNA is an open source replacement, and MonoGame is an open source extension of it.
7e3ccb No.14698600
>>14698597
>>14698598
>You can double post and bypass the spam limit if you disable JS on your browser
INTERESTING
1b4dac No.14698607
>>14698597
Monogame looks good, but I don't want to work with the pajeet trainwreck that is .NET/C#
2d479c No.14698615
>>14696548
am I missing something from your other explanations? Move_and_Collide returns a collision object if it collides, all you have to do is check that object to tell what its colliding with
0f5676 No.14698626
>>14698607
>pajeet trainwreck that is .NET/C#
.NET/C# dev here. You only have to deal with poojeets if you're building enterprise solutions. The industry is absolutely infested with them.
I suspect that you will have nowhere near the same experience using the same framework to write games.
1385b5 No.14698638
>>14698626
>pajeets
I have to deal with these while wageslaving and they're even more annoying to deal with than mexicans
ad2faa No.14698644
>>14698593
It looks like affine texture mapping from early 3D games. I imagine that's your problem.
ca04c7 No.14698652
>>14698596
Your game is not owned by them, and you only have to pay them their share if it crosses 3000$ profits I believe. If having to pay a small fraction of royalties to a company that provides an AAA quality engine is enough of a problem for you, I wonder if you even give much of a fuck about making a game in the first place. Gamedev is an endless series of compromises, ball-bustingly hard work and passion. If these things alone are enough to put you off from possibly getting a massive shortcut in the dev process, you are either overly ambitious or underestimate just how much work you'd be putting in otherwise. A lot of anons are gonna cheer you on if you decide to make your own engine, but I'm gonna tell you now - that's fucking stupid and you'll end up with a fucking mess on your hands.
7e3ccb No.14698679
>>14698644
Well like I said, I have no idea what I'm doing for 3D and thought I could get away with a cute little cheat like that. Like I thought I could just shrink the two right vertices inward, like a shear transform, and it wouldn't be a problem. Hmm.
ebbc7e No.14698680
>>14698584
Godot is promising.
1b4dac No.14698713
>>14698652
>Your game is not owned by them, you just have to kiss their ass
Yeah, nah.
I'm not so much looking to create the best game, I just want a good programming practice. Enginedev is something I want to look into and I need resources. Good resources. Not shit from 2002 that has only one tutorial on how to do a Hello Triangle. I need tutorials on at least how to do lighting, model loading, and physics.
5a2e4a No.14698725
>>14698652
>>14698596
>>14698713
the unity team is a bunch of cucks but at least they are not chinks, that being said they basically have built their business in that fucking asset store they run. trying to shill themselves as the go to engine to shitheads who "spend money to make money" betting on the libshit, gamejammer, nodev to spend more money in the store than they ever will in royalties, on what ever pile of hot garbage they shit out. but shit if you make your own crap and don't buy shit it will beat the 5% off the top that unreal will take.
and godot is looking better every day
0f5676 No.14698731
>>14698725
>the unity team is a bunch of cucks
>cucks
I really don't even know what "cuck" means anymore.
bb1196 No.14698742
>>14698731
>I really don't even know what "cuck" means anymore.
weakling.
ca04c7 No.14698750
>>14698713
>kiss their ass
in the civilized world it's called a deal. They give you two fucking decades worth of development and polish of their engine under an agreement for revenue sharing.
>>14698725
Unity has a lot of problems that make it shitty for FPS games, but if you aren't a hack you can make it work. I got a friend working with Unity and his shit isn't looking half bad. I also tried it and the syntax is very retard-friendly especially considering that it's in C#.
1b4dac No.14698764
>>14698750
>in the civilized world it's called a deal
Then no thank you. I'd rather study and begin work on a game engine that I can call my own then use Jewish shit.
bb1196 No.14698771
>>14698713
> Enginedev is something I want to look into and I need resources.
Get the Godot 3 source.
b95dde No.14698778
>>14698764
So you're going to use Jewish shit after you work on your own game engine?
61f1f0 No.14698800
>>14698713
>tutorials
If you want to get into enginedev, read the source code to some id Tech engines and find some papers written by developers or studios you like. I personally recommend the Bitsquid/Autodesk Stringray blog.
5a2e4a No.14698831
>>14698731
it means someone who would put other people before their own. be it other children before their own children, or a foreign people before their own people. and the people that run unity have made it clear that they support diversity before hiring the best staff. that they are willing to hold that party line of cultural suicide, by the deracination of traditional western culture.
97a913 No.14698900
>>14698767
the only people i've ever talked to online that latch onto a typo instead of trying to make a counterargument are SJWs leftards and other types of kikes
ebbc7e No.14698925
>tfw I may actually have something for demo day
7e3ccb No.14699016
Shit how do I fix this again? I know it's because SFML does the thing where 2D projection is (0,0) in the top left corner but like
>Vector2f for position
>Up increases Y+1, Down is Y-1
>Use direction enums for facing
>Either have to invert the rules logic everywhere or just the input
238bff No.14699029
>>14698330
Alright thanks.
29982b No.14699123
>>14698925
Radical. Is it all going to be desert boarding or are you planning on other biomes as well?
ebbc7e No.14699512
>>14699123
More biomes are planned. The rough story outline is that you live in a fishing village on the southern tip go the continent. Your village is invades and/o destroyed and you have to travel north through desert, then jungle, and finally tundra to get some kind of mcguffin to save your family or something, standard hero's journey stuff.
50b802 No.14699541
>>14698925
Nigga you need to lerp that shit
good stuff though
ebbc7e No.14699566
>>14699512
>that spelling
I really shouldn't phonepost drunk.
>>14699541
It is lerped, the rate is just really fast. I should be sampling the four points of the board's corners and then averaging the normal, but I'm primarily focused on fixing the camera and making the level longer.
anyone else notice that the quick reply box can't be resized to a smaller size after resized to be bigger?
557fc8 No.14699567
What is the reason for FPS games changing the placement of the gun from the middle to the side? Which game did this first? Which do you think is better? I'm trying to figure out where should I place guns in my game and I like the middle option best because it makes for a nice symmetrical composition of the screen, but I don't want to discard other option yet because it may have some practical reasons.
673420 No.14699575
>>14699512
is there a yeti
0f5676 No.14699576
>>14699567
Personally, when I hold a gun or rocket launcher, I hold it positioned at my crotch. It hurts when I fire it, but looks much better from my own visual perspective.
673420 No.14699587
>>14699567
It doesn't really matter but just make sure you actually understand perspective and don't make it point way too far to the left compared to where you're shooting and look retarded like in the new prey game
ebbc7e No.14699621
>>14699575
IDK, I haven't made any enemies yet whatsoever, so that's all up in the air. All I know right now is that each biome/region will have at least one village with a unique group of people. I really want to emphasize the importance of small, tight-knit communities, something that I feel modern society has failed to preserve.
>>14699567
I personally think hip-fire looks cool, even if it's unrealistic. It doesn't really matter though, the primary concerns for FPS games should be:
>guns feel good to shoot
>killing enemies is satisfying/cool
Quake did centered guns exceptionally well. The animations in Quake are rather bland, but the sounds enhance their feeling. The fact that enemies explode into gibs on death, however, is what really gives the gameplay "meat". FPS games without gratuitous gibs are trash.
add825 No.14699729
Anybody know how to fix this? I am importing 2 models from Blender with the same settings. I triple checked and made sure both do not have any transforms (Ctrl+A all transforms etc.). Their transforms are like image 1. When I import to Unity and spawn them side by side, the hair is bigger for some reason (image 2). In the asset properties I noticed that they differ by internal scale but that's not possible (images 3 and 4). Hair is the only one bigger of out of all my other models. I even tried copy pasting just the mesh into a blank Blender project and exported and still the same haunted result. Also those size settings are grayed out. How do I fix this?
50b802 No.14699784
>>14699729
Are these the same type of file?
In unity you can set different import settings depending on the type of file, so you might have one of those imports set to a much higher transform.
83c80c No.14699785
>>14699729
Check the import settings in unity, and make sure the scale is the same as you're using for the other model (use file scale [true or false], and scale factor).
Looks like u have all the other bases covered.
Also, how did u do that hair? Mind pointing me towards the tut or a similar method? Or did u just sculpt it?
It looks really good
e11bd4 No.14699796
>>14699729
>how do I fix this?
The way I'd do it: set the scaling to your liking (I guess all 10s will look ok) and save it as a gameobject prefab
-OR-
change the import options on the model
83c80c No.14699797
>>14699729
also try exporting both models in the same FBX, and importing in Unity; it should fix any unity-side issues (use CTRL+D to separate them in unity inspector).
Otherwise, if u still have issues, it's blender side.
add825 No.14699804
>>14699784
They are the same .fbx. I even tried exporting both of them at the same time and each mesh is bigger. That said if I spawn them as the fbx container assets they have the correct scale. But this doesnt make sense. the internal Unity scale should be consistent. My torso, arms, legs, etc. have the same internal scale except for the hair.
add825 No.14699851
I found the problem what the fuck Blender. Delta Scale was set and was not going away even after spamming every single Ctrl+A menu option. So Delta Scale is broken as of v2.79c?
>>14699785
>tutorial
No tutorial. Read: https://8ch.net/agdg/res/30078.html#30608
83c80c No.14699870
>>14699804
The only time I've ever had that issue is when I didn't apply my scale in blender.
>>14699851
nice, glad u solved it.
I had no idea u had a thread on agdg, nice, i'll read up now. thanks
>Delta Scale is broken as of v2.79c
guess i'm sticking with 2.78 then
add825 No.14699880
>>14699870
It's not that bad just copy the delta scale to your model scale and then set your delta scale to 1. Then just apply scale and it gets rid of it.
e11bd4 No.14700083
>>14697560
hey man, thanks for playing, as >>14697624 said, it's a hastily stitched-together frankenstein's moster of spaghetti code and love & dedication. Everything was made in 72 hours for LD. I'm really happy that you see potential in it, even if it isn't exactly what we intended to make. And I don't think the STALKER anon was part of the team.
Here's the LD page btw:
https://ldjam.com/events/ludum-dare/41/showdown
We cobbled together the gameplay in the final hours of the jam, with one brave anon relentlessly trying to make it work by commenting out all things that could cause problems.
The "jam version" didn't have waifus because there was no time to implement them without the thing falling apart again. I put that in on the next day and it's still missing some things, like
>the weapons have no "weight" to them. Shooting feels dull
You actually made me realize recoil got removed during the stitching-together process (vid related). So were the jump sounds. A small price to pay to have a working jam game.
>the art style is kinda jarring
>a time capsule of horrific surrealism
You say that like it's a bad thing. Anyway, the original plan was to have cyber cowboys and outlaws with Tron-style neon cloting and futuristic armour but the cowgirl idea was too amazing to reject. Let's just say those are rogue gynoids.
>>14697624
>i'm not sure the programmers want to revisit their spaghetti code
to achieve the original plan, that would need a total re-write so no one is touching that spaghetti again. I'm all up for making this after demo day
50b802 No.14700128
Just realised my main character is around 15k triangles
How bad is that
Cause I think it's really bad
98aec0 No.14700229
>>14700128
Modern games have anything from 20k to 150k triangles on the LOD0 of characters. Even stylized games like Paladins have 20k.
50b802 No.14700243
How do you guys feel about this particle effect?
0f1697 No.14700245
>>14700128
Try for something more manageable like four. You can usually cull one or two tris from the back for maximum performance.
b95dde No.14700253
HookTube embed. Click on thumbnail to play.
>>14700128
That's about right. Here's a video that goes through all of the Counter Strike SAS models. The current gen models are just under 16.5k polygons.
Let's go through the polycounts of other hero characters in other games.
Dead Space 2: Isaac Clarke - 21,595
Call of Duty: Black Ops: Frank Woods (full gear) - 19,777
Bayonetta: Bayonetta - 23,000
Gears of War: Marcus - 15,000
The Legend of Zelda: Twilight Princess: Link - 6900
Mass Effect 3: Shepard (male, N7 Defender Armor) - 25,440
15k for your main character isn't to many polygons unless you're making a game for the original Xbox. But the question you should be asking yourself isn't "is 15k too many triangles" the question should be "do I have enough detail to justify 15k polygons"?
b95dde No.14700256
>>14700243
I think it looks better than what you had before. What engine are you using?
c1c704 No.14700259
>>14700243
Those cookies look delicious.
50b802 No.14700268
>>14700253
I think the detail is there, I just think since we're making something cartoony maybe it's just not worth it?
Like, there's a lot of detail on the waist, the only reason why that's there is for better deformation but I doubt we'd even need that.
I don't know much about modeling but we could easily cut off a third of the polygons without losing much detail at all.
>>14700256
Unity.
>>14700259
Hey going from turd to cookie is still good
fc0af7 No.14700289
>>14698461
>how much of a learning curve is video game development if you're already an experience software engineer?
Depends which area you're talking about. I feel like there's a lot more iteration/freedom to shift goals around than for most software, games sometimes change genres entirely over the course of their development. You also have more freedom to create your own file formats and such instead of having to be compatible with obscure shit. On the other hand, performance concerns tends to seep in or at least influence everything, since you can't just throw more servers at it when something is sluggish.
I think game dev is also more intertwined with the art side of things, e.g. when you want to make effects look good.
>i've heard good and bad about unity, but what else is there that compares that allows me to use the .net framework?
SFML has bindings IIRC, so if you want to start by crapping out a pixel platformer you could start there.
8ca420 No.14700291
>>14700268
15k tris isn't worth sweating. especially for a main character model.
alternatively you could lower the polycount and bake those details to textures instead
50b802 No.14700297
>>14700291
That's essentially what I was thinking.
I got worried about the tries because, believe it or not, the Unity docs suggest 4k tris for each model.
I can't imagine how outdated that is
98aec0 No.14700301
>>14700268
15k is nothing, stop worrying about it. Modern PCs can crunch triangles by the millions, what makes a bigger difference is the material applied to those triangles (which, unless you're doing some really crazy shit in it, is negligible).
b95dde No.14700322
HookTube embed. Click on thumbnail to play.
>>14700268
>I don't know much about modeling but we could easily cut off a third of the polygons without losing much detail at all.
If you're worried about it just use LOD's and do what >>14700291 says. But really you shouldn't be worried about it.
>Unity.
Can Unity do vid related? Have a plane underneath the surface with a hump that pokes out above the surface. The texture on that plane pans the UV's as the character moves. Put the rocks and dirt texture into a displacement map and have that pan along with the rest of the texture. The direction the panning goes can be affected by the normal of the surface because I know your character needs to move up and down slopes or along walls. Panning could also just be affected by the players velocity if it turns out translating world coordinates to UV coordinates doesn't work for you.
Though if you're worried about 15k polygons in the main character model then the idea of displacement maps and tessellation must be the stuff of nightmares.
50b802 No.14700332
>>14700322
It can and that was the original plan. We just kind of discovered that it looked really cheap and old and decided to go with something else.
I waited until now to work on particles because the unity particle system is just really confusing
b95dde No.14700353
>>14700332
Fair enough. The only thing I would change with the particle system as you have it now is to increase the number of particles when the player moves to avoid the gaps between particles.
fc0af7 No.14700357
>>14699016
Just flip the coordinates when you render.
50b802 No.14700590
Alright I added another set of particles around the main ones and added a few more to the central ones and also figured out how to rotate them.
Think I'm going to leave this as it is for now.
50b802 No.14700594
>>14700590
also this runs much smoother than it looks, recorder software is pretty choppy today
e11bd4 No.14700636
>>14700590
looks rally good
Some suggestions:
1. Perhaps the rocks should slide into the surface or shrink instead of disappearing (velocity, size over lifetime)
2. If that level will maintain this colour (looks like desert rock), I'd make the particle effect the same colour. This shade of brown would nicely fit a fertile ground, though (and if there was grass, I'd add blades of grass jumping up as well)
50b802 No.14700654
>>14700636
>1. Perhaps the rocks should slide into the surface or shrink instead of disappearing (velocity, size over lifetime)
I'm changing the size for them appearing (they start flat and increse in size with Y. I'm not too sure about the ones disappearing doing that though, I tried at first but it looked kind of off.
Current plan is to eventually add an effect for when they disappear, because apparently that's a thing you can do. So eventually instead of disappearing they'll explode or break.
>2. If that level will maintain this colour (looks like desert rock), I'd make the particle effect the same colour. This shade of brown would nicely fit a fertile ground, though (and if there was grass, I'd add blades of grass jumping up as well)
The level is not going to be that color, I'm using orange cause it's better than just having everything in white.
However the areas where DB can burrow are going to have a dirt-colored texture so they're probably going to fit better there.
01b221 No.14700657
>>14700590
I want to play this one day.
e11bd4 No.14700665
>>14700654
>eventually instead of disappearing they'll explode or break
sounds great
506c12 No.14700670
>>14695194
>October 2017
>No updates after a couple of days in the sites listed by the dev
It's dead, someone shut it down.
50b802 No.14700673
>>14700657
Thank you anon that means a lot
1a26fc No.14700677
Should I catch up with math first, or keep learning programming? I want to make my own gameplay physics and Unity's character controller kind of sucks.
50b802 No.14700693
>>14700677
Math isn't really that important to make a character controller. Trigonometry is where it's at since you basically just have to figure out angles, rotations and vectors by using other vectors.
Honestly depends how much programming you know, trying to build a controller is an excellent way to learn if you already know a bit of programming and trigonometry.
bbdaf3 No.14700699
>>14700693
>Math isn't really that important
>Trigonometry is where it's at
>Trigonometry isn't math
50b802 No.14700706
>>14700699
It's geometry without numbers.
I guess it's a derivative of math? Never really considered it that way.
1a26fc No.14700712
>>14700693
Well, that still requires math, but not as much. I wanted to catch up with college level math because from what little I've read, you need calculus for physics, and I wanted to replace Unity's physics later down the line because they're not deterministic. Got any good resources for making my own character controller?
50b802 No.14700720
>>14700712
>Got any good resources for making my own character controller?
I just kind of took it piece by piece figuring out how to make stuff work one by one.
Some of it I learned by googling, and after a while it just kind of stuck and I started being able to write code without needing to check the forums every two seconds.
Start from physics and movement and add things as you need them.
f56c40 No.14700721
>>14700243
When you're moving sufficiently fast like right when you make the turn the player's center of mass is hard to see. The particles come in patchy which makes it hard to know where the player is exactly because the particle trail is too far behind.
50b802 No.14700725
>>14700721
I'll try moving the particle's center forward depending on the speed, that should probably fix it
f56c40 No.14700738
>>14700725
If that doesn't cut it then a slightly larger clump that rolls or something might serve as a landmark.
c61471 No.14700817
>>14699567
Originally, these games started off with blank slate, so they were mimicking real life to get started. Which is why there were center guns - that's what you see when you aim. If you lower the gun to a hip, it goes out of your field of vision mostly, in real life, and on the monitor it would be well below the bottom edge. So these side-guns are faggy cartoonish representations of the hipfire position. I.e. it's just for fashion. At that point you might as well not display the gun altogether in favor of cleaner view. If you want to go for realistic though, your hipfire should have gun low enough that it's barely if at all visible, and you need the ironsight aim mechanics.
157a10 No.14700838
>>14700590
This looks pretty great.
ebbc7e No.14700889
>>14700590
Needs to kick up dust that hangs in world space and fades out.
2814ae No.14700890
>>14700590
neat
The entry/exit seems rough. I think the particles need to linger a while after db has jumped out, although that might be easier said than done depending on how you've set it up. Perhaps a separate particle effect for dirt flying upon exit.
Also, I think it might be more effective if the particles start under the ground and translate up the closer they are to the origin (db), that would solve the disappearing as they would sink after db has gone past and would really look like dirts being displaced rather than being spawned. I might just be speaking out of my ass though and I don't know how hard that would be to implement.
50b802 No.14700996
>>14700890
>The entry/exit seems rough.
Yeah, it's not quite there yet.
>I think the particles need to linger a while after db has jumped out
Earlier I tried using a loop to have them disappear and appear but it looked extremely weird so I kind of gave up. I have yet to try that with this particular particle effect so I might just make it so that when he burrows the particle effect renderer is set to active and the Y scale is quickly lerped to 1 and then invert it for when he jumps out.
More particle effects for jumping in and out are planned, but again I've got no fucking idea how to use the particle system.
3D particles are really easy but getting 2D particles to look good? No idea where to start.
>I think it might be more effective if the particles start under the ground and translate up the closer they are to the origin (db)
This is happening when they appear, but not when they disappear.
The particle system is weird in a way where I can't actually set the size of the particles myself.
Basically I can set the size they have at the start and at the end, then to actually set it I need to change how far into their lifetime they are (a total of how long they last from creation to destruction they are)
This probably makes absolutely no sense but that's because the sytem itself seems really wonky.
I do get what you mean though and I'll see how it looks
da5e32 No.14701521
New overworld in the works. Currently just trying stuff with it so some seams are messed up, but I think it can end up pretty good. I'm considering having separate "lands", so "Mathland", "Timeland", Englishland" maybe (with better names obviously), each "land" having their own overworld. Need to mull on it for a bit.
fc0af7 No.14701547
7e3ccb No.14701561
>>14700357
Maybe?
I do want the top left of my level to be (0,0). Going "down" needs to increase the Y coordinate. It's the labels/API that's backwards, but if I flip that, then it's no longer universal
2f1be9 No.14701594
Should i use one Ryobu Torii (the one with supports) or a row of three normal Torii on the support pillars? i can`t decide
2f1be9 No.14701599
>>14701521
looks sweet, what are you working on anon?
77a867 No.14701610
>>14701594
something european
though the row sounds better out of the two options
bb1196 No.14701629
>>14701594
>>14701610
He's got a point, anon. Toriis are generic as fuck these days. They come of as lazy attempts to make something look deeper than it is. Unless you're making an entrance to an actual Shinto shrine you're misusing them and it will show. Make something european or create your own design.
2f1be9 No.14701637
>>14701610
>>14701629
but this is the only part of the city that will have japanese (dracari on my lore) architecture, i want this part to contrast with the other city districts
50b802 No.14701642
>>14701521
Anon that looks fucking amazing
I'm getting a Tearaway/LBP fake cardboard vibe, love that shit
thank you for not going for the reflective lowpoly every single fucking indie game uses
da5e32 No.14701671
>>14701547
>>14701599
>>14701642
Thanks anons, but I bought the asset of the asset store (I can't do art). I'm working on a maths game for kids. All my art is off the asset store, I just do the programming.
2f1be9 No.14701695
>>14701671
>i can`t do art
So what?
That didn`t stop me
Using only store assets will greatly limit what you can do
bb1196 No.14701718
>>14701637
Forgive me, I assumed too much from the current visual style. It'll work if it's integrated with other japanese things in the scene.
da5e32 No.14701728
>>14701695
>So what?
>That didn`t stop me
Well, learning to 1MA is years worth of practice in each discipline to reach the level of whatever you can buy off the asset store.
>Using only store assets will greatly limit what you can do
For sure. I'm fortunate enough to be able to call on help from mates if there's smaller stuff I need like GUI elements, simple models or simple animations. I'd spend a lot more time on creating unique assets had this not been a game for really young kids. It might be cynical, but I don't consider the asset store look a problem for such a young audience.
bb1196 No.14701739
>>14701695
>>14701728
I'd suggest using placeholders or store assets for now. Once you game is playable you can use it to get artists interested in helping you out.
bf5e2d No.14701742
As someone who started not long ago:
It's always fun when you come back to old code/projects and you see spaguetti-code begging to be optimized and you laugh at your past self for that mess.
It keeps you motivated by showing you how much you have progressed.
2f1be9 No.14701963
I think i will have some blue flames light up on the lanterns during the night, should look nice
edfff0 No.14701971
>>14699016
>>14700357
So I realized that since my Position object is "game specific" and not part of my engine, that I can flip the helper function around and it works perfectly. Feels a bit dirty, but it's consistent now.
238dd3 No.14702005
Who are you making your game for?
b96488 No.14702022
>>14702005
Myself. There aren't many games worth playing anymore.
8566cd No.14702048
>>14702005
>.jpg
I feel like being generous.
>Who are you making your game for?
For myself any other nerds who are into the genre.
673420 No.14702052
>going through godot tutorials
>shits actually making sense
I'm getting like scared to continue in case my imminent shreking is just around the corner. I've learned a bunch of programming before in an academic way but I've never really attempted to wrangle together a genuine Thing before.
50b802 No.14702078
>>14702052
Learning the academic way is fucking awful, reading docs and mashing shit together is the way to go
673420 No.14702133
>>14702078
Yeah I wouldn't really recommend it unless you're a brainiac since it does involve a lot of headbashing otherwise, but hopefully having done it I can find interesting uses for it. I'm definitely not engine dev material though, I'd rather come up with fun wacky things to mess with than fixate over how my little dude moves around on the screen. I really like demoscene, amiga and ps1.
2f1be9 No.14702287
>>14702005
Anyone who wants a comfy game with deep mechanics, tons of lore and unique ideas
50b802 No.14702322
>>14702287
What is your game?
I've only seen blender screenshots so far
2f1be9 No.14702339
>>14702322
Farm sim like Rune Factory, but fully 3D, with deep mechanics and more waifus exclusive for PC
I say it will be similar to Rune Factory instead of Stardew Valley because of the fantasy theme and that i will add combat at some point (but it is not the focus)
Most girls will be monstergirls of some kind
80066d No.14702341
>>14702339
>first expansion
Kek
2f1be9 No.14702353
>>14702341
I had to cut something for later, if i had combat, alchemy and exploration (larger maps) on the first release it will probably take 5 instead of 3 years
Im already having feature creep problems within the planned features, so i need to put a hard limit on what i want to have on the 1.0 version and add more later
1385b5 No.14702400
>>14702353
Most early access games like that don't ever get finished, we have no reason to believe yours will, especially if it takes another 2 years minimum
77a867 No.14702454
>>14702353
how's your bro doing?
37f459 No.14702541
HookTube embed. Click on thumbnail to play.
Any people who compose music here?
Can someone tell me what this clashy instrument is at the 1:15 mark?
50b802 No.14702586
Does anybody here use Unity in linux? How is it?
Is it even officially supported yet?
3a0669 No.14702615
I haven't had a lot of time to work on things so I've been around sporadically but I've been working extra hard to try and get a demo I'd be happy releasing, even if it's a little short.
f04cab No.14702713
>>14698299
>>14698345
You missed the Hotwheels lives.
3f8cc4 No.14702819
>>14702586
Im shinobudev on Linux. Works fine so far. Using Unity 2018. I have to switch to my windows for photoshop sometimes.
8566cd No.14702827
>>14702133
To me, it's always good to plan shit just so you don't have to crawl through tons of commented code to figure out how something works. But other than that, yeah, the academic way is fucking shit.
de1a84 No.14702833
>>14702713
but he was always alive
673420 No.14703038
>>14702827
I will say that I probably know how to do more and better things that it would be hard to force myself to understand otherwise, or know about. Probably would become the if-else-hell meme rather than using data structures, OOP and language features like a good boi.
ca04c7 No.14703174
>>14702005
Myself, anon. For the most part, anyway, The genre of cursed runes has never been properly conquered and I wanna be the one to slay the dragon.
3107bb No.14703213
Anyone interested in doing a Kanye + Trump + USA gamejam?
https://8ch.net/v/res/14703201.html
ca04c7 No.14703231
>>14703213
I think the majority of anons have become disenchanted with Trump once it became clear he's just more of the same shit except also funny.
401a7b No.14703296
>>14703213
>(((based))) nigger
>Neocon Zionist
2f1be9 No.14703454
>>14702400
>early access
who said i will taint my game with that cancer? I will release when it has the first row of features
>we have no reason to believe yours will
Ok, so?
>>14702454
he is still contractually bound to do a few things for his old workplace for a few more weeks, but he is working on the game, he is making the character controller
8c56f8 No.14703479
>>14703213
was this a gamergate idea?
1385b5 No.14703483
we're relatively free from the cancer
37f459 No.14703604
>>14703483
Jesus Christ that's fucking cancerous, and all the underage b& posting on it too.
But what does this have to do with game making?
1b4dac No.14703626
Again, are there any good frameworks/libraries for 3D games? I feel like there's nothing in between. Engines like Unity/Godot obscure too much and baby you, while pure scratch from OpenGL would take days to implement all the basic shit.
5b3156 No.14703633
>>14703626
Check out OGRE.
1b4dac No.14703649
>>14703633
Problem with OGRE is that the documentation is ass, and they force you to use a "template" which, again- obscures a lot of code from you, making it hard to understand what's happening.
1385b5 No.14703652
>>14703604
Just reminding everyone why we bullet cuckchan and reddit
bb1196 No.14703671
>>14703626
Godot being open source means you can ignore the baby stuff and use the deeper framework.
1b4dac No.14703684
>>14703671
No documentation for GDnative/C++ yet.
e2de5a No.14703691
>>14703483
>>14703604
>WTF
>LMAOOO
>smh tbh fam
>"Can't post, and /b/ is blank"
The amount of normalfaggotry on halfchan is immense; in fact it's much worse than I thought. Did get a good chuckle out of that
/ck/ comment though.
7e3ccb No.14703708
>>14702615
I am charmed by your game's aesthetic and style (it's based on Ultima?)
Please keep working on it and doing your best anon
50b802 No.14703823
>wake up at 5:30 am
>by 6 you're already gamedevving
O P T I M A L L I F E S T Y L E
8d2b79 No.14703826
>>14703823
Teach me the way, master.
7e3ccb No.14703846
>>14703823
>>14703826
>Sleeping at all
>Wasting the first 30m "waking up"
50b802 No.14703858
>>14703846
I used 30 minutes to make myself some bacon and eggs and a nice coffee
Gotta get dem brain nutrients
e371ef No.14703879
>>14695194
>2d action platformer with a frog-girl protag
>looked almost finished
>frog-girl had a sword
>a 3d open world game starring a hermit crab inside a colossal geode
>made after dev lost all progress on an alien metallurgy sim
>Extremely unique creature designs and lore
>single-plane rpg called Etheria Offline
>A working demo exists, but it's thread on page nine is 404'd
>dev seemed depressed due to lack of interest/had no money
Does anyone remember these or any other dead/missing projects? I wish I compiled info on them before their threads on /agdg/ died.
7e3ccb No.14703930
Finally got back to where I was last demo day, except using SFML and my own shit instead of XNA.
362f00 No.14704001
>>14703858
>not feeding your mind and body with the energy of neetdom
It's like you're not even trying to make it.
ebbc7e No.14704078
WIP cactus/artstyle test. Not sure about this style.
e11bd4 No.14704483
>>14703879
> I wish I compiled info on them before their threads on /agdg/ died.
http://8agdg.wikidot.com/agdg/%20thread%20archive
there's plenty to find on the wayback machine. YOu can even find still working webms from years ago, like waifu souls, which I will forever miss (can't find anything on its second, Diablo meets cardgame iteration)
http://8agdg.wikidot.com/waifu-souls
898f85 No.14704558
>>14703879
>>made after dev lost all progress on an alien metallurgy sim
Hearing this always makes me rage incoherently.
HOW FUCKING HARD IS IT TO LEARN GIT YOU FAGS?
5c280c No.14704572
Placeholder sounds, right?
e11bd4 No.14704582
>>14703879
>Etheria Offline
https://www.dropbox.com/s/lt0jsi43x136kme/EtheriaOfflineDemo.zip?dl=0
let's at least save the demo for posterity
>hermit crab inside a colossal geode
yeah that looked awesome, wonder what happened to it.
>>14703879
>2d action platformer with a frog-girl protag
Frauki? Looked cute
I really need to find time to work on the wiki and archive all of those. The devs might still be around, they might have dev blogs out there somewhere. I got in touch with cyberpunk FPS dev, for example
>>14704558
>HOW FUCKING HARD IS IT TO LEARN GIT YOU FAGS?
this is an important question you all need yo ask yourselves
and before I learned it, I was still using other backup methods. You don't lose shit unless you let that happen to you.
fa3b8b No.14704599
>>14704558
Very hard actually
Could be because I'm on windows but I cannot fucking understand how to work it
e11bd4 No.14704601
>>14704599
I know the real programmers will shit on be but there are GUI git clients. I use Sourcetree, for example
fa3b8b No.14704603
>>14704601
And I used them, couldn't update shit
I don't know what's wrong with me
8b56a9 No.14704605
>>14704483
A game with that style of combat should NOT have enemies that flip around 180 degrees instantly. It looks like it's set up for dodge>backstab but as soon as you go for the attack it's looking at you again.
b48c52 No.14704612
>>14704603
try (((github))) desktop, is run by sjw but is simple enough to get a hang of git
fd1d1e No.14704613
>>14704605
>It looks like it's set up for dodge>backstab
Dark Souls was a mistake.
fa3b8b No.14704615
>>14704612
Yep, also tried it.
I think it has to do with some kind of hidden autism for badly designed interfaces. I see one and I just cannot handle it at all and just give up
e11bd4 No.14704632
>>14704605
thank you for your input, I'm sure someone will fint is useful not the dev cuz he dropped the project and later disappeared between 2015 and 2016
>>14704613
and heavily telegraphed attacks
>>14704603
just keep trying, it really should be impossible to fuck up the basic stuff>>It looks like it's set up for dodge>backstab
898f85 No.14704633
>>14704599
>Very hard actually
Honestly, if you work alone, all you need to learn is:
>git add -A
>git commit -m "comment a shit"
>git push
Done, congratulations, you now know git. Literally no excuse is valid.
>>14704601
>GUI git clients
IT'S TIME TO STOP
d7a313 No.14704658
>>14704558
>>14704599
>>14704633
>git commit -m "comment a shit"
Don't do that, use your editor like a real pro.
You should probably look into branching/tagging (tagging is very useful) along with merging, actually learning the point of version control.
898f85 No.14704676
>>14704658
>Don't do that, use your editor like a real pro.
What does that even mean? If your commit is as small as it should be (since we're talking about working like a pro), anything above 80 characters is a waste and I will punch you in the throat for forcing me to read all your stupid shit that nobody cares about.
>You should probably look into branching/tagging (tagging is very useful) along with merging, actually learning the point of version control.
This is why fags like fa3b8b never learns git, because people like you always throw them down the deep end. Learn bash, get the basics (i.e adding, committing, pushing, fetching), then you move on to branching, rebasing, stashing, you name it.
d7a313 No.14704684
>>14704676
That's why you have your generic 'Add a new gay rainbow function to my gay ass fucking player' and then you make a new line, you fuggen retard.
Branching is also the fuggen basics.
898f85 No.14704694
>>14704684
>then you make a new line
No you fucking don't. If you need more than one line to explain what the hell your commit is doing then it's too big, split that shit or fuck off. Branching is not basics for a retard like fa3b8b who is unable to even get started at all.
d7a313 No.14704703
>>14704694
>not having an autistic description about what you committed in case you forget
Branching is the basics, it's right after all that gay shit you just said.
aa0f92 No.14704721
>>14704599
The thing that helped me understand git was realising that it's just tags on dags. A dag being a directed acyclic graph, where each node is a commit, edges go from parent to child commit, and each commit can have one or two parents, depending if they are a regular commit or a merge. I think that commits can technically have three parents, but let's ignore that for now.
The tags, or 'refs' in git lingo, are pointers to a commit/node. This includes git tags as well as branches, and special refs, like HEAD. The only difference between a tag and a branch if you check out a branch, that branch becomes the 'current' branch, and if you make a commit, then the current branch ref will be updated to point to the new commit instead of the old one.
Now, git is a distributed VCS, so that means you have a dag of commits on your computer, but there are also other related dags on other computers, called 'remotes'. Typically, you only care about one remote, usually called 'origin'. What a fetch does, is download the bits of the dag that origin has that you don't, and update your dag so that your dag matches origin's, but it doesn't update any refs.
What merge does is create a new commit that is a descendant of two other commits that you select, typically your current branch and another branch. If one commit is already a descendant of the other, it can do a fast-forward merge, and just treat the descendant commit as the new commit. Since you are creating a new commit, this will also update your current branch to point to the new commit.
A pull is just a fetch, followed by a merge of your current branch, and origin's version of that same branch.
A push is the reverse of a pull. It uploads bits of your dag to origin, and creates a merge on origin between its version of the branch and yours. Usually, pushes are only allowed to do fast-forward merges.
A rebase is where you change the parent of the current commit, or one of its ancestors. You should only do this to commits that only you have a copy of. This is because you are editing the dag itself, not just the refs. If you rebase a commit that you have pushed, your dag will become incompatible with origin's and there will be wailing and gnashing of teeth.
HEAD is the pregnant commit. It is the commit that will become the parent of the next commit you make. 'Detached HEAD' is when the HEAD commit does not also have a branch pointing to it. This means that if you create a new commit, it will be very hard to find again, as it will have no refs pointing to it, and no descendants with refs.
Hope that helps.
e371ef No.14704726
>>14704483
>>14704582
Aw sweet! Thanks anons.
5d215a No.14704754
>>14704572
just use gachimuchi sounds for everything
e371ef No.14704756
>>14704582
And yes, it was Frauki.
e11bd4 No.14704781
YouTube embed. Click thumbnail to play.
>>14704756
https://preece.itch.io/frauki
he's still at it
or was until December
https://preecedev.tumblr.com/
>>14704726
third webm, same cyberpunk dude I spoke of earlier
https://stomygame.itch.io/ctesiphon-demo
http://stomygame.tumblr.com/
I really need to make wiki pages for them, even if they don't post here anymore
78eafd No.14704813
what was your first project guys?? i'm having trouble deciding what do first
b96488 No.14704825
>>14704813
Mario World romhacks, and after that, screwing around with the Hello Mario engine in Game Maker 5 or 6.
I've switched engines a lot throughout the years, and I never believed in the whole "start out with Pong" thing that most anons promote. Usually, I learned by necessity. I need a feature? I plan it out and research how to implement it in this engine/language specifically.
e11bd4 No.14704830
>>14704813
RPG systems on spreadsheets
7a2dfd No.14704984
>>14704813
Fucking about in Multimedia Fusion 2. If you're just starting out, start small. Pong, tetris, top-down shooter, platformer, some kind of progression of complexity that. The wiki may have more resources (someone should make a newbies page).
237773 No.14705005
>>14704813
very first game project I ever made to completion was some really shoddy Flash arcade shooter with a single screen and enemies appearing to shoot.
7e3ccb No.14705554
>>14704813
I didn't really have a first project. Lots of dicking around in editors and stuff. I think my first real exposure was some program called RPG Toolkit v2, back from pre-2004 (before I was even in high school). I made a few dummy projects in GameMaker 5/6 for a while too, but never finished.
da5e32 No.14705919
Closing in on "finishing" all of my GUI. Just level select, game over and the gameplay screen left.
68d563 No.14705989
Is anyone going to make a pic for the next demo day thread?
ca04c7 No.14706029
Hey, glorious dual contouring anon - I've been spending some time smacking my brain against the documentation you gave me, and I feel like I understand most of it now. The biggest two issues I got are 1) getting cell intersections. From the paul bourke implementation I understood that I'm supposed to be checking every cell at 20 points - 8 for vertices and 12 for the edges of the cell, and understanding where the intersection is from that, but wouldn't it give me very low-resolution information as to where the intersection is happening? I feel like I misunderstand that particular bit of it. and 2) I'm confused as to how I'm meant to be extracting surface normals from the voxel data. Is this something I should have pre-computed and stored in the voxels? If so, how? I'm sorry I'm so retarded I'm really trying I promise
3f8cc4 No.14706130
>>14706059
Evens the next demoday?
fa3b8b No.14706160
>>14706036
>>14706059
>this is happening 3 days before my final presentation for uni
>need to finish a level, add contextual button prompts so people know how to play and fix all my bugs before then
I don't think I'm going to make it unfortunately
fuck
7e3ccb No.14706176
>>14706059
Hopefully we'll get a good handful
bb1196 No.14706306
>>14706176
Where does that come from?
b96488 No.14706319
>>14706306
Literally the first post in the thread.
51ce37 No.14706368
ok that Kaoru guy's work makes the urge to make a waifu shooter even greater
91b245 No.14706371
>>14704813
Modding Warcraft 3, afterwards an RPG Maker XP Final Fantasy rip off, then a 2d topdown shooter flashgame, then a platformer in Unity.
68d563 No.14706409
>>14706059
Thanks, updated on the wiki.
fa3b8b No.14706431
>>14706368
what's this from?
3c9d5d No.14706440
>>14706431
some nip animator
68d563 No.14706466
7e3ccb No.14706746
>Can now move at two different speeds, though this isn't directly a gameplay mechanic
https://hastebin.com/fivimapasi.cs
What I did this time was just put all my gamestate variables into one object (mostly a container for several arrays, pic related), then make a number of StateController objects that hook into it. It's basically a monolithic clump of data and it lets things freely modify as much as they want.
The only thing I can't really do is cancel movement once it begins, since the way movement works in my game is that an object flags a tile it's moving to as occupied, and at 50% moved, it updates its position and releases the previous tile, so effectively half of the movement is just waiting. It's difficult to roll back states and test to see if anything is moving into its previous tile, and there's so many edge cases, I can't effectively design around it (though it's simple enough to do)
fa3b8b No.14706817
How do I convert the movement of a platform into a velocity to then apply to my rigidbody?
I'm feeling like an absolute retard right now
7e3ccb No.14706850
>>14706817
Do you not just take the difference in positions to get a movement delta?
fa3b8b No.14706852
>>14706850
That's what I'm doing but it doesn't seem to work great
7e3ccb No.14706880
>>14706852
I assume it's because you're adding the platforms velocity to the character, and then when the character updates, they assume (P+C) to be its new base velocity, then P.vel gets added to it again next frame and it compounds the error.
Dunno, haven't worked with physics libraries or Unity before, could be anything.
07ed4a No.14707126
>>14706970
It looks like Popeye shrinks when he leans back to wind up a punch.
c340d5 No.14707168
>>14707126
yeah, I dunno why.
5c280c No.14707405
>>14706970
mechanics look okay, visuals are dev art as fuck. Head proportions shrink during the punch windup, and that's why he looks like he shrinks. Fix his head size.
7e3ccb No.14707573
Oh right, found this nifty little site for 16x16 pixelshit fonts
http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/
238bff No.14707618
>teachyourselfcs.com
<please put in OP
b95dde No.14707640
>>14707618
We have a wiki for posting links to useful resources. Here's the page for programming. You are free to edit it and add that link.
http://8agdg.wikidot.com/programming
ca04c7 No.14707653
>>14707573
holy fuck that's excellent. My game's UI is very Windows 1998 for crispiness purposes and so pixel-perfect fonts like this are amazing. Excellent find.
bb1196 No.14707673
>>14707433
>that webm
It warms my heart that someone made that effort.
>>14707573
Nice! Most of those are public domain too.
83c80c No.14707676
>>14706029
im a tad drunk and phone posting but I’ll do my best
>1)
>low-resolution information as to where the intersection is happening
For MC, that’s exactly right.
For DC, it’s just the starting step; you refine it into a more exact intersection point per cube (single vertex per cube, using intersections per edge to get a single intersection point).
Cosidering MC, that’s one of the down sides (pre-computer tri-table for edge case of cube), and is what DC was partly developed to resolve.
Think of it like this, MC has a whole slew of triangles (thus vertices per intersection) you can get per cube depending upon the intersections, but in DC you get a single refined vertex (intersection point) per cube from all those edges/corners; so it’s much higher res.
Remember, it’s a “dual” approach, so we use adjacent cubes to form the triangles (quad per contour) from the refined vertex per cube.
Also, think of each of the corners defining an edge as: is this corner inside or outside the surface. If one is out and one is in = valid edge (isosurface passes through this edge).
>2)
>compute and store normal
Correct, store it per voxel.
Compute them via tri-linear interpolation (look at the ogre dual marching cubes implementation, it’s the matching cubes page).
Generally I use either a density field (also called level set), or a height map; allowing for easy tri-linear interpolation.
In my approach I store the vertex, and normal per entry in my separate “voxel data” buffer (utilized by my triangle induce buffer).
For MC, you’d calculate each normal per the intersection point vertex (using t-interp), and you do the same for DC.
However, in DC after computing per intersection normal, this Is where it gets a bit funky.
The normal per intersection point in DC is used in a step of DC to find the final vertex (or, points by which we can find the final refined intersection).
Basically though, it’s ((sum normals)/intersectionCount = final normal); this is also called a hermite normal (or a gradient, in form of: (normX, normY, normZ, density)).
Reason why it gets funky is due to using QEF, or particle decomposition to get the final intersection point/vertex; which treats normals as a “gradient”, as to find the direction (normal XYZ) and distance (density) to the isosurface.
ca04c7 No.14707696
>>14707676
You have no idea how much I appreciate you, anon. I've had trouble learning from documentation and textbooks ever since I was a kid and people like you are responsible for letting me chase my dream of gamedev. I'm gonna go try to write the algorithm now, and I'll post screenshots here once I get it working. Thanks again, man - you're are super cool dude.
bb1196 No.14707759
>>14707696
/agdg/ is like a beautiful oasis of optimism in an ocean of despair.
7e3ccb No.14707866
I have some basic batching done, but I need to add support for depth or texture sorting on the batch, so I can push several textures into a handful of calls (right now I can only do one texture to a batch, and it's very inconvenient to work with).
I also have it "intelligently" load assets from a directory, and assign them a name and index number based on file/resource type (eg it loads up all the the audio files, then indexes them so I can call PlaySound with either an ID number or the string name they have). Later, I will use a file load manifest so the ID numbers are determined by the end user, rather than assigned by the program (since internally I can just use references anyways)
I also made it so I can move at two speeds, and it begins playing a random song when the game starts, as well as a random sound every 2 seconds. So basically the rough stuff is sort of / mostly done, and I might be able to move onto other stuff after work tomorrow. I have about 4 days off to work on things.
I need to read over the Actor and gamestate code again and make sure everything is how it should be, then I might be able to start building up objects and interactions.
fa3b8b No.14707941
>>14707573
Fucking excellent site
fa3b8b No.14707951
If I have a platform that is moving via animations, but my character is moving via rigidbody, is there any way I can get the movement of the platform to be updated during FixedUpdate rather than Update?
While my character moves with it while standing on it, it's really stuttery and I know for a fact that's a rigidbody update problem.
Any suggestions?
b84e88 No.14707980
>>14704721
what made me understand git was viewing it from a save scummer viewpoint
imagine the ultimate save manager.
it lets you decide which changes to save (staging), which to ignore (add to gitignore) and even to revert parts or your whole save to a previous point (not sure about the cli command, i use a gui for git).
it even has a savestate method built in (commit). the ability to create multiple quick save slots (create branch) and to change from one savestate to the another (checkout) synchronize your data from one saveslot to another (pull) or even combine it in one save (merge)
all while keeping track of all the previous savestates and individual saves.
there are also some online functions like uploading your data (push), downloading other peoples savestates either for yourself (fork) or to cooperate (clone) (you use clone to cooperate with other people even if the other person is just the online version of yourself)), the last useful one is fetch which is as useful as "refresh this page" in your browser
ca04c7 No.14708090
>>14707759
I know, it's really great to see how healthy these threads usually are. There have been a few shitstorms but those are rare. It's just anons helping each other out and it's wonderful.
83c80c No.14708098
>>14707696
Happy to help anon, and I look forward to seeing your results.
If you have any contouring bugs along the way, I can try to help u figure them out; just use our batsignal if it's next bread
ca04c7 No.14708187
>>14708098
okay!
this is so comfy
b766c0 No.14708260
>>14702005
You. No, really. I wouldn't be as far as I am without you faggots, and this one's for you.
>>14708090
The healthiest threads tend to be the ones focused on learning or creating something. Usually, that's /agdg/, the nip thread, and the draw threads (when they're not dead). It makes sense that the people who haven't given up, and are diligent enough to work on complex skills like these, would have the most productive and helpful threads, with the least amount of despair.
fc0af7 No.14708265
>>14704813
Top down sneaking game with colored squares.
fa3b8b No.14708269
I figured it out but goddamn I wish I weren't moving my character with a rigidbody.
As soon as I can I'm going to switch that shit over.
37f459 No.14708288
I am currently working on an EventHandler, I want Events to be able to do certain functions, with the function parameters loaded in from a data file.
My current thought is to
>create an interface IEventFunction
>create an abstract class EventFunction which implements the base IEventFunction
>all other EventFunctions now extend this base class and have their own unique implementations and this is where loaded paramaters go
See pics for more info also I'm super fucking tired so I may have missed some potential problems
37f459 No.14708297
>>14708288
Forgot to mention, EventFunctionTarget inherits from EventFunctionEntity (which was supposed to be abstract). Sage for doublepost
307574 No.14708546
>>14707433
was I supposed to add sound to someone else's work I only posted because it inspired me?
You're right I guess, it's time to test out blender as a video editor
fa3b8b No.14708570
>>14708546
>instead of making a decent interface blender is pulling a photoshop and branching into things that they have absolutely no use for
I recently learned there's a fucking Blender game engine
Like, why
why would anyone make that
f56c40 No.14708580
>>14708570
if it makes you feel any better i am pretty sure they axed the game engine part
also known as "python scripting in a free software taken too far"
37f459 No.14708677
Does an array of size 0 use any bytes?
5b4036 No.14708683
>>14708570
>blender has a bad interface
I wish this meme would die already
I actually like the blender game engineit's the ouya of video game engines
f56c40 No.14708705
>>14708677
without knowing, i'm presuming yes. how else would it know that it's an array and not anything else?
fa3b8b No.14708713
>>14708683
>I wish this meme would die already
>what do you mean things need to be easy to find
>just start off by learning every single shortcut to all the tools you need
>what do you mean you don't know what tools you need because you have never modeled before
>icons and good menus? What are those?
Man, Blender's a great program but the interface is straight out of 2002
5b4036 No.14708746
>>14708713
blenders flaws are exaggerated by people who don't use it repeating complaints that haven't been relevant since the ui was redesigned over 10 years ago.
>>what do you mean you don't know what tools you need because you have never modeled before
come the fuck on nigger
no shit you aren't going to know 3d modeling terminology if you know nothing about 3d modeling. it's not the programs job to teach you that.
f16654 No.14708756
>>14708570
>>14708713
There is Blender for Artist fork which is more GUI centered instead of short cuts.
fa3b8b No.14708772
>>14708746
It's the program's duty to allow me to learn.
Maya, Modo, Zbrush even all do this.
I don't see why Blender shouldn't. They're getting plenty of money from grants and private funding.
>>14708756
I'll check this out
add825 No.14708846
Started eye logic and wrestling with Quaternions.
>>14708570
Old dead ideas of where they thought they would lead Blender to.
59161c No.14708856
>>14708772
>It's the program's duty to allow me to learn
That's the documentation's duty.
Also don't pretend ZBrush's UI is any better than Blender's.
77a867 No.14708937
>>14708846
looks excellent, actually
using Quaternion.slerp?
>>14708546
>that track
good taste I cri evrytiem
02e931 No.14709364
Got that battery for my laptop. This laptop uses a fucking 4 cell battery so it gets 2 hours when not plugged in. What a piece of shit. But it's running an AMD APU so it's possible to dev on this thing while I save up for a new main machine. Who's ready for some Minecraft level placeholder models because I don't want to melt this laptop?
ebbc7e No.14709385
>>14707642
Nice. Did you use Godot's vehicle nodes or did you just use a KinematicBody? Do you think you'll have a demo?
ebbc7e No.14709412
>>14708098
I hope the lolis on the right and left are double-jointed.
2f1be9 No.14709533
87682c No.14709549
>>14709385
i think godots vehicle nodes are bugged right now. There is a nice showcase for it but the vehicle slides sidewas because of a bug.
b53f5f No.14709826
Oh boy guess who just picked up two shifts to be helpful and wont have enough time to polish his not demo
02e931 No.14709999
>>14709826
Who needs sleep when you have a deadline you have to meet
fa3b8b No.14710010
Level designing makes me wanna kill myself
b53f5f No.14710016
>>14710010
No, try to avoid the hazards
d6607a No.14710055
>>14708846
Her head seems kinda short and squashed from the side.
5a2e4a No.14710058
>>14708713
>just start off by learning every single shortcut to all the tools you need
<hit space bar and type in what you want to do
<get given the shortcut as you do this
<learn as you get going
<remember the 5-6 shortcuts you actually constantly use.
<if you forget just type it in and get reminded
i don't get it its just as convoluted as every other program out there and it crashes way fucking less than when i was using Maya and you don't have to use 3 fucking programs to sculpt a normal map, hell you "could" make a whole fucking game with blender.
93f4b4 No.14710247
>>14708677
I think the pointer to where the array would start might take up a tiny bit of data but the empty array itself would not. Don't take my word for it though.
b196e5 No.14710454
Im looking for some simple, modular architecture meshes so i can set up a demo scene for my engine, sort of like this:
https://assetstore.unity.com/packages/3d/environments/3d-scifi-kit-starter-kit-92152
But as .fbx or .obj files instead of some unity binary .asset bullshit. It can't be this hard to find but i've been looking for the past three hours.
643f82 No.14710546
>can't use a dark theme in Unity unless you pay for it
>>14698750
>Unity has a lot of problems that make it shitty for FPS games
I'd like to know specifics about this since I was thinking of using Unity or Godot for a FPS.
2dfdf5 No.14710570
>>14710546
>dark themes
Open the blinds up or something, because I swear, the people allergic to light themes that describe it as so painful to the eyes sound like vampires.
643f82 No.14710578
>>14710570
>getting this upset over someone using a dark theme
Here's a screenshot of the theme I'm using on 8chan, just for you.
5227d2 No.14710605
>>14710454
If you don't mind their cartoony style, http://kenney.nl/assets has lots of free (CC0) assets that they distribute in .fbx, .obj, and .glTF formats. Also check OpenGameArt: https://opengameart.org/art-search?keys=modular
>>14710546
Not sure what problems anon is referring to, but Godot has an FPS tutorial here: http://docs.godotengine.org/en/latest/tutorials/3d/fps_tutorial/part_one.html
Someone made a robust FPS template too: https://github.com/leiget/Godot_FPC_Base
2dfdf5 No.14710607
>>14710578
I can understand it being a simple matter of preference, but I swear, some people pretend like looking at a light theme will melt their eyes or something, it's absurd.
That, and I despise how every dark theme across the board looks identical, so no matter what site or program you use, it all looks the same shades. It's worse than smartphones in that regard.
I stick to Yotsuba B here. It's probably one of the most easy on the eyes color schemes I've ever seen.
5227d2 No.14710662
Any linuxbros here?
I want to test if my Godot game will run on Linux for demoday. Godot spits out a .pck (containing the game's assets, same on every platform), and an .x86-64 file, which I assume is the executable.
https://my.mixtape.moe/gusgvh.7z
Controls:
WASD: move
Space: jump
1: walk mode
2: skate mode
Mouse: camera
R: reset position
Escape: quit
643f82 No.14710679
>>14710605
Thanks, m80.
>>14710607
Sure, I get it. I actually used Yotsuba B for a few years before switching to Tomorrow. I use it less because it's better on the eyes and more for preference. I agree that dark themes tend to look the same, and I like that Godot and Renoise (music program) let you pick pretty much any color you want.
6763ef No.14710697
>>14708937
>using Quaternion.slerp?
Close. UnclampedLerp to change the ease function.
>>14710055
Looks fine to me. But most anime models are like that. Her shader changes lighting on her face so it's more anime style too.
aaedba No.14710723
>>14708260
Autism is beautiful when it is fuled by dreams.
Fucking love /agdg/ i miss the time when i used to share my progress.
90ef33 No.14710741
>>14710697
a thought I also had, from a biological standpoint: you might want to implement saccades for switching between observed objects, tho I don't know how well that would work for an anime character
6763ef No.14710822
>>14710741
Wasn't aware that was called saccades. But there doesn't seem to be anything special for it. It's just instantly changing eyeball rotations to look at another object no? That's basically already implemented I just have to change the targetLookAt GameObject.
76e901 No.14711327
>start romhack back in college
>due to a multitude of real-life complications, never finish it, but get 90% of the way to done and fully playable
>decide to start working on it again, set up a website for it, add contact info, etc etc
>almost immediately get headhunted by someone that played it a few years back and wants to hire me to work on games professionally at their studio
Man, this just blows. I was so looking forward to finally finishing this hack off, and now I'm going to have to put it on hold again due to real-life problems! This is just sooo terrible.
03184e No.14711350
>>14710578
>tomorrow
>not dark
1d8bd8 No.14711410
>>14710570
>>14710578
The lengths that people will go to suck Unity's dick fascinates me. Makes me why people are so obident to the Jew.
5227d2 No.14711442
>>14711410
He's clearly not defending unity, stop trying to start shit.
6d0eb1 No.14711978
>>14704813
Some game where you walk around a maze in OpenGL.
1d8bd8 No.14712091
Added in muzzle flash and cleaned up the node structuring.
723e50 No.14712197
>>14712091
What is that sound
6763ef No.14712473
>>14712091
>Barno Software
That is the most wonderful splash screen I've ever seen.
5d605a No.14712635
>>14710454
I can do some crap for you and export it to .obj. But textures would be simple, no crazy materials.
1d8bd8 No.14712648
>>14712197
Engine sound. It doesn't have any variable pitch because that missing from the stable branch of Godot for some reason, but the logic is in there.
>>14712473
I even have a better version of the intro. I just have it off at the moment because its somewhat long and I have to wait through each time I turn it on.
f2ca29 No.14712686
>>14710454
only if you are willing to pay, also no open source games but some artist also sell on gumroad without that restriction
https://www.turbosquid.com/3d-model/spacecraft-interior?synonym=futuristic+interior
f2ca29 No.14712708
>>14710605
remember that godot right now lacks occlusion culling so if you are planning on big levels you better reconsider, also gdscript is slower than c#, other than that godot feels better to work with
f2ca29 No.14712735
>>14710662
it works but stutters like hell on my machine x4 750, 10gb ram, r7 370
4de87e No.14712753
I am designing a custom scripting language for my game engine.
It's called YumeScript and it's meant for writing game scenarios. It's supposed to be very high level, easy to read and write, and will be interpreted by my engine at runtime, so I can debug the game without recompiling or restarting the actual game executable. Additional possible advantage: moddability.
Currently designing the syntax. Here's what it looks like right now:
Event [enter_zone]:
Play music [fantasy1.ogg]
Show area name [Potion Shop]
Interaction with entity [npc_potion_seller] with radius [4]:
Actor [Potion seller] [friendly] says [Welcome to my potion shop, traveler. What would you like?]
Label [Choice point]
Option [I'm going into battle. Give me your strongest potion.]:
Actor [Potion seller] [grin] says [You don't know what you ask, traveler. My strongest potions will kill a dragon, let alone a man!]
Actor [Potion seller] [friendly] says [Anything else?]
Go to [Choice point]
Option [I'd like a weaker potion.]:
Actor [Potion seller] [grin] says [That will be 10 gold coins.]
Option [Sure. (10 coins)] if [money] >= [10]:
Actor [Potion seller] [grin] says [A wise choice!]
Modify [money] subtract [10]
Obtain [weak_potion] [1]
Option [I don't have that much money!] if [money] < [10]:
Actor [Potion seller] [angry] says [Stop wasting my time, traveler.]
Option [Maybe later.]:
Actor [Potion seller] [disappointed] says [Very well.]
Option [Nothing right now.]:
Actor [Potion seller] [friendly] says [Well, come back when you change your mind.]
Interaction with block [exit_doorway]:
Change zone to [Market District]
The idea is loosely inspired by SCUMM scripting, but the syntax itself is essentially an indented list of blocks and sequential commands. I'm using python-like identation because titty-brackets would needlessly increase complexity and number of lines, which would ruin the compactness of the script. The goal is to be able to write scenarios in as little lines as possible.
I've never done this kind of thing before and it excites me greatly.
5227d2 No.14712769
>>14712735
Does it stutter or does it have a low framerate? I would hope the frame-timing is at least good. Performance should improve in general when OpenGL ES 2 is re-added (hopefully in 3.1).
>>14712708
Yeah the fact that there's not even simple distance-based LOD right now is really frustrating. It seems like something that deserves a hotfix.
f2ca29 No.14712775
>>14712769
checked again, low framerate, around 15fps
a8fc99 No.14712780
>>14712769
>there's not even simple distance-based LOD right now is really frustrating
You can use different MeshInstances depending on the distance from the camera.
723e50 No.14712785
>>14712753
That's interesting but I wonder if having your own scripting language is better than just letting the user write JSON and having your script interpret that
f2ca29 No.14712788
>>14712780
at that point i better set up room like setups like those in 2.1
4de87e No.14712810
>>14712785
I've considered using JSON at first, but it find it pretty bulky for this purpose and I wanted something more compact.
5227d2 No.14712839
>>14712780
You're supposed to, but the LOD settings don't work at all in 3.0. Apparently it's going to be rewritten with more features for 3.1: https://github.com/godotengine/godot/issues/8806
>>14712788
Rooms are also not in 3.0. Two steps forward and two steps back.
f2ca29 No.14712848
>>14712839
there is now a visibility notifier
723e50 No.14712975
>>14712810
I wanted to do some user research into giving something similar for modding and seeing if people with no programming experience could figure out JSON but never got around to it.
Hopefully you'll get some good results. Keep us updated my man
ff760d No.14713008
Does anyone know how i can get somewhat accurate heigt data with roads and houses for real world locations?
It seems like the new google earth data cant be ripped and openstreetmap only gives me houses when using the osm importer script i found on cuckchan.
723e50 No.14713027
>>14713008
>houses
I don't think that was ever possible
I know Strava (http://developers.strava.com/) have some pretty good maps of roads and surrounding terrain (which I think includes height) but I might be wrong.
6763ef No.14713117
Fuck me silly my afternoon got fucked with Quaternions. But I managed to solve them. Now her look-at works with respect to her parent bones so she can be upside down or whatever and it will still respect the rotation limits. Working with non spherical eyeballs was a pain in the asshole.
ff760d No.14713146
>>14713027
The houses are not very accurate, but google earth has some houses as 3d models most likely guessed by software and openstreetmap gives you a rough outline for some and a flat plane for a lot of them, so you can easily extrude them to get a feel for whats there.
I might be retarded, but i cant see a way to even view the map data from strava.
723e50 No.14713161
>>14713146
I might be confusing Strava with another sport-related app
I'll look into it
a6fd75 No.14713174
>>14713008
https://gdex.cr.usgs.gov/gdex/
You need to create an account, and I'm unsure if the free account provides a high enough resolution to pick up roads. Though so long as you don't want much from Antarctica it gives you a lot of options.
You can also use google and just search "geologic survey" and "heightmap" before a specific location.
Here's New York state, for example.
http://gis.ny.gov/elevation/index.cfm
https://cugir.library.cornell.edu/catalog/cugir-008186?id=23
https://mrdata.usgs.gov/geology/state/state.php?state=NY
The last link gives you a google earth kml/kmz file.
And here's a bunch of Norwegian polar locations
http://geodata.npolar.no/
My personal favorite is Jan Mayen island
600f0c No.14713176
>>14712753
Is Potion selling now the /agdg/ version of fizz buzz? :^)
f2ca29 No.14713181
>>14713117
man, that result is really good, you should think of selling it on the asset store
6763ef No.14713231
>>14713181
Hell no man. She doesn't deserve to become a mindless asset flip for money.
f2ca29 No.14713244
>>14713231
not the whole model just the eyes and relevant code
723e50 No.14713246
>>14713231
I applaud your ethics but your project makes me want to stab myself in the brain
90ef33 No.14713268
>>14704582
oh I see some dude editing the wiki with info on crabdev . Is that crabdev himself? Can we get a story what happened to the crab game?
ff760d No.14713422
>>14713174
I probably should have mentioned, that i already dicked around with dem data and it actually gives me the height data . The problem is, that it only gives me that and i somehow manage to screw the proportions in the process, so i dont know where anything is supposed to go, so i am just looking for an easy way to get buildings roads and height data that is kind of right, so i can then use it as a template.
298b09 No.14713502
>>14710662
Runs perfectly, never drops 60 (I have vsync, so no 60+). Snowboarding is fun as fuck. Here's some specs:
CPU: Ryzen 7 1700X
GPU: RX 480
RAM: 32GB DDR4 2.4 GHz
Display: 2560x1440
Some terminal output:
OpenGL ES 3.0 Renderer: AMD Radeon (TM) RX 480 Graphics (POLARIS10 / DRM 3.23.0 / 4.15.8-1-ARCH, LLVM 5.0.1)
WARNING: _render_target_allocate: MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = 8
At: drivers/gles3/rasterizer_storage_gles3.cpp:6216.
WARNING: _render_target_allocate: MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = 8
At: drivers/gles3/rasterizer_storage_gles3.cpp:6216.
WARNING: _render_target_allocate: MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = 8
At: drivers/gles3/rasterizer_storage_gles3.cpp:6216.
WARNING: _render_target_allocate: MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = 8
At: drivers/gles3/rasterizer_storage_gles3.cpp:6216.
ERROR: get_global_transform: Condition ' !is_inside_tree() ' is true. returned: Transform()
At: scene/3d/spatial.cpp:268.
ERROR: get_node: Condition ' !node ' is true. returned: __null
At: scene/main/node.cpp:1524.
S3TC
S3TC level: 0 blocks: 0
S3TC level: 1 blocks: 0
S3TC level: 2 blocks: 0
S3TC level: 3 blocks: 0
WARNING: _render_target_allocate: MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = 8
At: drivers/gles3/rasterizer_storage_gles3.cpp:6216.
CHECKPOINT
bc7974 No.14713569
bc7974 No.14713570
8c1b04 No.14713741
>>14713570
Normally when you stop being a lazy retarded nigger and make one, but I'll do it this time I guess.
>>14713738
>>14713738
>>14713738
>>14713738
>>14713738
5227d2 No.14713747
>>14713502
I'm glad it runs well in modern specs. I think I left 32x MSAA on in the export, which should explain the other anon's performance problems. I'll have an options screen in the demo.